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PostPosted: Wed Nov 30, 2005 4:30 am 
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Knight
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An idea I will pitch again for any of the creators, canon or fanon, is opennining up Lythia via a series of Trade Routes and Pilgrimage Places modules.

The idea is that you give a section of a Trade Route or a route to a Place of Pilgrimage for devotes of one or more faiths, usually, but not always these will overlap.

The module gives you the tourist or visiting fireman's eye view of the places passed through without having to give the detail that an actual kingdom module would need to make it consistent with the developed areas of Harn itself.

Basically, we are looking for two or three sites; a port, a commercial town, a village along the main road, an eccelsiastical center, an administrative center, a trading post, a fort, or sites that combine several of these, connected by a well travelled sea or land route.

Each site should have the local map and the kind of details given the sites in the old kingdom modules, plus information of interest to a GM who is moving a group of pilgrims or business travellers through the route.

These routes could eventually start to cross or extend each other.

The feedback on the early modules could give developers a clue as to the interest in a particular area. If the reception is cool, try someplace else. If people start screaming for more extend the route or add a branching one.

My 2d, (Again)

Wm

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PostPosted: Wed Nov 30, 2005 5:14 am 
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FSBO wrote:

Christian Düntgen http://www.xris.de/Rollenspiele/HGT/index.html

He has done some great work acrosss the board with guilds.

His links to the articles are no good. Though I think I have some of them somewhere....

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PostPosted: Wed Nov 30, 2005 8:34 am 
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Try the European Harnmaster Guild link on the Harn Link.

http://www.johalla.de/EHG/index.php


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PostPosted: Wed Dec 07, 2005 8:27 am 
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Quote:
- Royal bureaucracy. There was a great thread a few months ago on the clerks of the Royal Household, I would like to see and article which expands and explains all of the jobs of the household (perhaps with what type of person fills the job, what skills they have, the powers they have).

I have floorplans for the Palace of Perehyne in Golotha, though these are currently paper and not digital. Most of the notes I had written up were such that I could get a better handle on day-to-day civic administration for the city of Golotha. Unfortunely, it's all pre-updated-Golotha. The new Golotha module is on my Christmas list of stuff to get (no jeers from the peanut gallery, I fully admit that my devotion to all things Harnic has grown weak and must be re-kindled with fury and fire and a hellacious credit card bill), so updating the stuff shouldn't be too much of a problem once the new material is in hand. It's basically a case of fact-checking and removing any contradictions to canon material. The whole point behind this level of administrative detail was to get a better handle on who the various power players were in the city, what they were up to, and in what areas petty intrigues, plots, and mayhem were likely to occur. Once I get the new Golotha module, I'd be happy to work with someone to formalize all this stuff into a more complete and polished package.

But there is another more far-reaching project that I'm considering tackling for my current campaign: the Thardic Senate. In my mind, this is one of the largest, most glaring holes in the entire canon. In all of the other kingdoms, there is at least a little bit of detail on the political movers and shakers, the various Earls, Barons, Sherriffs, Constables, etc. But in the end, the King is the ultimate decision-maker, and his decrees carry the full weight of law. In Tharda, we have plenty of detail about the various marshals, magistrates, legars, and cohort commanders, but there's virtually no detail on the most important legislative body in the country - the Senate. There are a few notes here and there in various modules that name a particular Senator (the "Son of Cities" expansion for Shiran leaps to mind), and occasionally there is some note as to what faction they adhere to, but nowhere is there a collected list of who the various Senators are, how they are related to the various marshals and/or magistrates (presumably there is a lot of patronage/nepotism involved), what sorts of schemes they're plotting, or how they interact (Senator X hates Senator Y with a flaming hemarrhoidal passion, while Senator Y simply deems Senator X as unworthy of the time it would take to hate him). It might be nice to know what each Senator's "hot-button" issues were as well. A "short list" of Senatorial hopefuls might be handy, as it would give some details of "up-and-coming" folks to whose coat-tails players might be willing to attach themselves. Finally, a short description of Senatorial traditions, rules, responsibilities, and privileges might be interesting as well.

In this sense, I could very much see a module like the "People of the Town" section of the Lerenil download or the descriptions of the various Reblena in the "Lady of Paladins" article. Both of these short sections contained a vertiable goldmine of interesting and useful adventure ideas.

I realize that combing through the various canon works and picking out each and every mention of a Senator or their relation to a canon personailty is a monumental task, but it's one I've been seriously considering undertaking just as a way to get a better handle on political intrigues within Tharda. We all know it's an internecine viper's nest of plotting and scheming, but no where do we really see how or more importantly why this is so.

The only downside I can see is that this might have some pretty far-reaching consequences for the state of Tharda as we know it circa 720 TR, which I know makes some people uncomfortable coming from a non-canon source. Thoughts?


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PostPosted: Wed Dec 07, 2005 9:17 am 
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Munin wrote:
Once I get the new Golotha module, I'd be happy to work with someone to formalize all this stuff into a more complete and polished package.

I can help with this, including getting the maps done electronically in Harnic format.

Munin wrote:
But there is another more far-reaching project that I'm considering tackling for my current campaign: the Thardic Senate.

Lots of good material on this very topic at Pax Tharda. Not canon, but I've found it valuable. 8)


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PostPosted: Wed Dec 07, 2005 10:34 pm 
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Munin wrote:
Once I get the new Golotha module, I'd be happy to work with someone to formalize all this stuff into a more complete and polished package.

[...]

But there is another more far-reaching project that I'm considering tackling for my current campaign: the Thardic Senate.

I think both projects are very worthwhile. Concerning the Thardic Senate, don't really think about the reaction of the Hârn community - just go for it. Anyway, it is likely that in a project of this size you would ask for some help from the forum (such as to comb canon for a senator you might have missed, feedback for the relationships, etc...) so ideas from several quarters would be represented. In the end, since it is your project your word would be final, but the input could come from several sources. If some of us really don't like a few of your hypothesis, we would just "arrange" them for our p-Hârns.

Cheers,

Roland


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PostPosted: Thu Dec 08, 2005 12:42 am 
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I gleaned many of these from reading through the kingdom modules several years ago. I also used to read the TV guide movies descriptions and tailored them to Harn. There might be a couple of movies you have seen. :) You might find some good hooks:

Azadmere

Recapture the ancient Khuzan outpost of Fana, now occupied by Gargu-viasal. Clan Dyrak, the weaponcrafter clan of Zerhun, has sent some clansmen to Tashal for the annual fair in order to hire mercenaries.

The Gargun of Pyxyn or Zhakom have raided the Kingdom of Azadmere and King Hazmadul III is determined to wipe the foul-spawn off the face of Kethira.

Investigate the monster of Lake Arain.

Trade Khuzan steel, weapons, gems, jewels, gold, and silver products for Kaldoric foodstuffs and the luxuries of the East. Good money to be made if the dangerous mountain passes, Gargun, and tribesmen can be overcome.

Infiltrate Azadmere's Inner City for some subversive group.

Seek employment as a caravan guard along the Silver Way from Azadmere to Tashal.

Investigate the ghost of Mount Esig.

Sent on an embassy to the Khuzan King by the King of Kaldor, Chybisa, or Melderyn.

Visit Habe, the last stop for foreigners.

Chybisa

Merma Chesand, an apothecary in Burzyn, will pay good money to hardy souls willing to brave the fierce tribesmen, bands of nocturnal Gargun and wild beasts for the rare herbs that can be found in the wilderness region surrounding Chybisa.

Great physicians are being, discreetly, sought out and asked to attempt to find a cure for Prince Balesir who suffers from syphilis.

The characters are hired by the guild-master of the Burzyn mercantylers to secure control of Oselbridge and build a fortification for Chybisa while Kaldor is concerned with civil war.

War with Kaldor, Melderyn, the Pagaelin, or the Hodiri is unavoidable and Chybisan lords have sent out the call for mercenaries. Great wages and the promise of land and titles to those willing to fight for the underdog in an impossible situation.

Verlid VII, King of Chybisa, and Baron Rythal are granting fiefs north of the Umelrian river to land-less knights willing to asart it.

Modest profits can be made through trade with the Hodiri and Pagaelin by mercantylers willing to risk their hides on the goodwill of untamed barbarians.

While traveling south along the Genin trail the characters come upon the remains of a small caravan, which has been massacred by an outlaw band. Among the few survivors is an old man who provides little detail. The trail left by the outlaws leads to the abandoned manor of Invarney.

The Chindra Gargun are swarming and mercenaries are being hired to fend off the horde.

While at a tavern in Burzyn the characters overhear two rustics speaking of finding gold in a certain tributary of the Ulmerian in the Anadel highlands. It has been whispered many times before but there has never been any proof. The miner’s guild in Geda keeps the location a closely guarded secret.

Placer gold found in Darl river and the cave from which it springs.

Evael

The lost Sindarin city of Alarienel.

Seamen washed ashore on Yaelin island stumble upon a Sindarin secret underground complex.

Obtain glassware from Ulfshafen through trade.

Brave the perils of the Enchanted Wood in the hopes of finding the fountain of youth at the spring of the Enorien river.

Explore the forbidden Pesino ruins.

Seek knowledge from royal library at Elshavel, rumored to be the second greatest library in the world.

Melderyn

The Laranian fighting order of the Spear of Shattered Sorrow is hiring mercenaries for an upcoming spring campaign against the Solori as part of the continuing crusade. The inquisition still continues but is superseded by the Solori crusade. The Sheriff of Biren at Racyn is trying to put a stop to the genocide.

The powerful Shek-Pvar, Milkkyl Avonasen, Baron of Zuilos, charges the characters with guarding a young boy who possesses great potential in the art. The Baron has other priorities but the boy must be brought to the Odiveshe chantry at Chyrefal. The characters don't know that the child is a runaway and there is a very diligent lord after him. Successful completion of the mission will gain the characters a sponsor in the Baron.

While in Thay the characters are contacted by Ulaed Tesael. He seeks revenge against Baron Kjal Forsetha and King Verlid VII for the loss of his family's lands and wants to hire the characters to help him.

Explore the enigmatic Gelimo chantry and its adjacent henge.

Tri-annual Mangai convention at Thay, 721TR.

The characters hire on in early spring to be caravan guards along the Genin trail for the trip from Thay to Tashal.

Partially submerged standing stones at Shenap.

The magi’s city of Cherafir.

Hag of Huvos.

The Long Man of Hutsusat Jetust.

The haunted Rolhaunas hills north west of Jothet.

Cure Baron Wederine of leprosy.

Maintain beacon on Mozil point.

Graves near Parios.

After centuries of tribal squabbling a single chief has risen supreme amongst the Hodiri horse-clans and is to be officially recognized as High Chieftain of the entire nation at the next tribal moot held at Patrel. If this comes to pass it will mean war on a scale unheard of since the migration wars and the certain destruction of Chybisa. The council of eleven hires the characters to kill the High-Chieftain and cause as much internal disruption as possible.

While in a tavern in Cherafir the characters are entertained by an eccentric old master pilot with the idea of sailing around Kethira in order to acquire the riches of the Far East. He has many elaborate charts and formulas along with a few old manuscripts to prove his theory. Good able-bodied seamen, hardy warriors, and men with capital are all welcome.

While asarting land at Ramere Keep, the characters encounter some Bujoc tribesmen who ask for their help against the Chindra Gargun who are now under the will of a renegade Shek-Pvar based at Telumar. In a secluded valley, high in the Anadel Mountains, lies Telumar. Horrific tales tell of the wights, which stalk the mountain slopes in search of helpless victims. The valley has always been sacred to the Bujoc, who bury their dead in cliff tombs overlooking the sight.

Kaldor

The Laranian inquisition is out in force seeking followers of Agrik, Morgath and Naveh in order to burn them at the stake. The Laranian church is dedicated to the defeat of the dark churches.

Something evil is stirring at the ancient ruins of Anisha.

The priests of Ilvir are hiring mercenaries to protect the pilgrims on their annual trek from Tashal to Araka-Kalai.

After years of peace the Pagaelin tribesmen have started raiding outlying settlements and caravan traffic along the Genin trail. An encounter with a band of Pagaelin collecting tolls at Oselbridge reveals a sinister connection to a cult of Navehans based at the ruins of Bejist. The Navehans are trying, in vain, to breach the seals, which imprison a demon. Old Sindarin sewers.

Help the sisters of the Order of the Balm of Joy or the brothers of the Irreproachable Order.

An enterprising merchant requires partners and guards for trade with Azadmere.

Dare to visit Uvien, master of elemental water, at Barsothe Falls.

Encounter the ghost of Prince Brant at or near Baseta.

Having recovered from its devastating civil war Kaldor’s new king seeks to annex Chybisa in an attempt to promote solidarity within his own country. Citing the failed attempt to secure Oselbridge for Chybisa during the unrest.

As always the Gargun of Fana, Gifuso, Nizus, Pryeh, Sokus, Zedabir, Felgoth, and Ruthuba are restless and increased raiding forces local lords to exact retribution.

Ilvir priests of the order of the Yellow Hand are searching under Tashal for relics.

Crush the Chelni, Kath, Pagaelin, Taelda.

A mercantyler needs mercenaries for protection while trading with tribesmen.

Establish firm grip on Trobridge Inn or Oselbridge.

Gold rush to the Darl river.

Elkall-Anuz

Trade with Sindarin for glasswares.

Work for Halean church.

Find Earl Meleken for Sir Bereden Pewade, Constable of Heru.

Become sheriff of Osel.

Seek knowledge from/for Order of Hyn-Aelori.

Capture Ilme of Ilmen marsh.

Assassinate Miginath while at Jedes, Olokand or Tashal.

Rob the royal mint.

Build locks at Tuleme falls/canal.

A slaver from Rethem is hiring men to help capture Kath beauties to sell as pleasure slaves.

Asart new land west of the Kald river, south to the Osel river.

Assassinate Troda Dariune for _____.

Prove Sir Danyes Bernan is corrupt, Kyg Keep.

Build a new cathedral for Larani

Lia-Kavair/Tashal

Help peasants against corrupt miller.

Rob mining shipments.

Noron has always been less than affable but recently he and his brood have taken to ambushing travelers and outlying settlements as far south as Kaldor. A great lord sends the characters to investigate the problem and report back on the cause. The characters discover that Noron is under the influence of some greater power and is gathering more of his kind together for some big event. Leads to Uvien, master of elemental water and beyond. This made a nice Against the Giants campaign.

Shade of Owain the Martyr at Zoben.

Olokand's annual tournament of chivalry is approaching as the heralds ride throughout the lands proclaiming it and inviting all challengers. Events include the joust, melee, archery and wrestling competitions as well as a fair. As well as participating in the fun the characters may become involved in Kaldoric politics.

Come autumn merchants throughout Tashal seek to employ hardy warriors as caravan guards for the journey to Coranan, Azadmere, Burzyn or Leriel. All leave just after the close of the fair.

The Bloody Tapestry of Qualdris.

Help lady Thilisa Meleken of Qualdris with a problem/search for husband.

Recruit mercenaries at Trobridge/Oselbridge War with Cybisa, Melderyn, Tharda.

Mining Venture

The King of Kaldor, or some other great lord, seeks to expand his control to the Kath hills. The characters are hired as scouts to acquire information. While scouting they encounter a Kath village boasting an ancient magic stone.

The characters are hired to be bodyguards for a petite beautiful noble woman who turns out to be a Shek-Pvar with many enemies.

Evnasen, a foreign Shek-Pvar, is searching for his renegade covenant member.

While at the Trobridge Inn the characters are asked to help capture a half-breed Chelni tribesman fleeing from justice after committing a murder.

The Tulwyn tribesmen hunt a gigantic white auroch.

A scout is needed to escort two women through hostile lands.

Rethem

While in Golotha the characters get involved in back street fist fighting.

A young man sets out to avenge the murder of his parents.

A physician takes a risky journey to deliver medical supplies.

The local peasants are near rebellion over unfair taxation imposed on them by their overlords.

A daughter is being forced into an arranged marriage.

A local lord wants to disrupt a rivals market.

A merchant was not paid by his partners and wants his money.

A prominent local guildsman is accused of Lia-Kavair connections and the disappearance of a guild master.

A veteran warrior hires the characters for an un-authorized mission into the marshes of Kanday to hunt down and destroy a Lia-Kavair smuggling ring, which killed his wife and children.

A priest of Morgath, known as The Embalmer, is posing as a physician and paying good money to rouges for corpses to further his necromantic purpose.

A woman, the sole surviving member of a noble family of a foreign country, enlists the character’s help in recovering her lands from the usurper.

The characters are hired by a local guildsman to kill a blackmailer.

In Golotha, Peonian priests are being hidden in the attics of adherents to escape the attention of the evil churches, which rule the city.

As the characters walk through town they see a woman being chased by a couple of rough looking men. The woman is the wife of a crooked scribe on the run needs help from the characters against the Lia-Kavair.

The characters are hired to kill a Khuzan engineer who is selling his knowledge and skills to the Agrikans at Menakai.

There are high rewards to be had for bounty hunters tracking down outlaws.

While sitting in a tavern the characters are approached by a woman looking to hire some muscle in order to avenge her husband’s murder at the hands of outlaws.

A young noble, from Kanday, has a plan to rescue his father from Agrikans.

The characters stumble across incriminating evidence of a corrupt official.

Kanday

A mysterious creature from the sea is terrorizing the village of Sarkum, on the southern coast of Kanday. Three fishing boats have already been found wrecked on the coast with no trace of their crews. A renegade shaman from Anfla Island is using an ancient magical conch shell to summon the monster.

The characters are hired to seek out and kill the leader of a band of mercenaries, which has taken to banditry in the absence of war. The bandit frequents a tavern in Aleath, where he scouts out new recruits.

A Lia-Kavair plot to steal an Agrikan tome from the Order of Hyvrik. The librarian, a gambler in debt to the guild master, was killed on temple grounds after having a conscience. The lexicographer is the guild master. Seen frequenting the shop. The book was handed over to the Agrikans who are transporting it to Azeryan via the spring caravan.

Cult of the Midnight Dancer in Moleryn. Works well with Against the Cult of the Reptile God.

The village of Serisuss, held by Padan Seris.

The Gargun of Carcust are swarming and must be dealt with.

Lothrim’s tomb on the banks of the Deret river.

School of stealth for Navehan assassins in Golotha.

The characters are hired by a wealthy merchant to rescue his wife and two young daughters from a plague infested village. The village has been declared off-limits and its perimeter is patrolled night and day.

While out after curfew one of the characters is the subject of an attack by a mother and son with unusual diets. Investigation leads the characters to a band of vampires that travels the land, stalking villages. The small coven consists of three men, a woman and her young son. A pair of wolves guards them during the day.

A renegade has no sympathy for the Lia-Kavair gang who killed his wife and kidnapped his son. A journeyman mason, he came to town, with his pregnant wife and young son, looking for work. Low on money, he had to borrow some from a gang of Lia-Kavair. When he couldn't pay the money back on time they kidnapped his son, his wife falling down some stairs during the struggle breaking her neck. He seeks out the characters in a tavern and requests help in saving his son and extracting vengeance on his captors.

Miscellaneous Adventure Sites

While on a routine sea voyage the ship that the characters are aboard encounters the infamous ship The Black Swan, commanded by the pirate _____ of Shata Island. Upon a pre-arranged signal, the crew mutinies, killing the captain and setting the characters adrift in a small boat, after relieving them of their possessions. Unknown to the characters the captain was a severe disciplinarian and the crew had been plotting for sometime to mutiny and become pirates. After being adrift for a week a severe storm casts the characters boat on to Gyzem Island, where they discover Ridow. Upon returning, an ex-pirate offers his services in hunting down his former comrades.

While traveling through the Reyesha Mountains the party comes upon ancient landslide which has exposed an old trail, leading to a hidden valley. At the far end of the valley lies the ancient mine of Izora, once worked by the Khuzdul and who's vast depths contain a mother lode of gold as well as connecting to the underground Earthmaster city of Lahr-Darin. All that stands in their way is an old trapper and his daughter (who were there first), hordes of Gargun, and a band of mercenaries who wish to know the secret of the old man's newfound wealth.


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PostPosted: Thu Dec 08, 2005 1:26 am 
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Baron
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Llywelyn Mawr wrote:
I gleaned many of these from reading through the kingdom modules several years ago. I also used to read the TV guide movies descriptions and tailored them to Harn. There might be a couple of movies you have seen. :)

Great list, but some serious spoilers! Can we peel this post off to the Bazaar?


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PostPosted: Thu Dec 08, 2005 3:02 am 
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Munin wrote:
But there is another more far-reaching project that I'm considering tackling for my current campaign: the Thardic Senate...

I realize that combing through the various canon works and picking out each and every mention of a Senator or their relation to a canon personailty is a monumental task, but it's one I've been seriously considering undertaking just as a way to get a better handle on political intrigues within Tharda. We all know it's an internecine viper's nest of plotting and scheming, but no where do we really see how or more importantly why this is so.

The only downside I can see is that this might have some pretty far-reaching consequences for the state of Tharda as we know it circa 720 TR, which I know makes some people uncomfortable coming from a non-canon source. Thoughts?


I have done a lot of the hunt and peck for senators and relatives in the canon sources for my Peonushaven campaign which Thardacentric.

Unfortunately, all of my notes are currently hand written. If there were someone who wished to gather this information for publication I would be motivated to type up what I have. I think I have sussed out most of the canon connections.

Wm

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 Post subject: Re: Help is available
PostPosted: Thu Dec 08, 2005 4:03 am 
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Will Kilmer wrote:
I think I have sussed out most of the canon connections.

Did you use any of the Pax Tharda material?


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PostPosted: Thu Dec 08, 2005 7:14 am 
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Does anyone have anything Canon on the Pirate Isles, or are we free to fandom it?

PT

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PostPosted: Thu Dec 08, 2005 8:49 am 
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I can't imagine the Pirate Isles without Canon. :silly:

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PostPosted: Thu Dec 08, 2005 10:34 am 
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Rothesay wrote:
Lots of good material on this very topic at Pax Tharda. Not canon, but I've found it valuable. 8)

I love the depth and detail of Rebecca's stuff, but for my money the Pax Tharda stuff is too...well...Roman. I understand that the Roman Senate was the inspiration for the Thardic Republic and that the patron-client relationship was an integral part of Old Rome, but the use of titles, classes, and names pulled directly from Terran history just doesn't sit well with me for some reason. One of the projects I'm tackling with this whole process is assembling a cultural history of the Corani Empire that explains the origin of the patron-client relationship and the tradition of land-ownership (rather than enfoeffment) in a historical context without making it a jarring chord when juxtaposed with nearby Rethem and Kanday. By extension, this would include a history of the Senate itself, how it came to be, how the traditions associated with it started, and how they changed through various events in the history of the region. I'm hoping to do this from a more Harnic and less Roman bent, something that preserves the eccentricities of the region but doesn't borrow too heavily from established Terran history/culture.

One of the things I really did like was her chronology of what petitions were before the Senate, whether they passed or failed (and in some cases why), and what the overall ramifications of these decisions were. That's more of the meat of what I'm going for - who are the Senators, how do they interact, what are their goals (hidden or blatant), and how do these factors determine factionalism on various issues. To my knowledge, no one has really tackled this yet, probably because it's a project that's pretty vast in scope.


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PostPosted: Fri Dec 09, 2005 8:46 am 
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Munin:
Quote:
One of the projects I'm tackling with this whole process is assembling a cultural history of the Corani Empire that explains the origin of the patron-client relationship and the tradition of land-ownership (rather than enfoeffment) in a historical context without making it a jarring chord when juxtaposed with nearby Rethem and Kanday. By extension, this would include a history of the Senate itself, how it came to be, how the traditions associated with it started, and how they changed through various events in the history of the region. I'm hoping to do this from a more Harnic and less Roman bent, something that preserves the eccentricities of the region but doesn't borrow too heavily from established Terran history/culture.


Ah, this sounds very familiar. :) Sounds like a great project with an interesting and sensible starting point. I'm already starting to wait for the publication. :wink: If you think you would like to have help and/or comments on drafts...

-ILe


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 Post subject: Re: Help is available
PostPosted: Sat Dec 10, 2005 1:55 am 
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Knight
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Rothesay wrote:
Will Kilmer wrote:
I think I have sussed out most of the canon connections.

Did you use any of the Pax Tharda material?


I have looked at Pax Tharda, but agree with Munin that it is too Terran Roman for my taste. My pHarn is based on a rather different take on the canon material.

However, what I was refering to in my post was not my pHarn, but research I have done in the canon material tracking down the references to members of the major clans in the published material. It was a pain in the ass, but as I did not want to bump up against a contradiction as I developed the various factions for my civil war, I did it.

Wm

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PostPosted: Sat Dec 10, 2005 2:31 am 
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Baron
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Check.

IMC, the Thardic Republic is long gone, so I found the names and factions useful as background history. Just curious. 8)


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PostPosted: Sat Dec 10, 2005 3:37 am 
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I've always thought it would be fun for the PC's to be distant relatives of the Storzars in Menglana called up for the defense Froyaheim. They can go or not go, but obviously the plot would be dependent upon them going.

They could witness the acension of Erling Storzar as the new king of Menglans, the forming of a new independent realm, the resurgence of the current kings of Menglana, all these assuming a sucessful defense.

Otherwise they could witness the fall of Froyaheim, maybe the sundering apart of menglana.

Of course they would have their own parts to play!

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PostPosted: Sat Dec 10, 2005 6:14 am 
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Because I'm a glutton for punishment, I've started my project on the Thardic Senate in earnest. I'm still in the "honeymoon phase" where inspiration is coming hot and heavy, but there will inevitably be dry spells. I'm hoping to have the section on the history and customs of the Thardic Senate fully researched, written, and ready for review by next week. After that comes the time-consuming meat of the project, which are the bios of all 68 Senators, as well as some notes on the associated bureaucracy (who can pass up a chance to add some meat to a guy with the title of Haruspex to the Senate?) and perhaps a small section on up-and-coming "Senatorial hopefuls." Finally, the section on "Matters of State" will highlight a number of pending (or impending) issues of Senate business, as well as examine some of the petty politics and infighting within the body.

Will, if you're still willing to type up your notes on the various clans and Senators you found in the canon, that material would save me a lot of time and be much appreciated.

Ilkka, I'll take you up on the offer to review the draft version of the history and customs of the Senate. PM me with contact info and I'll shoot it your way as soon as it's 90+% ready.

Gods save me but it feels good to be actively working on writing Harn stuff again... 8O


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PostPosted: Thu Dec 15, 2005 7:29 am 
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Update: The first part of this project (the history of the Thardic Senate) is drafted and ready for review. Ilkka has already kindly offered to give me feedback, but anyone else who's willing to look it over for fact-check, editing, and overall impression is welcome to take a look at it. Just drop me a PM and I'll either send it to you via e-mail or cut and paste the text into a reply PM.


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PostPosted: Sat Sep 09, 2006 3:08 am 
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Beadle
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Just something I'd like to throw out to anyone whose interested, a series of 'starter' adventures (or short campaigns) set in Vemionshire that could be used as a precursor to 'The Earls Progress'.

After all, there has to be some way of bringing the PCs to the attention of the Earl and his minions.

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PostPosted: Sun Sep 24, 2006 2:43 am 
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Knight
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Quote:
ust something I'd like to throw out to anyone whose interested, a series of 'starter' adventures (or short campaigns) set in Vemionshire that could be used as a precursor to 'The Earls Progress'.

After all, there has to be some way of bringing the PCs to the attention of the Earl and his minions.


That would be extremely useful to me right now.


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PostPosted: Mon Sep 25, 2006 8:45 am 
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Reeve
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Graham wrote:
Just something I'd like to throw out to anyone whose interested, a series of 'starter' adventures (or short campaigns) set in Vemionshire that could be used as a precursor to 'The Earls Progress'.

After all, there has to be some way of bringing the PCs to the attention of the Earl and his minions.


I think these would be a great addition. :)

Joe

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PostPosted: Mon Sep 25, 2006 11:18 am 
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Beadle
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How about the PC's are from border manor's (near the wilderness), and a pair of Hru live in the wilderness (have recently come together to mate). Along come some prospectors or lumberjacks and one of the Hru is found by them. For what ever reason the Hru is killed. This makes the other one mad and it follows the killers back to one of the nearby manors (a PC manor), it launches an attack on the place and the PC gets aid from some other nearby manors (other PC's). Assuming the heroes come out on top, this is a start to being noticed.
Note; this was typed fast, with little attention to detail (not the Harnic norm).
I also had an idea about Pagelin being given the idea to attack a iron mine, for the ore. I think there is one to the east of Minarsas next to an Earls manor. PC's pick up that somethink is not right and launch an attack.


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PostPosted: Tue Dec 05, 2006 1:08 am 
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Beadle
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I think that there is a campaign or long adventure in this quote from the rumor table in 'The Earls Progress':

Quote:
The Khuzdul have offered land, south of Zerhun, and the title of Baron to any knight who can liberate Fana. (False)


Historically rumors such as this have inspired crusading movements and an ambitious younger son may try and sally forth against Fana and end up hitting one of the other colonies in the area (Pazel or Pyxyn) by mistake.

Simply trying to put such a force together would an adventure in itself...


[/i]

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Halea, if my love were in my armes
And I in my bedde again!'


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PostPosted: Sat Feb 03, 2007 6:14 am 
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Knight
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A sketch of an adventure background I came up with the other day...

In 673 (or possibly earlier), a powerful curse was laid on House Elendsa.
Any who sit on the throne of Kaldor will suffer the effects of this curse, which wears away at the king's soul/health. Living in Cherafir, a young Miginath learned the nature of the curse and that it might be broken.

Integral to the breaking of the curse is the Sword of Calsten. Knowing his father Torastra would not approve, Miginath arranged for the Sword of Calsten to be taken from the treasure room in Tashal and brought to Cherafir.

Sadly, things did not go well in Cherafir. In a botched ceremony (due to attack/betrayal) in early 675, the Sword of Calsten was lost and Miginath's young, pregnant wife was fatally wounded (by magic?). The child was saved, but nothing could be done for Miginath's wife. As part of the cover up it was announced that she had died in childbirth (or perhaps childbirth was part of the ceremony).

Meanwhile, Torastra, ignorant of his Mignath's role in the theft, mustered an army to recover the Sword of Calsten from Chybisa, who was wholly innocent in this matter. In 682, Torastra's eldest son dies, leaving Miginath as heir. In 693, Torastra at last succumbs to the curse and dies, 'of old wounds'.

Miginath succeeds to the throne. Not all of Clan Elendsa is aware of the curse, and not all of those who are aware believe in it. Since then, the curse has worn on Miginath. He is sustained by his nurse, Erila Kaphin, who is aware of the nature of the curse and gains healing draughts from the Council in Melderyn. Miginath refuses to acknowledge his sons, though it pains him, for to do so would condemn them to the throne of Kaldor and thereby the curse.

Comments?

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