Blades of Harn  EABA Page  Powers  Bestiary

HarnWorld conversion for EABA.
By Aaron Kavli
 

The material presented here is my original creation, intended for use with, Harn from Columbia Games Inc. and N.R. Crossby . This material is not official and is not endorsed by
Columbia Games Inc. Harn and HarnWorld are registered trademarks of, and Harn material is  copyright  N.R. Crossby and Columbia Games Inc.  All rights reserved by CGI.

EABA is a registered trademark, and copyright Greg Porter and BTRC. All rights reserved.
 

As one can tell if they've looked around this web site, I like CGI's HarnWorld setting. Which is why I've converted it into GURPS, CORPS, and now EABA. As with all of my conversions, the reader will need both the EABA and HarnWorld (not the rules, just the setting) materials to use this conversion properly. Be sure to check out the 101 Harnic Encounters on this site for all your Harnic adventure needs (or the really nice, art-filled PDF version).

Scale and Measurements.
HarnWorld uses a form of English measurements; feet, yards, pounds, etc. EABA uses a metric system. As the EABA gear covers just about all the gear and weapons Harn has, it is simpler to use metric values. But conveniently, the Harnic yard is equal to meter, so using maps and such provided in HarnWorld material should be no issue.

HarnWorld has its own economic and monetary systems. These values should be used instead of those prices in the EABA equipment list. A discussion of gear, and stats for some Harnic specific weapons, are at the bottom of this page.

Character Conversions.
EABA uses a different skill and attribute system than does Harn. There are always some gaps and required fudging when converting between systems. But when changing systems, some of us like to keep our old characters. It is probably best to re-create the new character using its concept and background, but the following system can be used to take HM characters to EABA. These attribute conversions are taken from the d20 conversion that can be found on BTRC's web site (and are not reproduced here), as HM attributes are on a similar scale. Convert HarnMaster stats to EABA attributes as described below, rounding fractions up.
 
Harn Master Attributes EABA Attributes 
Strength Strength
Endurance Health
(Agility+Speed)/2(u) Agility
(Eye+Hearing +SmT+Int)/4(u) Awareness
Will Will
Aura Fate
GMs may also allow a PC to represent particularly high or low (+/- 5) values for Eye, Hearing, Sm/T, or Intelligence with a Forte or Weakness.

Skill Conversion.
HarnMaster uses a percentile skill resolution system. The following table shows the HarnMaster Skill Index (1/10 of total EML). The EABA column shows the
TOTAL skill roll needed to be the equivalent. To find the actual EABA skill level, subtract the converted attribute level of the governing skill. The remainder will be EABA skill level. If the remainder is less than 1d, that skill is treated as being unskilled (default -1d). Note that restriction on maximum skill bonus and attribute modifiers should still be observed.
 
HarnMaster SI  EABA Total Skill Roll
1 1d+0
2-3 2d+0
4 3d+0
5-6 4d+0 
7 5d+0
8 6d+0
9 7d+0 
10+ 8d+0

Characters.
Harn is gritty and realistic world. Most people will be built on the Low Normal scale, while PCs should be built on the Normal scale. Of course generous GMs may allow Heroic PCs, but might limit these to nobles, wizards, or other races.

Harn's trait that allows one to twist the natural order of things to your will is called Aura. For this conversion, the term Fate will still be used, but groups may wish to call it Aura to keep that Harnic feel. In Harn, Fate determines one's ability with magic, rituals, and psionics.

In the Harnic concept, one's ability to use religious rituals with a real world effect is separate from Aura. But to fit it to EABA, Fate will be used as the governing attribute. And who is to say that the ability to call on Fate to adjust die rolls isn't a divine blessing?

Races.
Humans:
Mankind is the prevalent sapient race on Kethira. While the various races (Harnic, Jarin, and Ivinian) have different traits, these are mostly cosmetic and cultural. There are no differences for racial packages. Many will suffer social penalties, notably the Jarin and Barbarians, depending on where they are.

Khuzdul:
These are the Dwarves of Harn. They resemble humans enough that those who don't know different will not be able to pick them out of a crowd. In fact many humans don't believe they really exist. This may or may not constitute a Secret if living among humans, at the GM's discretion. The Khuzdul live much longer than humans, and their aging brackets are doubled starting with the Young Adult. Racial Package: Forte, Strength (+1d Upper Arms); Forte, Awareness (+1d Low
Light Vision); Toughness (1 Level). Total Cost: 20 A.

Sindar:
The Sindar are so utterly different physiologically and psychologically, their package is represented by a Blessing (Sindar). GMs should be careful in allowing Sindarin PCs as they are quite powerful, and they should be built on the Heroic scale (100 A/S) to represent their long, learned lives.

This blessing includes the following: Immortality, No aging, Needs no sleep, Full immunity to normal diseases, +1 Agility, +1d to all senses rolls, +1d looks, +1d to all Psionic abilities, +1d for all Tracking, Stealth, and Survival rolls, +1d for all healing rolls, Native language skill imparts literacy at +0d. Sindar also suffer from a -1d Will when confronted with disturbing, cruel, or petty events and feel a duty to preserve nature. Due to their immortality and memory functions, Sindar are always treated as Mature. Total Cost: 40 A.

Morsindar:
The Morsindar are Sindar who have become bitter at the loss of Harn to the Lythian barbarians. They are effectively the same as Sindar, but no longer feel the need to preserver nature, feel hatred towards all humans (Personality 2 levels when dealing with humans), and may have other psychological conditions such as depression, severe moodiness, sadism, or jealousy. Morsindar characters should have at least 2 levels of negative Personality traits, fitting their mindset. Total Cost: 40 A/ +20S.
There is a non-canon write up of the Morsindar.

Sidhe:
The Sidhe are the ancient, "old blood" elven race. While respected for their age, spirituality, and wisdom, they have no higher social status in Sindarin society. They have the same package as the Sindar, but have the Power to travel to Faya and +1 to Awareness. Total Cost: 50 A/ 10S.

Aenarin:
These are the very rare half-elves of Harn. While they have some of their Sindarin ancestor's traits, they are not immune and never immortal. Aenarin are long lived however, and age like the Khuzdul. They gain Forte, Awareness (+1d all senses rolls); Forte, Health (+1d to resist disease); Looks (+1d appearance).
Total Cost: 15 A.

Traits.
Only low power, real-world traits should be used for PCs. Suitable Traits will be Enemies, Fortes, Friends, Looks, Motivation, Pain Tolerance, Personality, Secret, Status, Unusual Background, Weakness, and Wealth. Some traits are described in more detail below.

Age. Most characters should start in the Adult age range, as most folks in a medieval setting were set to work and considered adults at an early age. GMs may allow older or younger PCs as they see fit. Note that the Sindar and Khuzdul age differently than humans as described above.

Gifted. GMs should be careful to allow any gifted traits. Magic and ritual powers are covered under discreet skills, though some psionics will fall into the gifted categories. Racial abilities are covered in each race and are not available to those not of that race.

Mythic Archetypes. As Harn is not particularly meant to be a typical dungeon crawl, epic heroes, sort of setting, use of the Mythic Archetypes do not really fit in. But then again, Harn can be a world of heroes and a GM may allow it if the PCs fit the archetype.

Status. As a medieval world, the status levels on 2.17 match well enough. HarnWorld describes the right, privileges, and duties of the various social levels well enough that they need not be repeated here. Chiefly among these is the right to bear chivalric arms. There are some other considerations however. Every character must have a social status described.

One level of Status covers knights, manor lords, and other unlanded, minor nobles. A noble PC can purchase levels of the Personality trait to represent extra fame or status from past deeds or a powerful family. Powerful guildsman, such as bonded masters or Mangai members, and official men-at-arms will also have one level of Status, though it obviously incurs different rights than nobles. All guildsmen must be at least of Freeman status.

Barbarian characters will also have a social status within their tribe. While usually not so formal, save in the case of shaman, chieftains, or gender biases, status in a tribe is just as important. A barbarian social status is irrelevant in feudal societies, and should be played appropriately.

Replace the titles on the chart on 2.17 as follows for noble status: Earl becomes Baron and Duke becomes Earl.

Religious Status. The legal clergy of Harn are afforded status due to the influence of the church. Clergy pay the same amount of points for their circle in the church, using the chart on 2.17. Acolytes are equivalent to Freemen. First and Second Circles are equivalents of Knights. Third and Fourth Circles are as Earls. Fifth and Sixth Circles are as Dukes. Clerical rights and privileges are not the same as that of nobility, and are described in detail in HarnWorld, Gods of Harn, and HM Religion.

Toughness. This trait should only be allowed at one level for normal human characters.

Unusual Background. This can cover any number of "normal" unusual characteristics (what ever those may be), such as access to otherwise restricted skills. One specific Unusual Background is Divine Power. It is used by clergy who can "cast" actual rituals. Those with the Ritual skill, without this trait, can't produce the spell-like effects of those rituals listed.

Wealth. Use the starting wealth as described in the HarnWorld income table, modifying it as described for the Wealth trait on page 2.18. One's status is often tied directly to wealth, and GMs may award a free level of Wealth for anyone with one or more levels of Status. This isn't necessarily the case however; there are poor nobles!

A list of medical and psychological conditions listed in HarnMaster for possible use as Fortes, Weaknesses, or other Traits can be found on my  CORPS page.
 

Skills.
HarnMaster has a long list of skills, covering the vast crafts of the people of the Misty Isle. Below is the Harnic skill list. Specializations are listed after the semicolon.

Most people will have the following free skills:
Native Language: +0d
Native Culture: +0d

Most people of Harn are illiterate. They must have at least a +1d skill level to be able to read and write that language.

Native Culture includes not only the common customs of a PCs home area and kingdom, but also the local geography and lay rituals of their religion.

Skill List.

Strength Skills.
Brawling; Punch, Kick, Grab (can use Strength OR Agility).
Carpentry; By structure type.
Climbing; By terrain type.
Metalcraft; By item type.
Seamanship; By ship type.
Shipwright; By ship type.
Timbercraft; Felling, River Logging, By terrain or tree type.
Weaponcraft; By weapon or armor type.
Wrestling; Grab, Hold, Throw (can use Strength OR Agility).

Agility Skills.
Acrobatics; By performance type.
Archery; By weapon type.
Blades; By weapon type.
Clubs; By weapon type.
Carving; By item type.
Ceramics; By item type or style.
Dancing; By dance or regional style.
Fletching; Arrows, Bow, Crossbow.
Greatweapons; By weapon type.
Glassworking; By item type.
Hideworking; By item type.
Jewelcraft; By item type.
Jumping; By jump type.
Lockcraft; By lock type.
*Martial Arts; By style.
Polearms; By weapon type.
Ride; By specific horse.
Shields; By shield type.
Sleight of Hand; Bunko, Pickpocket, Holdout.
Skiing.
Staffs; By weapon type.
Stealth; By terrain type.
Tarotry; Cards, Runes, Intestines, Augury.
Teamster; Cart, Wagon, Carriage.
Textilecraft; By garment type or style.
Throwing; By weapon type.
Whips; By weapon type.

Awareness Skills.
Alchemy; By recipe.
Area Knowledge; By type.
Artist; By medium.
Astrology; Astronomy, Astromancy.
Brewing; By recipe.
Cartography: By region.
Cookery; By recipe or style.
Embalming; By religion or style.
Enchantment; Each convocation is a separate skill. See Powers.
Engineering; Siege Engines, Bridges, Fortifications, By structure type.
Heraldry; By kingdom.
Herblore; By terrain type.
Intrigue; Diplomacy, Bribery, Fast Talk, Rhetoric.
Law; By kingdom or region.
Masonry; Architect, Stone Cutting, Construction.
Mathematics; Accounting, Geometry, Calculus.
Survival; By terrain type.
Mineralogy; Prospecting, Mining, Geology.
Musician; By instrument type.
Perfumery; By perfume type.
Physician; Diagnosis, Surgery, Disease, Poisons.
Piloting; By region or terrain type.
Spell Craft; By spell. Each convocation is a separate skill. See Powers.
Tactics; By unit type.
Tracking; By terrain type.
Weatherlore; By region.

Will Skills.
Acting; Disguise, By theatre type.
Agriculture; By crop or land type.
Animal Craft; By animal type.
Leadership.
Lovecraft; By style or region.
Fishing; River, Costal, Sea.
Focus.
Milling; By grain type.
Oratory; By subject type.
Psionics; Each power is a specific specializations. See Powers.
Ritual; By ritual. Each religion is a separate skill. See Powers.
Singing; By region

Health Skills.
Running.
Swimming.
Carousing.
 

* The Martial Arts skill is optional with the GMs permission. HarnMaster Gold introduced canon martial styles, mostly from religious orders. The skill can also be purchased for weapon styles for more heroic campaign settings, though that is not canon. Purchasing either should require an Unusual Background trait to represent their limited circulation.
 

Careers.
A person in HarnWorld is defined by their occupation as much as by their status.
Following is a list of Harnic occupations, required traits (notably Status), and skills that should be purchased. Skills listed with a value (+1d etc) represent minimum skill levels that must be purchased. This is usually with Language skills, representing being literate. It also lists the average time it takes to complete an apprenticeship. Assuming starting about 12, this will still put most Journeymen in the Adult age bracket. Note that these skill levels are not required, but what a reasonably competent person in that field should have.

Alchemists are scholars and scientists dedicated to studying elements, chemicals, herbs, and anything else that involves making elixirs to help them achieve their own ends. The practitioners of alchemy range anywhere from deranged quacks stoned on their own concoctions, men simply trying to find the easy way to make gold, to those serious minded academics seeking to understand that which is Kethira. Alchemists are often guilded (Guild of Arcane Lore). Training is about 7 years.
Skills: Alchemy, Astrology, Brewing, Herblore, Mineralogy, Language +1d.

Animal Trainers are those skilled in the training of animals for duties or performing. The most common occupation for animal trainers will be to train hounds and falcons for the hunting pleasure of the nobility. More rarely they will be found in performers troupes where, depending on location, anything from dancing bears to prancing ponies will be trained by them. Animal trainers are freemen. Training is about 3 years.
Skills: Animalcraft, Hideworking, Riding.*

Apothecaries are folk skilled in the gathering, preparation, and sale of herbal remedies and medicines. While some may have rudimentary physician skills, most rely on their makings to heal ills. In more rural areas or areas of weak guild control, this role can be filled by a village herbalist. Apothecaries are guilded (Apothecaries' Guild). Training is about 6 years.
Skills: Herblore, Alchemy, Math, Physician, Language +1d.*

Astrologers are those learned in the ways of the stars and planets. Many of them use the alignment and signs of celestial bodies for divination, which also leads the astrologers to gain a knowledge of other sorts of seering. Astrologers are freemen or guilded (Guild of Arcane Lore). Training is about 4 years.
Skills: Astrology, Cartography, Math, Tarotry, Language +1d.

Beggars are pretty much that. Due to economic hardships, or sometimes just pure laziness, some turn to panhandling for change on the streets. Beggars are also often very aware of the shadier goings on of the street, many are actually employed by the Lia Kavair. Beggars are freemen (ah, the privilege of freedom!), but may have a low status or Personality penalties. There is no training as such.
Skills: Intrigue, Blades (Dagger), Sleight of Hand.

Cartographers nominally are experts in surveying and map making. However most are specialized artists, making pleasing looking maps based on hearsay and second hand descriptions. Dragons, krakens, and fanciful waterfalls often adorn unknown areas on the maps of the times. Cartographers are freemen. Training is about 7 years.
Skills: Artist (Drawing), Cartography, Math, Language +1d, Several Area Knowledge skills.

Chandlers produce and sell candles, lamps, and the like. They also often sell other provisions for ships and other expeditions. Chandlers resell these goods for a profit, but offer a sort of general store convenience. Chandlers are guilded (Chandlers' Guild). Training is about 4 years.
Skills: A few craft skills, Intrigue, Alchemy, Metalcraft, Language +1d.*

Charcoalers are craftsmen who make and deal in charcoal, coal, and in towns, firewood. They gather the wood and using various techniques, make their products to be sold to blacksmiths, metal workers, and wealthier Harnians. Charcoalers are guilded (Charcoalers' Guild). Training is about 3 years.
Skills: Timbercraft, Survival, Carpentry, Metalcraft.*

Clothiers are those craftsmen who make clothing. While most common folk spin their own rags, they can't sell them. But for the wealthy merchant class and nobility, such rags are unthinkable and it is the clothiers that fill this need. Clothiers are guilded (Clothiers' Guild). Training is about 6 years.
Skills: Textilecraft, Hideworking, Jewelcraft, Language +1d.*

Cooks are those people who have learned specialized techniques using herbs, exotic ingredients, and rare recipes. Some of course, are no better (or far worse) than average household cooks. They can also make decent meals with scant supplies. Skilled cooks are often sought after by those with the means and can be found in every walk of life. Cooks can be freemen, serfs, or even slaves. Training is about 3 years.
Skills: Cookery, Herblore.*

Courtesans are often mistakenly thought of as little more than high priced whores. While certainly their services are amorous in nature, they are also skilled and refined hostesses (and hosts!) able to soothe, play music, and provide generally pleasant company for those with the means. Courtesans are guilded (Courtesans' Guild). Training is about 2 years.
Skills: Lovecraft, Intrigue, Sing, Musician, Language +1d.

Embalmers are people learned in the ways of burial and other corpse preparation. Many noble houses and churches take care of their own dead, but often hire an embalmer to ensure the body is properly taken care of. They know the local customs and can be counted on for discretion. Embalmers are mostly employed by wealthy middle class families or nobles; simple folk are usually buried in simple, unmarked graves. Embalmers are guilded (Embalmers' Guild). Training is about 7 years.
Skills: Embalming, Carpentry, Alchemy, Perfumer, Language +1d.*

Farmhands are those who pry a living from the land by growing crops and other staple substances and make up about 90% of the Harnic population. This refers to both serf and freehold farmers. Most will spend their entire lives working the same lands and inherit those lands from their fathers. Farmers are serfs or freemen. Training is about 4 years.
Skills: Agriculture, Weatherlore, Animalcraft.*

Fishermen are common, and manage to ply their trade anywhere fish can be caught. While many people fish to add to their diets, professional fishermen ply lakes and seas in ships to catch fish for later sale. Fishermen are freemen, though some may be guilded (Seaman's Guild) or Serfs. Training is around 5 years.
Skills: Fishing, Seamanship, Weatherlore, Piloting.

Gladiators are people who risk their lives fighting for the entertainment of others. These fights can be anything from a small fight between two owners at a social gathering to battling wild bears in the Pamesani. Most are slaves of wealthy socialites, but there are those who choose the life for whatever reason; often it is to stay a step ahead of starvation. However one got to the arena, living gladiators are either very new or very deadly. Gladiators are freemen or slaves. Training is about 4 years.
Skills: Brawling, Weapon Skills, Shield, Physician.

Glassworkers are some of the most highly skilled artisans on Harn. Glassworking is a relatively new (to humans) and very advanced skill. Glass working is a long time skill of the Sindar, and most learning has usually filtered out of Evael in one form or the other. A skilled glassworker can earn a vast amount of money from the wealthy and noble. Glassworkers are guilded (Glassworkers' Guild). Training is about 7 years.
Skills: Glassworking, Ceramics, Alchemy, Language +1d.*

Harpers are any who make a living by singing for their dinner, literally. Also known as minstrels or skalds (in Ivinian), harpers are skilled at playing several instruments, singing, and folk lore. Some travel in troupes, but most travel alone. Harpers are always in demand in the homes of the rich and powerful. Harpers are guilded (Harpers' Guild). Training is about 7 years.
Skills: Singing, Musician, Intrigue, Oratory, Carving, Language +1d.

Heralds are a member of every important noble house, and have several duties. The primary duty of a herald it to record and submit noble arms and devices. Other duties include recording family histories, acting as impartial judges and arbitrators, announcing personages, and teaching. Heralds are often the younger offspring of nobles themselves. Heralds are guilded (College of Heralds), and many are noble as well. Training is about 5 years.
Skills: Heraldry, Oratory, Intrigue, Art (Drawing), 2nd Language, Language +1d.

Herdsmen are those who live by caring and herding animals. On Harn, this will usually be sheep, though pigs and goats are possible. Most herdsmen are responsible for the entire village's animals where they live. They must ensure none of their charges are lost or attacked. They may spend several days away from their village grazing their animals. Herdsmen are freemen or serfs. Training is about 3 years.
Skills: Animalcraft, Tracking, Survival, Weatherlore.*

Hideworkers are craftsmen who make items from leather and other hides. Not only do they make items from cloaks to saddles to packs, they also cure the hides to be worked. They also will make leather armor. Hideworkers are guilded (Hideworkers' Guild). Training is about 5 years.
Skills: Hideworking, Textilecraft, Alchemy.*

Hunters are those who live by hunting and tracking game. In feudal societies, hunters are often game wardens or foresters who manage a lords hunting lands and look for poachers. Otherwise, most hunters are either poachers or live in the wild (such as barbarians). They are skilled in tracking, killing, and preparing game. Tribal hunters also act as the warriors of a tribe. Hunters are freemen (or criminals). Training is about 5 years.
Skills: Tracking, Archery, Staff, Stealth, Survival, Hideworking, Fletching.

Innkeepers are those who run or own Harn's many inns and taverns. They are knowledgeable in not only administering the inn's business, they also must know how to cook and brew their own good. There are few who are as knowledgeable as to the happenings in the street as the local innkeepers. Innkeepers are guilded (Innkeepers' Guild). Training is about 5 years.
Skills: Brewing, Cookery, Intrigue, 2nd Language, Language +1d.

Jesters are performers, mainly concerned with physical acts of balance or comedy. Whether falling over or juggling knives, jesters are always popular. Their witticisms however are often questionable. Jesters are often members of a performing troupe, but many work independently for lords or other wealthy people. Some are members of the Thespians' Guild. Jesters are freeman or guilded (Thespians' Guild). Training (as it were) is about 3 years.
Skills: Acting, Acrobatics, Intrigue, Slight of Hand, Oratory.

Jewelers are craftsmen who specialize in crafting, repairing, and decorating their works. They melt the precious metals, set valuable gems, and use them in anything from simple copper chains to intricately designed coronets to silver goblets. Jewelers are guilded (Jewelers' Guild). Training is about 7 years.
Skills: Jewelcraft, Metalcraft, Mineralogy, Alchemy, Language +1d.*

Knights and Squires are noble warriors, trained in the ways of war to defend their realm. Occasionally a knight or squire of common birth may be taken for exceptional bravery or service, but this is rare. Whether they be landed or bachelor, knights pay for their position and privilege by owing feudal military service to their liege (usually about 90 days in Harnic kingdoms). Knights are noble and Squires often are as well, but not always. Training is about 7 years.
Skills: Weapon skills, Shield, Riding, Intrigue, Heraldry, Musician, Singing, Physician.

Legionnaires are specific to the armies of Tharda (on Harn at any rate). Tharda is the only kingdom on Harn that maintains a full time, standing army. These soldiers are more than mere soldiers, they are a social class into themselves. They are well equipped, generally well treated, and retiring from the Legion often entitles one to benefits. They are skilled soldiers, who are skilled at living of the land as well. Legionnaires are of the military class. Training is about 5 years.
Skills: Weapon skills, Shield, Survival, Heraldry, Physician, Riding.

Lexigraphers manufacture and sell vellum, parchment, quills, inks and other scribing materials. As Harn has no paper, Lexigraphers buy calfskin and lambskin to make parchment. Some own small shops, but most work on demand. Few people on Harn can read or write. Lexigraphers are guilded (Lexigraphers' Guild). Training is about 5 years.
Skills: Hideworking (parchment & vellum), Drawing, Language +1d.*

Lia-Kavair are the organized crime element of Harn. They have tacit agreements with most local authorities to police themselves, and have a violently enforced monopoly against other would be criminals. Their activities run the gamut between simply purse cutting to extortion to assassination. This career can also cover those not in the guild, but they often have a shorter than average career once the brotherhood finds out. Lia-Kavair are guilded (Lia-Kavair) if they're smart. Training is about 3 years.
Skills: Stealth, Intrigue, Slight of Hand, Lockcraft, Acrobatics, Blade
(Dagger).

Litigants are experts in handling legal transactions and other legal matters. They often argue cases for paying clients before various courts. They are often very powerful in urban areas, but rural populations have little patience for their word splitting. They are also known to draw up wills, deeds, and contracts for those who can pay the bill. Depending on the region, laws are often convoluted and favor the powerful. Litigants are guilded (Litigants' Guild). Training is about 7 years.
Skills: Law, Intrigue, Oratory, 2nd Language, Language +1d.

Locksmiths make, repair, and design mechanical locks and keys. These can vary from simple keyless latching devices to complex and tricky locks. They are also often consulted about the placement of secret doors. They are also skilled with intricate mechanical devices of most kinds. Locksmiths are guilded (Locksmiths' Guild). Training is about 6 years.
Skills: Lockcraft, Metalcraft, Carpentry, Carving, Language +1d.*

Longshoremen are men who perform loading and unloading of sea vessels, usually be taking smaller boats to awaiting vessels some distance from shore. They load or unload, and carry the good back to the docks. They are hardworking men, who are well known for their rough ways. Longshoremen are sometimes guilded (Seamans' Guild) or are freemen. Training is a year or less.
Skills: Climbing, Brawling, Seamanship (longboat).*

Men-at-Arms are professional soldiers and guards, who are on a more or less permanent retainer to the authorities. This could be with a manorial lord, the kingdom army, or soldiers in a fighting order. Men-at-Arms are freemen, but may have a level of Status to represent their authority. Training is about 6 years.
Skills: Weapon skills, Shield, Survival, Heraldry, Physician, Ride.

Masons are artisans skilled in the creation, carving, and assembling of stone to make buildings, walls, and bridges. They are in demand, highly skilled, and this makes the Mason's Guild very powerful. Some are skilled architects, but most are simple quarrymen and bricklayers. Masons are guilded (Masons' Guild). Training is about 7 years.
Skills: Masonry, Carpentry, Engineering, Math, Language +1d.*

Mercantylers are those who are involved in trade of all sorts. Most are simple peddlers that operate within a small region, but some are more adventurous sailors and caravan masters. Monopoly on trade would be impossible, but mercantylers usually only trade with each other. Mercantylers are guilded (Mercantylers' Guild). Training is about 6 years.
Skills: Intrigue, Math, Weapon skill, 2nd Language, Language +1d.

Mercenaries are swords for hire. They can be little more than thugs who scare locals to hire them, reputable guards well known for defending caravans, to elite professionals hired by kings themselves. Many are rough individuals with prior military experience. Others are simply bandits. Mercenaries are freemen. Training is about 4 years.
Skills: Weapon skills, Shield, Survival, Physician.
This site contains two articles on Harnic mercenaries.

Metalsmiths craft items from metal. Unlike jewelcrafters or weaponcrafters, metalsmiths work with sturdier metals to make tools, horseshoes, shovels, and other metal items. They are an important member of any village or community. Metalsmiths are guilded (Metalsmiths' Guild). Training is about 6 years.
Skills: Metalcraft, Mineralogy, Weaponcraft, Woodcarving.*

Millers are those who hold a monopoly in the grinding of grain into flour. They are skilled (as well as having a monopoly) in the construction and operation of Harn's mills, making them very important and powerful. They collect payment, in grain, from those who bring it to be ground. Millers are guilded (Millers' Guild). Training is about 6 years.
Skills: Milling, Engineering, Agriculture, Math, Language +1d.*

Miners are the men responsible from pulling precious minerals and gems from the earth. Most mines on Harn tend to be open pit mines. Some miners are skilled engineers, but most are runaways (to whom the guild offers free status to if they serve for a year) that perform hard manual labor. Miners are guilded (Miners' Guild). Training is about 6 years.
Skills: Mineralogy, Engineering, Carpentry, Metalcraft, Jewelcraft.

Ostlers are the horse breeders, trainers, and caretakers of Harn. They are mostly employed by nobles for their personal stock, or by inns to take care of guests' horses. They also make leather tack other riding gear, as well as taking care of the stables. Ostlers are guilded (Ostlers' Guild). Training is about 6 years.
Skills: Animalcraft(horse), Hideworking, Ride.*

Perfumers are craftsmen who manufacture and sell soap, perfume, incense, and similar items. They technically have a monopoly, but many temples often have special permission to make their own (though most purchase from the guild anyway). They are very secretive about their art. Perfumers are guilded (Perfumers' Guild). Training is about 6 years.
Skills: Perfumery, Alchemy, Herblore, Language +1d.

Physicians are the practitioners of Harn's primitive medical techniques. Some are skilled surgeons with an actual knowledge of the human anatomy, but many are simply quacks and charlatans selling phony elixirs. While a physicians' guild does exist, it is very weak and as such many physicians are not members. While they can administer medicines, the right to make and sell them are held by the Apothecaries' Guild. Physicians are usually guilded (Physicians' Guild). Training is about 7 years.
Skills: Physician, Herblore, Alchemy, Language +1d.*

Pilots are shipboard navigators. While the captain may decide what the final destination is, it is the pilot who plots the course, how much sail to deploy, and calculates the ship's position. All seagoing vessels over 30' must have a pilot (except locally registered fishing vessels). Usually considered a bit standoffish by the crew, pilots are very valuable. Their rutters are their prized possessions, and they are skilled in several forms of navigation including dead reckoning, plotting stars, and landmark identification. Pilots are guilded (Pilots' Guild). Training is about 7 years.
Skills: Piloting, Seamanship, Art(drawing), Weatherlore, Shipwright, Math,
Language +1d.

Potters work in and sell ceramics. They also collect (but often pay for) the clay used to make them and prepare the various glazes and paints for decorating their creations. Potters are guilded (Potters' Guild). Training is about 6 years.
Skills: Ceramics, Glassworking, Mineralogy.*

Priests are the spiritual members of the various churches of Harn. Their duties vary depending on their position in the church (See Gods of Harn for more details), but can be from scrubbing floors to performing marriages to leading mass. The skills learned will vary from church to church. Priests will have a Religious Status and Ritual Powersdepending on their circle. Training (to 3rd circle) usually lasts for 3 years.
All: Ritual, Intrigue, Embalming, Cookery, Singing in addition to-
Agrik: Brawling, Club (Hand Axe or Mace), Shield, Whip, Heraldry, 2nd Language (Azeryani/Zerin), Temple language (Surikal).
Halea: Lovecraft, Dancing, Perfumery, Musician, Mathematics, 2nd Language (Karuia/Zerin).
Ilvir: Artist (Drawing), Animalcraft (Ivashu), 2nd Language (Old Jarinese/Khruni), Temple language (Ivashi), Physician.
Larani: Brawling, Blade, Club, Shield, Heraldry, 2nd Language (Emela/Khruni).
Morgath: Blade (Dagger), Hideworking (human skin), Woodworking (masks), Tarotry, Temple language (Ormauk/Nuvesarl).
Naveh: Brawling, Blade (Dagger), Acrobatics, Slight of Hand, Stealth, Lockcraft, 2nd Language (Besha/Neramic).
Peoni: Agriculture, Herblore, Physician, Textilecraft, Weatherlore, 2nd Language (Emela/Khruni).
Sarajin: Blade (Dagger), Club (Hand Axe), Shield (Round), Tarotry (Runes), Seamanship.
Save-K'nor: Native Language +1d, Art (Drawing), Law, Mathematics, Heraldry, 2nd Language (Azeri/Tianta), 3rd Language (any available).
Siem: Native Language +1d, Astrology, Herblore, Musician, Survival, Tarotry (Runes), Weatherlore, 2nd Language(Sindarin/Selenian).

Salters are merchants who specialize in the selling of salt, and salted goods. While salt is used as flavoring, it is an important preservative on Harn. Master salters will usually have a shop in town where they sell salt in bulk. Mining of salt is done by the Miners' Guild, but they may only sell it to a master salter (who will of course mark it up for resale). Salters are guilded (Salters' Guild). Training is about 4 years.
Skills: Mineralogy, Cookery, Survival, Fishing, Herblore.*

Scribes are those who are paid for their ability to read and write. Some are hired by powerful lords for clerical duties, some by rich merchants to keep inventories, but anyone who needs something written or copied may hire a scribe. As the vast majority of the Harnic population are illiterate, their services are rather specialized and they are often poor. Many scribes are also talented (and poor) artists, illuminating scrolls and books. Scribes are most often freemen, though some are guilded (Lexigraphers' Guild) and some are even slaves. Training is about 5 years.
Skills: Art (Drawing), Math, Language +1d, 2nd Language +1d.

Seamen are the rough and tumble crews of Harnic ships. While merchants may own the ship, and pilots may steer them, its the seaman's skills that allow them to operate and ply the seas. They are a serious lot, and while not the friendliest or brightest, they are skilled. See CGI's Pilot's Almanac. Seaman are guilded (Seamans' Guild). Training is about 5 years.
Skills: Seamanship, Climbing, Blade, Bludgeon, Fishing, Weatherlore, Piloting, Shipwright.

Shek P'var are those who study the Harnic principles and draw magic from them. Aside from studying their arcane lore, many are scholars of their own right. Being very secretive of their nature by their own laws, many Shek P'var also follow other careers to support or cover who they are. Shek P'var are guilded (Guild of Arcane Lore). Training is usually about 7 years.
Skills: The skills will vary depending on the convocation and chantry the PC studies at. The skills chosen should be appropriate, but that is just a guideline for the GM. Remember that Shek P'var characters need to buy spells as well! See Powers section for more details. Following is a guide of some appropriate skills.
All: Spell Craft (Convocation), Spell Craft (Neutral), Language +1d, Alchemy, Astrology.
Lyahvi: Sleight of Hand, Jewelcraft.
Peleahn: Weapon skill.
Jmorvi: Lockcraft, Metalcraft, Mineralogy, Weaponcraft.
Fyvria: Agriculture, Animalcraft, Herblore, Physician.
Odivshe: Seamanship, Swimming, Piloting.
Savorya: Art (Drawing), Mathematics, Tarotry.

Shipwrights are craftsmen skilled in the repair and construction of ships. They are present in every port and their importance allows master shipwrights to grow very wealthy. Shipwrights can be anything from barnacle scrapers, to shipboard carpenters (known as chippies), to master designers. Shipwrights are guilded (Shipwrights' Guild). Training is about 7 years.
Skills: Shipwright, Carpentry, Timbercraft, Metalcraft, Carving(wood), Math, Seamanship, Language +1d.

Teamsters are those who drive wagons for a living. As most teamsters are employed for caravans, they must also know how to care for their beasts, repair the wagons on the spot, and know how to deal with unforgiving caravan masters. While teamsters are not necessarily mercantylers, many are in the guild, and most are employed by caravan masters. Teamsters are freemen or guilded (Mercantylers' Guild). Training is about 2 years.
Skills: Riding, Animalcraft(Horse, Mule), Whip, Carpentry, Teamster.*

Tent Makers are craftsmen who make, sell, and rent tents, awnings, and stall covers for street vendors. They weave flax into canvas and sell to shipwrights, mercantylers, and chandlers. Some tents are decorated with heraldic devices or other designs. Tentmakers are guilded (Tentmakers' Guild). Training is about 5 years.
Skills: Textilecraft, Hideworking, Carpentry.*

Thespians are actors and other performers not involved in the Harpers' College, though the two often work close together. Thespians usually travel in touring troupes, providing entertainment at fairs, markets, or noble courts. Members of the troupe will usually include a playwright, actor, juggler, and acrobat, led by a troupe leader. Thespians are guilded (Thespians' Guild). Training is about 7 years.
Skills: Acting, Oratory, Musician, Sing, Art.

Timberwrights are those who do commercial logging work. Most are employed by landowners, who are free to cut wood for their own use, but only timberwrights can sell wood for profit. They cut down, trim, and turn trees into lumber. Timberwrights are guilded (Timberwrights' Guild). Training is about 6 years.
Skills: Timbercraft, Survival, Carpentry.*

Toymakers are craftsmen that specialize in making all manner of toys, puzzles, and games. They tend to serve a limited customer base, one of nobles and merchants who have the silver to buy toys. These toys can range from simple tops, to intricate trick boxes, to well crafted card games. Toymakers are freemen. Training is about 5 years.
Skills: Carving (wood), Lockcraft, Art (Drawing), Hideworking.*

Trappers are those who live by snaring animals and selling their pelts. Traps can be made to catch larger game, but trappers usually stick to catching smaller animals such as foxes, rabbits, and beavers. As trapping and hunting are protected rights of the nobility, most trappers (that aren't barbarians that is) will spend months in the wilderness and return to sell their goods. Trappers are freemen. Training is about 6 years.
Skills: Tracking, Survival, Blades, Bludgeon, Weatherlore, Hideworking.

Vikings are raiders of the sea, skilled warriors and sailors. More than mere pirates, vikings are feared across Lythia. While most Ivinians are not vikings, the trade is specific to Ivinian/Orbaalese culture. Plying the seas, coasts, and rivers for victims, these northmen specialize at quick raids for slaves and booty. Vikings are freemen Ivinians. Training is about 5 years.
Skills: Weapon skills, Shield, Seamanship, Survival, Physician, Weatherlore.

Weaponcrafters are metal smiths who specialize in the creation of metal arms and armor. This involves everything from forging a sword from raw metal, to fastening spearheads to the haft, and making all manner of armor from mail to plate rebraces. Most are employed by lords, but some own shops specializing in selling commoner's weapons. Weaponcrafters are guilded (Weaponcrafters' Guild). Training is about 7 years.
Skills: Weaponcraft, Metalcraft, Fletching, Mineralogy.*

Woodcrafters are the carpenters of Harn, building structures of wood. Measuring, cutting, and assembling anything from simple cottages to large inns. They also make tools and other implements from wood. Woodcrafters are guilded (Woodcrafters' Guild). Training is about 7 years.
Skills: Carpentry, Carving(Wood), Metalcraft, Hideworking.*
 

* Denotes option of taking militia training. This allows characters to buy a skill package of Spear (1S), Glaive (1S), Dagger (1S), and Small Shield (1S) at +0d without requiring an Unusual Background granting commoners and peasants to have such weapon skills. This option entails some military duty, though usually only monthly drills. Of course, emergencies are not unknown and the militia will be called to defend their village or help respond to other disasters.
 

Armory and Gear:
Harn falls into a mix of the Primitive and Basic eras technology wise. There are no firearms or gunpowder. All Primitive and Basic era weapons (9.4) are available (except firearms and explosives), and most Harnic weapons or their equivalents can be found in EABA. All Primitive and Basic era armor (9.5) is available, but plate armor is only available as spot protection (i.e. no fully articulated plate). All Primitive and Basic era stuff (9.6) is available. It is best to use the values for good and gear from the Harn World supplement.

There are a few Harn specific weapons. Their EABA attributes are as follows.

Harnic Weapons:
Weapon: Damage:  Type: Length: Weight: Armor: Hits: Notes:
Claw (Brawling) Punch+0 Lethal  Short 0.3 kg 1d+0 2 balanced
Long Knife (Blades) Punch+1 Lethal Medium 0.5 kg 1d+2  3 balanced
Mankar (Blades) Punch+1 Lethal Medium 1 kg 1d+1 2 balanced
Mang (Clubs) Punch+1d Lethal Medium 3 kg 1d+2 4 unbalanced
Falchion (Blades) Punch+1d Lethal Medium 2 kg 1d+2 3 unbalanced
Estoc (Blades) Punch+1 Lethal Long 1.5 kg 1d+1 3 balanced
Warhammer (Clubs) Punch+1d Half-Lethal Medium 3 kg 1d+2 4 unbalanced

Harnic Shields:
Name: Armor:  Hits: Weight: Notes: 
Buckler 2d+0 5 1.4 kg  User is +2 difficulty to be hit in melee. 
Round 2d+2  6 2.7 kg User is +3 difficulty to be hit in melee. 
Knight 2d+2 6 2.3 kg User is +3 difficulty to be hit in melee. 
Kite 2d+2 7 3.1 kg User is +4 difficulty to be hit in melee. 
Tower 3d+0 8 3.6 kg  User is +4 difficulty to be hit in melee.