


Enter Asvárna - The Harrowed Land. It is a new world of ancient cultures, hidden danger, intrigue and heroic action. A dark fantasy setting of decayed empires, ancient ziggurat cities, vast marshy plains and a bloated angry red giant sun.

People of the Harrowed Land
![]() HapsharThe Hapshar were the rulers of the old empire. Their cities were dreams of opulence and hedonism made form. Even the poorest among the born Hapshar seemed affluent to many of other people of the land. Their regality and love of finery often belies their cultural cruelty. Their once powerful Noble houses languish in the city of NaCarth – a place of grey spires that cast shadows of the ruins of a bygone imperial seat. | ![]() MelukMasters of the horse, bow and spear. The Meluk are renowned as some of the finest warriors, hunters and riders in all of the land. Their territory is the Great Plains, with their walled stronghold: the wood fort town of Mu Aelwu centralizes their power. They are also revered as smiths and tacticians. Nobility covet a Meluk steed as a prize in their stable and pay a fine purse to keep a Meluk trainer on staff. | ![]() SuuatThe Suuat claim to have once ruled a great Island empire – far to the south – that sunk beneath the waves. Since they have spread out. The Suuat are sometimes called the shadow people. They endeavor to keep their own complex customs, language and seep history secret, blending into surrounding cultures. Suuat clans control shipping along Asvárnas waterways. Many are nomadic and become active in the underworld. They often perfect skills and crafts – starting prominent guilds in their settlement. | ![]() FroarThe Froar are a large people of the north and western woods and mountains. They came from beyond the Niogi Forest during the Infestation – and claim to have origins from a cold plateau land far to the north across the sea. With them they brought their animal totems and ancestral spirits. In recent centuries their home has been harried. And the Froar have been displaced by an invasion of winged fiends into the peaks of their mountainous territory. |
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![]() VarinkaInsular and secretive, their name inspires dread and awe. The Varinka are known for eldritch magic and a feral transformation as they age. The people of fallen Zos Zafod rarely range far from their arid mountain aerie. But they are sought out (or summoned) for their trade in artifacts, skills in seer-craft and spirit magic, and sorcerous martial skills. Stories say that their line began when a shepherd ventured through a mountain pass and discovered ruins laden with ancient secrets. | ![]() RubariThe timeless sweeping gardens and looming ziggurats have watched an influx of refugees from afar in the last century. But the Rubari nobles still extend diplomatic and economic power across the plains. | ![]() RubariA people of ancient lineage and a strict caste system. They once dominated the eastern half of the continent with expertise at war, trade and craftsmanship. A shadowy order oversees all life in Magra’Lin. In turn the mystic cabal maintains and protects the city walls, great temples, libraries and observatory. |
Play the intro scenario

Enter Asvárna - The Harrowed Land. It is a new world of ancient cultures, hidden danger, intrigue and heroic action. A dark fantasy setting of decayed empires, ancient ziggurat cities, vast marshy plains and a bloated angry red giant sun.
The proprietary D10 Knucklebones dice system creates fast and cinematic action. But allows room for plenty of depth in roleplaying, storytelling and investigative play.
In addition to a 25+ page rules primer, you will get a nearly 50 page intro story called Duman Steel. This provides a short play version for 4 players and additional background material so that the Overseer (GM) can expand upon the initial story. Included are 5 high quality maps for VTT or print/reference at your table.
Also included are 4 pre generated characters and a dozen pages of quick reference sheets to speed up game play.
