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also two pages of full color illustrations maps of the areas surrounding ushet and kiraz as well as visuals of the entrances to each of them which can be shown to the players there are also two blank pages labelled gm notes kiraz kiraz is the oldest dwarven citadel in hârn a massive complex it was once the pinnacle of dwarven civilization roughly six hundred years ago however lothrim the foulspawner laid siege to the city with his army of orcs kiraz fell although the dwarves had their final vengeance upon lothrim the halls of kiraz were sealed away forever a grim reminder of the dark memories which were forged there today most of the halls stand deserted although some of the lower levels have been broken into by orcs this section is really the core of the book brief detail is given of kiraz history and the current area around the ancient city 3 pages a cut away map of the entire complex is given along with a one page summary of the major features of the city 2 more pages after this one page summaries and maps are presented for several major areas of the city the high halls the great hall of kiraz the royal apartments the council chamber the high halls once housed the royal family and government of the city gallreda complex a residence for officers of the royal government this includes the hall of galreda and the hall of zelanthu west gate the primary point of entrance to the city ranzad complex the largest cavern in kiraz this was the marketplace and social center of the city minehead as the name might suggest this was the point from which the mines were reached workshops ore storage and the like are all found here the catacombs not only the communal graves of kiraz but also the royal tombs the hall of the godstone an ancient earthmaster site predating dwarven civilization can also be found here it is generally considered to be the birthplace of the hârnic khuzdul dwarves an additional page discusses ways in which the gm can develop the material presented here finally two more pages give several artifacts and special locations which can be placed by the gm in whatever locations seem most appropriate before i continue let me make one point abundantly clear all of the material which is found here is excellent beyond par the maps are beautiful and superbly executed the logic and detail of the city is meticulous crossby refuses to simply wave his hands in the construction of this city instead insisting that the city make sense by the time you are done reading through this article you will have the sense that a place like kiraz really could exist this is by no means a small or unvaluable accomplishment the problem with this supplement is not the quality of what is present but the vast amounts of information which is quite literally missing this is apparently keeping in line with the intended design methodology which is described as such in keeping with our long term policy there is lots of room for the gm to customize his own version of the golden city even if a player should get hold of a copy of this module it won t help him much folks this just doesn t cut it for me the whole point of buying a supplement is so that i don t have to do design work certainly keeping snoopy players on their toes is a laudable goal but if i want to do that i am quite capable of changing information in fact changing and rearranging information is vastly easier than being forced to create material out of wholecloth ushet this is a four page article discussing the rock of ushet ushet was once a hunting lodge connected to kiraz via a series of spent mining tunnels following the carnage of kiraz the ushet entrance was sealed in recent years however orcs have broken through those seals and taken up residence in the former hunting lodge the material presented here serves two purposes first ushet serves as the point of entry to kiraz for characters playing through the horns of ikaras see below second there are many former dwarven hunting lodges spread throughout the area around kiraz they are sites of conflict between the barbarian tribes both orcs and humans who remain in the area ushet serves as a generic template which the gm can use for any of these hunting lodges there s nothing phenomenal in this section but it s all solid material and very useful as either a specific or generic resource horns of ikaras as i noted above i am not familiar with the first part of the trilogy of which the horns of ikaras is the second part with that being said i am thoroughly unimpressed by what i see here essentially what crossby presents is a four page outline of an adventure rather than an adventure a summary is given of what took place in the first adventure 1 page the npc who gives them the hook into this adventure is described at length 1 page player handouts are provided 1 page and the adventure is briefly summarized 1 page in short the material presented here can be summed up with extreme accuracy by saying several months have passed since the last adventure the pcs should have heard some rumors about the big bad guy s activities kidnapping three beautiful women stealing some rare animals and burning town officials in aleath they go to kiraz most likely gaining entrance via ushet where they need to find a key to gain access to the room where the horn is kept conclusion as i write this i currently have a d20 module in development i have a general outline of events written down about half of the maps completed and rough notes quickly jotted to remind me what the keys on those maps mean that s what kiraz looks like by the time i finish developing that d20 module i will have a text which presents the adventure in full to the gm a complete set of maps and a fully developed and descriptive key for all of those maps that s what kiraz should look like reading kiraz feels like starving yourself for three days and then eating a pecan having said that however let me go on to say that kiraz comes with my recommendation although i take issue with the fact that so many things are simply left undeveloped what is developed here is quite simply superb for 15 this presents a solid value for your money and anyone thinking of including a dwarven citadel in their own campaign could only hope to benefit from this book certainly anyone interested in kiraz in and of itself as part of the world of hârn should snatch up a copy of this book without a second thought style 4 substance 4 author n robin crossby publisher columbia games inc line hârn price 14 98 isbn 0 920711 28 6 product code 5016 pages 28 year published 1989 rereading this review i was somewhat surprised to discover that i d given it a rating of 4 in substance flipping through my copy of the book though i understand where i was coming from it was a little on the pricey side for 30 pages of material but there s a lot of great stuff in here and the maps are truly spectacular the problems aren t what s on the page it s the mismatch between the scope of the product and the scope needed by the subject matter for an explanation of where these reviews came from and why you can no longer find them at rpgnet click here filed under reviews roleplaying games comment 0 article tags harn rpgnet reviews chaos lorebook eschatonic visions april 29th 2026 the end of the world we know shall come like to the tolling of a bell in the beginning there was a darkness at the heart of the world and it cloaked itself in the shape of shadow king he who was banished and wrapped in the threads of the demonweb but like a shadow banished by a candle the shadow king lurked in the flickering darkness and he reached out and reared up his demon court and like their king the princes did furnish forth their dukes and they are known in the dark tongue as the galchutt the lesser lords and in the tongue of elves they are known as the natharl nacna and in the tongues of men they are the dukes of chaos war was fought and lost and the shape of the world was changed and the princes were banished to serve their king in the webs that lie beyond the edge of time and space the galchutt were not drawn into the temptations of that web but their power was bound to their masters and so they retreated to their caverns of slumber and there they sleep and they wait those who would serve them must sow the seeds of chaos for the night shall come when the ties between the dukes and the princes shall be forever broken and then their sleep will end and the galchutt shall walk the earth and in their footsteps the seeds of chaos shall blossom into the end of days and that night shall be the night of dissolution the manifesto of the tolling bell the rest of this book reads as a manifesto the author who calls himself wuntad describes the need for all the forces of chaos to join together in order to bring about the night of dissolution and the end of days they would be led by a single cult known as brotherhood of the tolling bell mark of chaos transmutation chaotic level clr 2 sor wiz 2 components v s m df casting time standard action range touch target one creature duration one hour level saving throw fortitude negates spell resistance yes the target gains a physical mark prominently on her body one of the many symbols of chaos or a chaos cult each time the target performs a non chaotic act she suffers a 2 penalty on any check or die roll including attack rolls involved with the act if any each time the target performs a chaotic act she gains a 2 bonus on any check involved with the act if any the dm is the final arbiter of what constitutes a chaotic or non chaotic act some are easy attacking a lawful creature is a chaotic act casting a chaotic spell is a chaotic act using a chaotic or anarchic weapon is a chaotic act some acts are a bit harder to judge destruction in general is chaotic while building and repairing is not murder defying authority lying and cheating all can be chaotic acts but the decision is ultimately up to the dm arcane material component a burning smokestick design notes some material on this page is covered by the open gaming license wuntad s cult of the tolling bell is the central antagonist of the night of dissolution adventure as with the touch of the ebon hand you can see how i m taking chunks out of the chaositech sourcebook and parceling it out via the lorebooks creating an additional layer of lore for the pcs to slowly peel back in practice this sort of material would also appear in cultist spellbooks and the like back to chaos lorebooks filed under roleplaying games comment 0 article tags chaos lorebooks previous entries justin alexander about bibliography acting resume roleplaying games gamemastery 101 rpg scenarios rpg cheat sheets rpg miscellaneous dungeons dragons ptolus shadow of the spire alexandrian auxiliary check these out essays other games reviews shakespeare sunday thoughts of the day videos patrons open game license bluesky mastodon twitter archives archives select month may 2026 4 april 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Date Tue, 12 May 2026 14:42:28 GMT
Server LiteSpeed

Meta Tags

title="The Alexandrian"
http-equiv="Content-Type" content="text/html; charset=UTF-8"
name="generator" content="WordPress 6.7.5"
name="twitter:card" content="summary_large_image"
name="twitter:creator" content="@hexcrawl"
name="twitter:site" content="@hexcrawl"
property="og:title" content="The Alexandrian"
property="og:description" content="Welcome to The Alexandrian!"
property="og:image" content="htt????/www.thealexandrian.net/buttons/Logo.jpg"
name="robots" content="max-image-preview:large"
name="generator" content="WordPress 6.7.5"

Load Info

page size23598
load time (s)0.845988
redirect count0
speed download27926
server IP 67.222.24.219
* all occurrences of the string "http://" have been changed to "htt???/"