Retrospective: Gods of Hârn

As a general rule, I am very much opposed to the common practice among RPG hobbyists of buying products solely for reading purposes. I feel that game books should be bought with the intention that they be used in play, which explains why I buy so few new game books these days. I've only got so much free time in my life and, between refereeing two weekly campaigns and playing in a couple more, the odds of my making use of anything new I buy is limited. I realize this puts me at odds with a lot of my fellow gamers, who make a habit of picking up new gaming materials solely out of interest in their subject matter or because they're a collector to some degree. 

That said, I am a hypocrite on this matter when it comes to Hârn, a fantasy setting I've never used but whose support products I've nevertheless bought in surprising amounts. Everything I've purchased for Hârn is very well done, both in terms of content and presentation. There's an obvious love in these books that's almost infectious and I've often found myself picking them up over the years, despite my avowals not to do so. We all have our weak spots, I suppose, and the richly detailed fantasy world of Hârn is one of mine.
Of all the Hârn products I've bought (and never used) over the years, perhaps my favorite is Gods of Hárn. Originally published in 1985, the book is an overview of the ten gods of the setting's pantheon, along with information about the religions that worship them. For me, this is the most important part of what makes Gods of Hârn so special. There have been plenty of RPG books published about deities and divine beings, but few of them provide much in the way of useful information about the structure and activities of their mortal worshipers. Cults of Prax comes to mind, but, even there, the focus is more on the mythological role of the various gods of Glorantha than on the faiths of their followers.

Each god in Gods of Hârn receives a description of his or her personality and role in the pantheon, but more detail is heaped on their church. The theological and social missions of the churches is discussed, along with information about their holy days, symbols, history, and clerical organization. Each of these categories is fleshed out in sufficient detail that both the player and referee would find them useful in play. Though there's plenty of detail in Gods of Hârn, the book doesn't luxuriate in detail for its own sake; nearly everything here is presented with the goal of enhancing play, which is particularly useful for players of priests or zealous devotees of a particular god. As a fan of Tékumel, believe me when I say that I adore setting detail. At the same time, I also recognize that there can be such as a thing as too much detail. I believe that Gods of Hârn strikes a good balance between leaving everything up to the referee's imagination and overloading him with needless minutiae.
There are no game statistics for the gods of Hârn's pantheon to be found here. The emphasis is more on the mortal side of religion, which is how it should be in my opinion. Throughout history, religions have played an important role, for good and ill, in human events. Often those roles were a direct consequence of the beliefs and structures of the religions themselves, a fact that Gods of Hârn clearly recognizes. The historical sections of the book detail many instances when one or more of the churches influenced events on Hârn and elsewhere. Likewise, the sections detailing their hierarchies and present activities provide plenty of scope for the referee to make religion matter in a way it sometimes doesn't in fantasy settings.
If nothing else, Gods of Hârn is a good model to emulate for creators and referees looking to present gods and religion in their settings and that's why I'm glad I own it, even though I've never played a campaign set on Hârn – at least that's what I keep telling myself.
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Published on February 16, 2022 07:48
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