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"Hell Is Other People" - Jean-Paul Sartre (1905-1980)
On Hârn, most of your conflicts will be with other humans. Bandits along trade roads; aggressive tribes; Agrikian patrols; Orballese Ivinians spoiling for a fight; the guards in the castle or temple you are trying to rob; or if you follow the multiple campaign threads that lead to chaos in several kingdoms, in wars and skirmishes to decide the fate of nations.
However, Hârn does have some unique foes for brave adventurers to face. The misty mountains and deep swamps hold many mysteries and threats.
The Gargun
They have many names: Foulspawn, Goblins, Orcs, Hârn's Gargun are a race of small, vicious, intelligent humanoids. They are the most aggressive and brutal of the intelligent culture-forming Hârnic species. They are also the most alien, dramatically distinct from Humans, Khuzudul, and Sindarin in origin, biology, and society.
He is believed to be created or brought to Hârn by Lothrim the Foulspawner. Lothrim used the fast-breeding Gargun warriors as shock troops, allowing him to replace his military losses, preserve his better-trained elite human armies, and rapidly expand his empire. The Gargun are one of Lothrim's more vile legacies; the creatures outlived their "creator" and, by 250TR, had spread throughout the island. All Gargun have an abiding hatred for the Khuzdul and will if there is any chance of victory, attack any dwarves they happen upon. The two races have a long history of mutual animosity dating from the Gargun's first appearance on Hârn and the subsequent Carnage of Kiraz.
The Gargun are divided into five distinct sub-species: Gargu-araki (small or streaked orc), Gargu-hyeka (common or brown orc), Gargu-khanu (black orc), Gargu-kyani (white orc), and Gargu-viasal (red orc). Contrary to widely held belief, the Gargun cannot interbreed among their sub-species, at least not without the intervention of magic or alchemy. Each sub-species has unique social and racial traits.
The Gargun have a hive-based society, with one fertile queen and intense competition to be one of the fertile "princes" allowed to fertilize the queen's eggs. This is accomplished by being the strongest and bringing the most treasure back to the colony.
About half the Gargun of Hârn live in abandoned mines, cave systems, or lost Khuzdal citadels. The others are nomadic, competing with the human tribes.
When a colony becomes overcrowded, there are two possible outcomes. The first is a sudden genocidal slaughter until the population is reduced to a manageable level. The other is terrifying. Gargun will seize female "princesses," and thousand of Gargun will flood the countryside in search of a new home. They will eat everything in their path, steal what they can, burn what they can't, and are relentless in their advance.
Luckily for the rest of Lythia, the Gargun appear to be repelled by oceans.
The Ivashu
Ivashu are creatures of Ilvir, known as the Fatherless Multitude by the faithful or the Accursed Beasts of the Barren Circle by non-believers. Ilvir creates the Ivashu at Araka-Kalai, making use of a limited number of souls over and over again. Some Ivashu are relatively common because they have proved most adaptable to survival or are the easiest to create. However, Ilvir also enjoys experimental lifeforms and can produce any conceivable beast in some quantity. Many varieties are unique, designed to perform a specific task or to amuse the deity.
Ivashu are a great excuse to introduce unique creatures to the campaign.
Yélgri - the Hârnic Harpy
Yélgri are also called the Hârnic Harpy. They are small, highly aggressive, violent quasi-reptilian, warm-blooded winged predators and scavengers. They usually avoid attacking larger creatures capable of defending themselves, instead preferring to harass them. They are known to kill for amusement and will ferociously defend their nests.
They use simple tools and weapons such as clubs, barbed javelins, nets, rocks, and even bombs made of their dung. They communicate using a primitive language of barks, screams, and grunts. Some travelers have reported hearing Yélgri flocks singing harmoniously.
Yélgri are usually encountered in family flocks of up to a dozen, led by alpha males and females. Larger communities have been occasionally observed, with one colony in the Hefiosa Hills reported to number over fifty. Yélgri eggs are tiny, leathery, and cared for by the entire family flock. They reach maturity after around two years and may live for as much as twenty.
The only natural enemies of the Yélgri are the Orcs, who are fond of Yélgri flesh and eggs. Yélgri will hunt Orcs when they see an opportunity and are one of the few creatures willing to eat foulspawn flesh.
The Ilme
The Ilme are a strange race of mere-dragons, among the unique and most mysterious of the intelligent races on Hârn. The Ilme have an ancient culture with a complex language and deep mythology. They bear some likeness to their great dragon cousins, and many a reported tale of dragonkind was almost certainly an Ilme encounter, but there are significant differences. Although they are reptilian, the Ilme have no wings and probably could not fly even if they had; they commonly attain a height of 12 feet and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by local Gargun bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered. Even then, they usually try to negotiate first. Female Ilme are another matter; they will attack and fight intruders with limb-tearing ferocity, primarily to protect their young. The Ilme do not breathe fire, although their breath is far from sweet.
The Hârn Bestiary has multiple entries for critters, both mundane and monstrous. Many of the more extreme monsters can be credited to Ilvir. The cool thing is you get short articles on the setting's cats, dogs, cattle, and horses.
On Hârn, most of your conflicts will be with other humans. Bandits along trade roads; aggressive tribes; Agrikian patrols; Orballese Ivinians spoiling for a fight; the guards in the castle or temple you are trying to rob; or if you follow the multiple campaign threads that lead to chaos in several kingdoms, in wars and skirmishes to decide the fate of nations.
However, Hârn does have some unique foes for brave adventurers to face. The misty mountains and deep swamps hold many mysteries and threats.
The Gargun
They have many names: Foulspawn, Goblins, Orcs, Hârn's Gargun are a race of small, vicious, intelligent humanoids. They are the most aggressive and brutal of the intelligent culture-forming Hârnic species. They are also the most alien, dramatically distinct from Humans, Khuzudul, and Sindarin in origin, biology, and society.
He is believed to be created or brought to Hârn by Lothrim the Foulspawner. Lothrim used the fast-breeding Gargun warriors as shock troops, allowing him to replace his military losses, preserve his better-trained elite human armies, and rapidly expand his empire. The Gargun are one of Lothrim's more vile legacies; the creatures outlived their "creator" and, by 250TR, had spread throughout the island. All Gargun have an abiding hatred for the Khuzdul and will if there is any chance of victory, attack any dwarves they happen upon. The two races have a long history of mutual animosity dating from the Gargun's first appearance on Hârn and the subsequent Carnage of Kiraz.
The Gargun are divided into five distinct sub-species: Gargu-araki (small or streaked orc), Gargu-hyeka (common or brown orc), Gargu-khanu (black orc), Gargu-kyani (white orc), and Gargu-viasal (red orc). Contrary to widely held belief, the Gargun cannot interbreed among their sub-species, at least not without the intervention of magic or alchemy. Each sub-species has unique social and racial traits.
The Gargun have a hive-based society, with one fertile queen and intense competition to be one of the fertile "princes" allowed to fertilize the queen's eggs. This is accomplished by being the strongest and bringing the most treasure back to the colony.
About half the Gargun of Hârn live in abandoned mines, cave systems, or lost Khuzdal citadels. The others are nomadic, competing with the human tribes.
When a colony becomes overcrowded, there are two possible outcomes. The first is a sudden genocidal slaughter until the population is reduced to a manageable level. The other is terrifying. Gargun will seize female "princesses," and thousand of Gargun will flood the countryside in search of a new home. They will eat everything in their path, steal what they can, burn what they can't, and are relentless in their advance.
Luckily for the rest of Lythia, the Gargun appear to be repelled by oceans.
The Ivashu
Ivashu are creatures of Ilvir, known as the Fatherless Multitude by the faithful or the Accursed Beasts of the Barren Circle by non-believers. Ilvir creates the Ivashu at Araka-Kalai, making use of a limited number of souls over and over again. Some Ivashu are relatively common because they have proved most adaptable to survival or are the easiest to create. However, Ilvir also enjoys experimental lifeforms and can produce any conceivable beast in some quantity. Many varieties are unique, designed to perform a specific task or to amuse the deity.
Ivashu are a great excuse to introduce unique creatures to the campaign.
Yélgri - the Hârnic Harpy
Yélgri are also called the Hârnic Harpy. They are small, highly aggressive, violent quasi-reptilian, warm-blooded winged predators and scavengers. They usually avoid attacking larger creatures capable of defending themselves, instead preferring to harass them. They are known to kill for amusement and will ferociously defend their nests.
They use simple tools and weapons such as clubs, barbed javelins, nets, rocks, and even bombs made of their dung. They communicate using a primitive language of barks, screams, and grunts. Some travelers have reported hearing Yélgri flocks singing harmoniously.
Yélgri are usually encountered in family flocks of up to a dozen, led by alpha males and females. Larger communities have been occasionally observed, with one colony in the Hefiosa Hills reported to number over fifty. Yélgri eggs are tiny, leathery, and cared for by the entire family flock. They reach maturity after around two years and may live for as much as twenty.
The only natural enemies of the Yélgri are the Orcs, who are fond of Yélgri flesh and eggs. Yélgri will hunt Orcs when they see an opportunity and are one of the few creatures willing to eat foulspawn flesh.
The Ilme
The Ilme are a strange race of mere-dragons, among the unique and most mysterious of the intelligent races on Hârn. The Ilme have an ancient culture with a complex language and deep mythology. They bear some likeness to their great dragon cousins, and many a reported tale of dragonkind was almost certainly an Ilme encounter, but there are significant differences. Although they are reptilian, the Ilme have no wings and probably could not fly even if they had; they commonly attain a height of 12 feet and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by local Gargun bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered. Even then, they usually try to negotiate first. Female Ilme are another matter; they will attack and fight intruders with limb-tearing ferocity, primarily to protect their young. The Ilme do not breathe fire, although their breath is far from sweet.
The Hârn Bestiary has multiple entries for critters, both mundane and monstrous. Many of the more extreme monsters can be credited to Ilvir. The cool thing is you get short articles on the setting's cats, dogs, cattle, and horses.