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Maps of Hârnworld: Keys and Legends To The

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Keys and Legends to the

MAPS OF HÂRNWORLD

Copyright © 2013, Columbia Games, Inc. HârnWorld

Daniel Novak (Order #21706600)


MAP KEYS 2
and high winds exist. Heathland is mainly treeless although
ATLAS HÂRNICA a few stunted birches, willows, and various large shrubs can
The full-color maps of Hârn provide a vast amount of be found. The dominant vegetation is a dense layer of sturdy
information, showing vegetation and topography, rivers and low-lying plants such as heather. Poor drainage creates bogs
stream, roads and trails, towns and villages, and mines and in low-lying areas.
quarries. The hex grid helps the plotting of movement and Cropland and Pasture: Found mainly around all
distance, while the numbered and lettered square grid is a Hârnic settlements. Only about 40% of the land will actually
handy reference to locate features described in the many be under cultivation. The balance will be pasture and the
HârnWorld articles. odd stand of trees.
Vegetation Topography
The regional map has seven principal vegetation Marshland: Swampy terrain can occur anywhere there
classes. Each is identified on the map key. is poor drainage. Marshland should not be thought of as
Ice, Snow, Rockfield: Permanent mountain snow- impenetrable swamp, but it is likely to contain deep bogs,
pack, precipitous rocky cliffs, and the like. Nothing grows quicksands, etc.
here because the land is either snowbound or barren. Reefs: Shoals or rocks definitely hazardous to seafarers.
Alpine Vegetation: Found only in mountains, No distinction is made on the map between salt and fresh
between the treeline and snowcap. Soil moisture is frozen water; there are no salt lakes on Hârn.
(permafrost) except during summer, when the top two or Rivers: The rivers shown are sufficiently deep (10’–20’)
three feet thaws. The frozen ground prevents the drainage to be navigable. They are fordable only at marked fords and
of melt water, causing marshy conditions in early summer. only then when the weather has been reasonably dry over
Permafrost promotes an essentially treeless region covered the last few days. There may be dozens of smaller streams in
with short-rooted plants, sedges, grasses, mosses, and each hex not shown; these will occasionally dry up or swell
lichens. In midsummer, some plants flower for a few weeks, to the size of a river. Waterfalls and rapids are indicated by
providing a carpet of color (alpine meadow). blue slashes.
Needleleaf Forest: Forest of tall, straight-trunked, Roads and Trails: Paved roads are “all weather” and
cone-shaped trees with small needle-like leaves (mostly quite rare on Hârn. Unpaved roads are always muddy when
evergreen). Needleleaf forest occurs on Hârn in the it rains. Most trails shown are those that even a tenderfoot
highlands above 3,000 feet and in Orbaal. Due to the year- would have difficulty wandering off. Not shown are many
round shade, undergrowth tends to be sparse; since it occurs of the thousands of game paths and other minor trails that
mostly in mountainous areas, travel can still be difficult. crisscross Hârn.
Major tree species include Orbaalese Spruce, Sorkin Pine,
Kom Cedar, and Northern Fir.
Mixed Forest: Forests containing needleleaf
LOCAL MAPS
evergreens, needleleaf deciduous, or summergreen Local maps cover small areas of special interest, such
as villages, towns, or ruins. They show buildings and other
deciduous trees, two of which must be present. Needleleaf
details. GM Local Maps have the important details keyed
deciduous trees are similar to their evergreen cousins but
and explained. On Player Local Maps, the numbers and
shed their leaves in winter. There are only two such species
other details are excluded. The amount of detail shown
on Hârn, the Golden Larch and Katha Birch. Broadleaf is roughly equivalent to what could be perceived by an
trees tend to have short to medium stubby trunks, a few observer at the location. Whenever PCs are at the site, the
long branches, and a generous canopy of deciduous leaves player local map may be laid out in plain view. Players may
that provide good shade in summer but shed completely in keep their own version as a memory map to record what
winter. There are some 120 different species of broadleaf on they discover.
Hârn; the most common types are Hârnic Oak, Shava Maple,
Solora Elm, and Western Ash.
INTERIOR MAPS
Woodland: Areas with a tree canopy between 15% and
Interior plans show the inside of castles, keeps, taverns,
50% are considered woodland. Such areas contain mainly temples, caverns, and other small areas. They include details
summergreen deciduous trees growing in clumps or copses such as the types and arrangement of furniture, doors,
interspersed with open grassy areas. The open areas may walls, stairs, etc. They may also be used to detail small
be natural, fire induced, or the result of human or animal outdoor areas. The scale is 1 mm = 1 foot. Interior plans are
intervention. Note: Hârn’s climate makes extensive natural intended for use by GMs. They should be kept secret from
prairie grassland impossible. the players, as they show details players are supposed to
Heath: Sometimes called moor, heathland is found discover through exploration.
along windward margins when a combination of poor soils

Copyright © 2013, Columbia Games, Inc. HârnWorld

Daniel Novak (Order #21706600)


MAP KEYS 3 MAP KEYS 3

ATLAS HÂRNICA LOCAL MAP KEY


SNOWCAP CROPLAND SCARP FORTIFIED STRUCTURE
& GLACIER & PASTURE (ARROWS POINT DOWN) OR WALL
ALPINE GALBEN PEAK CLIFF UNFORTIFIED STRUCTURE
VEGETATION 1420
(Feet) (ARROWS POINT DOWN)

NEEDLELEAF CONTOUR GRAIN SILO/STORAGE


FOREST MARSH

10
20
10’ INTERVALS
MIXED DITCH
FOREST WATER STONE WALL

WOODLAND REEF ROUGH/BROKEN LOW WALLS


TERRAIN

HEATH BOG/SWAMP PALISADE

RUBBLE/LOOSE FENCE
ROCK
ROAD CAVE/TUNNEL
FORD
FORD (Paved) IMPORTANT GATE
ENTRANCE
FERRY ROAD OUTDOOR WELL
(Unpaved) OR FOUNTAIN

BRIDGE TRAIL PAVED SURFACE PILLORY


(STOCKS)
NATIONAL GALLOWS/BLOCK OR
RAPIDS BOUNDARY ROCK SURFACE
EXECUTION SITE

FALLS SHIRE/PROVINCE WOOD SURFACE


BOUNDARY
HUNDRED/DISTRICT UD
EARTH/MUD W
OPEN WATER
DAM/WEIR BOUNDARY SURFACE (0–15’ DEPTH)
DEP

1000 CONTOUR W
OPEN WATER
P
STREAM (500' Intervals) URFACE
GRASSY SURFACE (OVER 15’ DEPTH)

CANAL RFACE
SANDY SURFACE PILINGS

URFACE
GRAVEL SURFACE SUBMER
SUBMERGED PILINGS

TOWN ARABLE FIELD OR


(Walled) TOLLHOUSE CROPLAND SUBMERGED ROCKS

CASTLE MINE VEGETABLE PLOTS SUBMERGED SAND


Lead OR MUD BAR
PASTURE/
KEEP QUARRY FLOATING JETTY
MEADOW
EDIS SHIRE MOOT or
DISTRICT CAPITAL SALT GRAVEYARD WOOD JETTY
HUNDRED MOOT POINT of
or LEGION FORT INTEREST STONE JETTY
MANOR MANOR TREES
(Fortified) (Ruin) LOG BOOM
MANOR ABBEY WATERFALL
(Unfortified) (Ruin) ORCHARD

ABBEY TRIBAL BUSHES RIVER/STREAM


(Fortified) VILLAGE FLOW DIRECTION
ABBEY GARGUN HEDGE BRIDGE SIMPLE
(Unfortified) COLONY
BRIDGE STONE/
WOOD

Copyright © 2013, Columbia Games, Inc. HârnWorld

Daniel Novak (Order #21706600)


INTERIOR MAP KEY STAIRS
ARROW ALWAYS POINTS DOWN
FIREPLACE

PAVED SURFACE LOCKING DEVICES SPIRAL STAIRCASE OVEN OR KILN


(STONE SURFACE) USED ON DOORS, TRUNKS, ETC. UP ONLY
ALL SHOWN ON THE SIDE THEY ARE ON,
OR CAN BE OPERATED FROM.

WOODEN SURFACE LATCH SPIRAL STAIRCASE BRAZIER


DOWN ONLY

WOODEN BAR
EARTH/MUD SPIRAL STAIRCASE WELL
SURFACE IRON BAR
UP & DOWN

SAND/GRAVEL IRON BOLT LADDER WATER TANK/


UP ONLY
SURFACE RESERVOIR
8
LOCK
GRASS/LAWN/ RATED FROM 1 (WORST) TO 9 (BEST)
LADDER GUARD POST
FIRST NUMBER INDICATES THE
DOWN ONLY
MEADOW MECHANICAL 4 80 NUMBER OF GUARDS ; SECOND
NUMBER INDICATES PERCENT CHANCE
USED TO INDICATE SECRET DOORS
OF THE GUARDS BEING PRESENT.
THAT ARE MECHANICALLY HIDDEN;
SYMBOL APPEARS ON SIDE FROM
WATER WHICH DOOR IS INVISIBLE. LADDER TORCH/LAMP
UP & DOWN
BRACKET
MAGICAL
USED TO INDICATE MAGICALLY LOCKED
ITEMS SUCH AS CHESTS, DOORS, ETC.
PACKED/RAMMED USED TO INDICATE SECRET DOORS
THAT ARE MAGICALLY HIDDEN; SYMBOL
ROCKS/ORE CUPBOARD/
EARTH APPEARS ON SIDE FROM WHICH ALCOVE
DOOR IS INVISIBLE.

SLOPING SURFACE WALL VENTS/


ARROW ALWAYS POINTS DOWN
DRAINS
TREE DOORS

12 WATER DEPTH WATER FLOW


DOORLESS PORTAL DIRECTION
6 DEPTH, IN FEET; IN RELATION TO
FLOW INDICATES DIRECTION OF WATER
NEAREST SPOT ELEVATION
HEDGES/BUSHES WOODEN SWINGING FLOW OF STREAMS/RIVERS.

DOOR +6 SPOT ELEVATION TABLES


HEIGHT ABOVE "0" LEVEL WITH BENCHES/STOOLS ETC.
IRON SWINGING -2
HAY/FODDER/
DOOR
CRUDE BEDDING/ETC.
IRON GATE 16 CEILING HEIGHT SPECIAL FEATURE
12 SHAPE OF CEILING MAY BE INDICATED 1 THESE ARE KEYED IN THE INTERIOR
MAP NOTES.
RUBBLE/ 6
RUBBLE FILL FALSE DOOR
OPENING IN PALLET or TICK/
POCKET DOOR CEILING SIMPLE BED

WALLS SLIDING DOOR OPEN TO LOWER BUNK BED


LEVEL
RUBBLE WALL SECRET DOOR (HOLE IN FLOOR)
(A SYMBOL INDICATING WHETHER THE
DOOR IS MECHANICALLY OR
MAGICALLY HIDDEN WILL APPEAR ON OPEN FLOOR & GOOD BED
STONE WALL THE INVISIBLE SIDE OF THE DOOR)
CEILING
STONE PILLAR/ PORTCULLIS
CEILING SUPPORT BUILDING OUTLINE GOOD FOUR
TRAPDOOR IN FLOOR MAIN FLOOR/LEVEL,
POSTER BED
LOW STONE WALL FOR REFERENCE
UNDER FIVE FEET
TRAPDOOR IN CEILING
DAUB AND MECHANICAL
WATTLE WALL CONECTION ODDS & ENDS
LOW DAUB AND
WATTLE WALL RAILINGS ETC. RAILWAY FOR
UNDER FIVE FEET CHAIRS
ORE CARTS
RAMMED EARTH IRON BARS REFUSE PILE
WALL
RAILING/BALUSTRADE TILED ROOF
WOODEN WALL WINCH
WOODEN POST/ POST & RAIL FENCE
LEVER
CEILING SUPPORT LATTICE PARTITION TAPESTRY/CURTAIN
LOW WOODEN WALL LAVATORY
RELIEF ROOM
UNDER FIVE FEET

ANVIL
WINDOWS MACHICOLATION
IF PRESENT, ONE OF THESE TWO
TOOLS
STORAGE OPEN
SYMBOLS WILL BE USED.

WATER/OIL BARREL
OPEN (SMALL) IRREGULAR HOLE
BARRELS IN WALL CARPET/TAPESTRY
GLAZED
WOODEN CRATES
BROKEN ITEM
BARRED UNSTABLE FLOOR
6 CHEST/TRUNK
4 (SEE LOCKING DEVICES)
SHUTTERED PODIUM
HANGING ITEMS PEEP HOLE DRAIN IN FLOOR
(MEAT, FISH, ETC) UNSTABLE
STORAGE AREA CEILING
ARROW SLIT VENT IN CEILING

Daniel Novak (Order #21706600)

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