Keys and Legends to the
Maps of HârnWorld
Copyright © 2013, Columbia Games, Inc.
Name: Frederic MANSON, Order time: 09/06/2017 18:08:05
HârnWorld
Map Keys 2 Atlas Hârnica The full-color maps of Hârn provide a vast amount of information, showing vegetation and topography, rivers and stream, roads and trails, towns and villages, and mines and quarries. The hex grid helps the plotting of movement and distance, while the numbered and lettered square grid is a handy reference to locate features described in the many HârnWorld articles.
Vegetation The regional map has seven principal vegetation classes. Each is identified on the map key. Ice, Snow, Rockfield: Permanent mountain snowpack, precipitous rocky cliffs, and the like. Nothing grows here because the land is either snowbound or barren. Alpine Vegetation: Found only in mountains, between the treeline and snowcap. Soil moisture is frozen (permafrost) except during summer, when the top two or three feet thaws. The frozen ground prevents the drainage of melt water, causing marshy conditions in early summer. Permafrost promotes an essentially treeless region covered with short-rooted plants, sedges, grasses, mosses, and lichens. In midsummer, some plants flower for a few weeks, providing a carpet of color (alpine meadow). Needleleaf Forest: Forest of tall, straight-trunked, cone-shaped trees with small needle-like leaves (mostly evergreen). Needleleaf forest occurs on Hârn in the highlands above 3,000 feet and in Orbaal. Due to the yearround shade, undergrowth tends to be sparse; since it occurs mostly in mountainous areas, travel can still be difficult. Major tree species include Orbaalese Spruce, Sorkin Pine, Kom Cedar, and Northern Fir. Mixed Forest: Forests containing needleleaf evergreens, needleleaf deciduous, or summergreen deciduous trees, two of which must be present. Needleleaf deciduous trees are similar to their evergreen cousins but shed their leaves in winter. There are only two such species on Hârn, the Golden Larch and Katha Birch. Broadleaf trees tend to have short to medium stubby trunks, a few long branches, and a generous canopy of deciduous leaves that provide good shade in summer but shed completely in winter. There are some 120 different species of broadleaf on Hârn; the most common types are Hârnic Oak, Shava Maple, Solora Elm, and Western Ash. Woodland: Areas with a tree canopy between 15% and 50% are considered woodland. Such areas contain mainly summergreen deciduous trees growing in clumps or copses interspersed with open grassy areas. The open areas may be natural, fire induced, or the result of human or animal intervention. Note: Hârn’s climate makes extensive natural prairie grassland impossible. Heath: Sometimes called moor, heathland is found along windward margins when a combination of poor soils Copyright © 2013, Columbia Games, Inc.
Name: Frederic MANSON, Order time: 09/06/2017 18:08:05
and high winds exist. Heathland is mainly treeless although a few stunted birches, willows, and various large shrubs can be found. The dominant vegetation is a dense layer of sturdy low-lying plants such as heather. Poor drainage creates bogs in low-lying areas. Cropland and Pasture: Found mainly around all Hârnic settlements. Only about 40% of the land will actually be under cultivation. The balance will be pasture and the odd stand of trees.
Topography Marshland: Swampy terrain can occur anywhere there is poor drainage. Marshland should not be thought of as impenetrable swamp, but it is likely to contain deep bogs, quicksands, etc. Reefs: Shoals or rocks definitely hazardous to seafarers. No distinction is made on the map between salt and fresh water; there are no salt lakes on Hârn. Rivers: The rivers shown are sufficiently deep (10’–20’) to be navigable. They are fordable only at marked fords and only then when the weather has been reasonably dry over the last few days. There may be dozens of smaller streams in each hex not shown; these will occasionally dry up or swell to the size of a river. Waterfalls and rapids are indicated by blue slashes. Roads and Trails: Paved roads are “all weather” and quite rare on Hârn. Unpaved roads are always muddy when it rains. Most trails shown are those that even a tenderfoot would have difficulty wandering off. Not shown are many of the thousands of game paths and other minor trails that crisscross Hârn.
Local Maps Local maps cover small areas of special interest, such as villages, towns, or ruins. They show buildings and other details. GM Local Maps have the important details keyed and explained. On Player Local Maps, the numbers and other details are excluded. The amount of detail shown is roughly equivalent to what could be perceived by an observer at the location. Whenever PCs are at the site, the player local map may be laid out in plain view. Players may keep their own version as a memory map to record what they discover.
Interior Maps Interior plans show the inside of castles, keeps, taverns, temples, caverns, and other small areas. They include details such as the types and arrangement of furniture, doors, walls, stairs, etc. They may also be used to detail small outdoor areas. The scale is 1 mm = 1 foot. Interior plans are intended for use by GMs. They should be kept secret from the players, as they show details players are supposed to discover through exploration.
HârnWorld
Map Keys 3
Map Keys 3
ATLAS HÂRNICA SNOWCAP & GLACIER
CROPLAND & PASTURE
SCARP
PEAK (Feet)
CLIFF
NEEDLELEAF FOREST
MARSH
CONTOUR 10’ INTERVALS
GRAIN SILO/STORAGE
MIXED FOREST
WATER
DITCH
STONE WALL
WOODLAND
REEF
ROUGH/BROKEN TERRAIN
LOW WALLS
BOG/SWAMP
PALISADE
RUBBLE/LOOSE ROCK
FENCE
CAVE/TUNNEL ENTRANCE
IMPORTANT GATE
ALPINE VEGETATION
GALBEN 1420
FORTIFIED STRUCTURE OR WALL UNFORTIFIED STRUCTURE
(ARROWS POINT DOWN)
FORD
ROAD (Paved)
FERRY
ROAD (Unpaved)
BRIDGE
TRAIL
PAVED SURFACE
PILLORY (STOCKS)
RAPIDS
NATIONAL BOUNDARY
ROCK SURFACE
GALLOWS/BLOCK OR EXECUTION SITE
FALLS
SHIRE/PROVINCE BOUNDARY
WOOD SURFACE
DAM/WEIR
HUNDRED/DISTRICT BOUNDARY
EARTH/MUD SURFACE
(0–15’ DEPTH)
CONTOUR (500' Intervals)
GRASSY SURFACE
(OVER 15’ DEPTH)
SANDY SURFACE
PILINGS
GRAVEL SURFACE
SUBMERGED PILINGS
TOLLHOUSE
ARABLE FIELD OR CROPLAND
SUBMERGED ROCKS
MINE
VEGETABLE PLOTS
SUBMERGED SAND OR MUD BAR
KEEP
QUARRY
PASTURE/ MEADOW
FLOATING JETTY
SHIRE MOOT or DISTRICT CAPITAL
SALT
GRAVEYARD
WOOD JETTY
HUNDRED MOOT or LEGION FORT
POINT of INTEREST
MANOR (Fortified)
MANOR (Ruin)
TREES
LOG BOOM
MANOR (Unfortified)
ABBEY (Ruin)
ORCHARD
WATERFALL
ABBEY (Fortified)
TRIBAL VILLAGE
BUSHES
RIVER/STREAM FLOW DIRECTION
ABBEY (Unfortified)
GARGUN COLONY
HEDGE
BRIDGE SIMPLE
STREAM
1000
CANAL
TOWN (Walled) CASTLE
EDIS
(ARROWS POINT DOWN)
20 10
HEATH
FORD
LOCAL MAP KEY
Lead
OUTDOOR WELL OR FOUNTAIN
OPEN WATER OPEN WATER
STONE JETTY
BRIDGE STONE/ WOOD
Copyright © 2013, Columbia Games, Inc.
Name: Frederic MANSON, Order time: 09/06/2017 18:08:05
HârnWorld
INTERIOR MAP KEY
STAIRS
LOCKING DEVICES
PAVED SURFACE
SPIRAL STAIRCASE
USED ON DOORS, TRUNKS, ETC. ALL SHOWN ON THE SIDE THEY ARE ON, OR CAN BE OPERATED FROM.
(STONE SURFACE)
WOODEN SURFACE
FIREPLACE
ARROW ALWAYS POINTS DOWN
OVEN OR KILN
UP ONLY
SPIRAL STAIRCASE
LATCH
BRAZIER
DOWN ONLY
WOODEN BAR SPIRAL STAIRCASE
EARTH/MUD SURFACE SAND/GRAVEL SURFACE GRASS/LAWN/ MEADOW WATER
LADDER
IRON BOLT 8
TREE
LOCK RATED FROM 1 (WORST) TO 9 (BEST)
LADDER
MECHANICAL
DOWN ONLY
USED TO INDICATE SECRET DOORS THAT ARE MECHANICALLY HIDDEN; SYMBOL APPEARS ON SIDE FROM WHICH DOOR IS INVISIBLE.
HAY/FODDER/ CRUDE BEDDING/ETC.
WOODEN SWINGING DOOR
IRON GATE RUBBLE/ RUBBLE FILL
FALSE DOOR POCKET DOOR
WALLS
SLIDING DOOR
RUBBLE WALL
SECRET DOOR
STONE WALL
(A SYMBOL INDICATING WHETHER THE DOOR IS MECHANICALLY OR MAGICALLY HIDDEN WILL APPEAR ON THE INVISIBLE SIDE OF THE DOOR)
STONE PILLAR/ CEILING SUPPORT
PORTCULLIS
LOW STONE WALL
TRAPDOOR IN FLOOR
ROCKS/ORE
CUPBOARD/ ALCOVE
SLOPING SURFACE
WALL VENTS/ DRAINS
ARROW ALWAYS POINTS DOWN
6
12
+6
12
WATER DEPTH DEPTH, IN FEET; IN RELATION TO NEAREST SPOT ELEVATION
FLOW
16
CEILING HEIGHT SHAPE OF CEILING MAY BE INDICATED
6
WATER FLOW DIRECTION
INDICATES DIRECTION OF WATER FLOW OF STREAMS/RIVERS.
TABLES
SPOT ELEVATION
WITH BENCHES/STOOLS ETC.
HEIGHT ABOVE "0" LEVEL
-2
FIRST NUMBER INDICATES THE NUMBER OF GUARDS ; SECOND NUMBER INDICATES PERCENT CHANCE OF THE GUARDS BEING PRESENT.
TORCH/LAMP BRACKET
UP & DOWN
DOORS
IRON SWINGING DOOR
GUARD POST 4 80
LADDER
USED TO INDICATE MAGICALLY LOCKED ITEMS SUCH AS CHESTS, DOORS, ETC. USED TO INDICATE SECRET DOORS THAT ARE MAGICALLY HIDDEN; SYMBOL APPEARS ON SIDE FROM WHICH DOOR IS INVISIBLE.
DOORLESS PORTAL HEDGES/BUSHES
WATER TANK/ RESERVOIR
UP ONLY
MAGICAL PACKED/RAMMED EARTH
WELL
UP & DOWN
IRON BAR
1
SPECIAL FEATURE THESE ARE KEYED IN THE INTERIOR MAP NOTES.
OPENING IN CEILING
PALLET or TICK/ SIMPLE BED
OPEN TO LOWER LEVEL
BUNK BED
(HOLE IN FLOOR)
OPEN FLOOR & CEILING
GOOD BED
BUILDING OUTLINE
GOOD FOUR POSTER BED
MAIN FLOOR/LEVEL, FOR REFERENCE
UNDER FIVE FEET
DAUB AND WATTLE WALL LOW DAUB AND WATTLE WALL UNDER FIVE FEET
RAMMED EARTH WALL WOODEN WALL WOODEN POST/ CEILING SUPPORT LOW WOODEN WALL
TRAPDOOR IN CEILING
RAILINGS ETC. IRON BARS RAILING/BALUSTRADE
MECHANICAL CONECTION RAILWAY FOR ORE CARTS
WOODEN CRATES 6
4
CHEST/TRUNK (SEE LOCKING DEVICES)
HANGING ITEMS (MEAT, FISH, ETC)
STORAGE AREA
LAVATORY RELIEF ROOM
WINDOWS
BARRELS
WINCH LEVER
TAPESTRY/CURTAIN
UNDER FIVE FEET
STORAGE
CHAIRS REFUSE PILE
TILED ROOF
POST & RAIL FENCE LATTICE PARTITION
ODDS & ENDS
OPEN OPEN (SMALL) GLAZED BARRED
MACHICOLATION IF PRESENT, ONE OF THESE TWO SYMBOLS WILL BE USED.
IRREGULAR HOLE IN WALL UNSTABLE FLOOR
ARROW SLIT
Name: Frederic MANSON, Order time: 09/06/2017 18:08:05
TOOLS WATER/OIL BARREL CARPET/TAPESTRY BROKEN ITEM PODIUM
SHUTTERED PEEP HOLE
ANVIL
UNSTABLE CEILING
DRAIN IN FLOOR VENT IN CEILING