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Root of All Evil v1
Root of All Evil v1
Root of All Evil v1
ROOT OF
ALL EVIL
Dark Rethem Adventure 2
Alun Rees
AFAREZIRS:
ROOT
OF ALL
EVIL
Credits
WRITER
Alun Rees
based on an original concept by Garry Hamlin
CONTRIBUTORS
Anders Bersten and his players,
Andy Gibson and Neil Thompson,
the HarnWriters Team, and
the players at IviniaCon 2009
MAPS
Alun Rees
THANKS
to N. Robin Crossby and Columbia Games for HÂRN,
to Anders Bersten for sponsorship of the NPC art
& the Player Handout, and to John Southgate for his fanon
Atlas Maps of the Afarezirs
NOTICE
This is a self published HârnFanon work, created by Alun Rees. It is a
derivative work of material published by Columbia Games Inc. and is
released for free distribution and personal use by Alun Rees without
the permission or endorsement of N. Robin Crossby, his estate, or
Columbia Games Inc.
If you have been asked to pay for this document, either as a download
or as a hard copy, you have been robbed.
AFAREZIRS: ROOT OF ALL EVIL 1
INTRODUCTION Sequence of Events
Afarezirs: The Root of All Evil is the second adventure in
the Dark Rethem series. It follows Peran: Heart of Darkness ACT I: TO GOLOTHA
and will be followed by Golotha: The Deeper Dark and Meje- Scene 1: Run out of Town
tus: Ancient Shades.
Scene 2: The Trident Inn
Adventure Outline Scene 3: The Breyta?
Peran: Heart of Darkness was timed to take place in the
Summer of 720TR and to be completed by early Autumn at Scene 4: The Scholar?
the latest. It is assumed that the player characters (PCs) Scene 5: Information?
have spent the rest of the Autumn and Winter in Tormau
Scene 6: Specialist Help?
being kept busy by Jamys of Abrant who always has work
for reliable freelancers.
The Root of All Evil begins after the Spring thaw of
721TR and sees a group of PCs travel to Golotha where ACT II: ABOARD THE BREYTA
they are offered a significant reward by the Guildmistress Scene 1: To the Tirsas
of Courtesans in Shiran if they can find and harvest a rare
plant found only in the distant Afarezir archipelago. Scene 2: To Cape Vikod
The journey is not easy and once they make landfall on Scene 3: Landfall!
the first of those wind scoured islands they realise they are
searching for a needle in a haystack. In seeking word of
„Crimson Sethimyael‟ from the indigenous Nolgind Kubora ACT III: AMONG THE ISLANDS
they begin to pick up pieces of a story from long ago in the Scene 1: Akova
tribe‟s history. Gradually their search for the plant and the
tales told by the clans become interwoven and lead them Scene 2: Merem
to the fate of a lost Nolgind Clan. Scene 3: Ardir
Even when they finally discover the location of the Scene 4: Kand
plant they seek it refuses to yield that which it guards easi-
ly. Scene 5: Movel
Essential Resources Scene 6: Kib
Peran:Heart of Darkness; The White Stoat Inn; The Trident Scene 7: Sholo
Inn; The Tirsa Pirates; Movel Gamle Hem; Clan Sholen; Scenes 8 & 9: Aldrie & Qulf (optional)
Cynswyr Ariensyn; Gwaed Island; and fanon Atlas Maps:
B3, C 1, C2, C3, D1, D2, D3 and E1, by John Southgate (all Scene 10: Hafeg
available at Lythia.com).
Afarezirs, and Herblore (available from Columbia Games)
and a version of the HarnMaster Rules (available from ACT IV: THE LOST CLAN
Columbia Games or Kelestia Productions). Scene 1: Return to Sholo
Helpful Resources Scene 2: Gwaed Island
Golotha; HarnMaster:Barbarians; Tribes of the Kubora;
Scene 3: Pella
Peran; Aquatics; and Seals.
This adventure will be easier to play if the GM also has
access to HarnMaster: Magic and HarnMaster: Religion as EPILOGUE
well as Mamaka, Master of Steel and Warriors of Mameka.
If the GM wishes to play out the sea voyages in detail
they will also need access to The Pilot‟s Almanac.
APPENDIX I: MEREDATH’S DIARY
All these resources are available from Columbia Games.
APPENDIX II: THE ROOT OF ALL EVIL
APPENDIX III: FRIENDS IN THE
SOUTH?
Appearance: Aged 20, height 5‟6”, scant frame, weight 116 lbs/size 5, plain
appearance, medium complexion, brown hair, grey eyes
out the PCs, perhaps after they have tried and failed to get Appearance: Aged 25, height 5‟9”, medium frame, weight 157 lbs/size 6,
any additional background information from the priests of handsome appearance, dark complexion, black hair, hazel eyes
Save K‟nor. Alternatively rumour will have reached him of Str 14 Agl 12 Sml 10 Aur 18 Cml 16
an expedition heading north. Sta 14 Eye 14 Voi 06 Wil 16 End 14
Dex 15 Hrg 12 Int 13 Mor 05 Mov 12
Medical/Psyche: Hidden scars on his back from scourging
Religion: Ritual (Agrik) 33, Piety 30
Skills: AWARENESS 68, CLIMBING 66, Drawing 60, Folklore (Peran) 40;
Herblore 24, INTRIGUE 63, JUMPING 62, Law 12, Mathematics 25,
ORATORY 24, Physician 30, RHETORIC 52, SINGING 24, STEALTH 52,
Swimming 15, THROWING 50
Languages: Harnic 94, Old Jarinese 21
Scripts: Lakise 98
Combat Skills: INITIATIVE 50, DODGE 60, UNARMED 56, Dagger 55
Money/Valuables: While not richly dressed he appears to have a significant
line of credit which he explains as resulting from his bastardy. His father is
rich and pays him well to stay away from him and his family.
Armour/Weapons: Cloth shirt and breeches, robe and tunic. Leather calf
boots.
Other Equipment: A leather satchel in which he keeps his supply of parch-
ment, pens and ink. He will buy any specific travelling and wilderness equip-
ment that he needs.
Load: 30.1 lbs Encumbrance Penalty: 0
served as a bodyguard-for-hire, and adopted some Appearance: Aged 30-ish, height 6‟1”, medium frame, weight 175 lbs/size 7,
southron ways. plain appearance, medium complexion, black hair, hazel eyes
Notes: Sir Mindar is just what he appears to be: honest, trustworthy, princi-
pled and good in a tight corner.
When they approach a little closer they will see the been detached by a crude blade and an enormous twist to
body of an old warrior in front of the entrance to the long- separate it at the elbow. Whatever did this is strong.
house. His skull has been crushed, his belly opened, and Looking inside they find the clan‟s meagre possessions
him left arm hacked off at the elbow. There is no sign of thrown around as if there has been a cursory search.
the severed limb.
Tracking reveals that the fire is still hot and that there
Physician shows there are signs that chunks of his liver are footprints leading to the far end of the communal living
have been torn away as if by teeth and the forearm has space and through a low arch into a smaller space. From
Description of Events
What Captain Olmoding knows …
Clans Aldrien and Qulf are bitter rivals and Grim
Olmoding would prefer not to venture to either. If they
trade with one the other is likely to attack them and if they
trespass without trading both may attack them.
Attitude of clan Aldrien & Qulfen to visitors
If the PCs visit either then things will run as Grim pre-
dicted but not before the Specific Encounter on the first of
the two visited.
Clan Aldrien Warband
H/h: 9 Prime Youths Old
13 2 4
Clan Qulfen Warband
H/h: 7 Prime Youths Old
10 1 3
GM Aims
To get the PCs safely to Peroc (Gwaed) Island;
To ensure they notice that even at the beach some of
the dune plants have a pinkish tinge;
To ensure they notice the unusual behaviour of the an-
imals on the island;
To lead them to the sheltered heath where great
swathes of crimson sethimyael carpet the ground.
PC Outcomes
They will find what they have been searching for but
discover that harvesting it is a challenge.
Description of Events
What captain Olmoding knows…
He will circle the island and map it. He has never
landed there. The sealing is poor and whales are rarely
found close to shore. Crews that have camped here to
render blubber to oil have reported vicious animal attacks.
Wenowina told them that the Beast of Blood was killed
on the rocky southern shore. That, combined with the
account in the diary, will lead them to the south end of the
island. There are several sheltered bays along the southeast
coast were the Breyta could anchor and put a boat ashore.
Foraging or Herblore: The beach where the Breyta‟s
boat lands is fringed by dunes on which clumps of grass
grow. The grasses have a very slight pink tinge to their foli-
age but otherwise seem to be common grasses. Looking
inland shows all the vegetation to have a pink tinge, per-
haps getting darker in the distance. It is as if the island is
bathed in the red light of a setting sun, or in blood.
Crimson Sethimyael growing among the blood tinged bogs of Rhosgenethig with ruddy hills in the distance
in the hope of preserving her life. The mage‟s dying spell CF Fear 1 Fatigue +1 Fatigue +2 Fatigue +3
caused the child‟s spirit to form an association with the lo- MF Fear 2 Fear 1 Fatigue +1 Fatigue +2
cal vegetation and her anger is the reason for the occur- MS Fear 3 Fear 2 Fear 1 Fatigue +1
CS Fear 4 Fear 3 Fear 2 Fear 1
rence of the red tinged variety of sethimyael and its unique
Fatigue effects apply to Pella.
properties.
Fear effects apply to the character cumulatively as described below:
Pella’s Spirit … Fear 1: A clear sense of unease which makes the PC cautious and
slows the rate at which they are collecting sethimyael. A PC will not
… is still five years old (INT 05) and will not increase in initiate combat and cannot couterstrike if attacked;
cognitive ability unless given the opportunity to grow up in Fear 2: The PC experiences a sudden loss of all their senses for a sin-
a physical body. She is easily distracted (WIL 06), but re- gle round (Pella is projecting her own sense of isolation). The victim is
likely to look for something to blame (and hit) or retreat from what
sponds to threats with her strongest emotion: rage. they were doing (collecting sethimyael). The PC will not initiate com-
Her low morality score reflects her limited understand- bat but will aggressively attack if attacked (only counterstrike as a de-
fence).
ing of right and wrong. She has no physical skills or attacks Fear 3: Pella sends a convincing sensation of being tortured with hot
but cannot be harmed by anything but psionic/magical at- irons or being eaten alive. This is Pella‟s feeling of having sethimyael
tacks that might injure an ethereal. plants torn up. The PC will stop digging up plants and refuse to return
to the work.
Pella‟s spirit has lost any clear sense of self-identity. Fear 4: The PC gets a convincing sensation of being torn limb from
During the centuries she has been buried here, Pella has limb that will feel like a limb being amputated. Shock Roll (6d6 vs.
END or unconscious for at least 1 minute). Then Shock Roll every
forged a mental link with the only living things she has minute (3d6 vs. END) to recover senses.
been able to reach: the sethimyael plants that dominate the
Combat 2: If there are still any characters collecting sethimyael after she has
peat around where Meredath‟s master buried the vessel tried to frighten them, then Pella will animate the „Sethimyael Golem‟, below.
holding her spirit. His last arcane effort rendered them sus-
ceptible to contact from Pella‟s soul. If a PC harvests a single crimson sethimyael plant
… Pella will perceive this as a threat. In response she
Through this link she is able to feel physical sensations
sends out a continuous non-verbal telepathic scream.
(sunlight, breeze, rain, etc.) but Pella also feels a sensation
Characters with Sensitivity are very susceptible to this „at-
akin to pain whenever a sethimyael plant is damaged,
tack‟. The Hafen shaman who travels to Gwaed every sea-
whether by foraging insects, wildlife or the effects of the
son to harvest Gwaedeithir, interprets these „screams‟ to
year‟s first frost.
mean the extract will be more potent. Non-sensitives will
Should the characters be able to see Pella in her ethere- experience nothing.
al form, she will appear to them as a small, screaming child
If this doesn’t frighten the PCs off … and they con-
with flaming red hair and piercing green eyes, ringed with
tinue to collect the plants then Pella will begin to actively
red as if from endless crying. Other than her name, Pella
attack them using Telepathy vs. WILx5 (Combat 1,
has by now forgotten almost all the language she once
above).
knew, so that even if the characters establish contact, they
will need to communicate in mental pictures or emotions. If that doesn’t work … she will resort to Combat 2
Pella will not want to be separated from the plants that (above); Pella‟s rage will explode. Every frustration she has
provide her only stimulation and physical sensation. They experienced during her imprisonment is vented in a physi-
are her only body. cal attack against the PCs. Her rage and Telekinesis will
and believes that the person he shows it to will both under- Load: 29.5 lbs Encumbrance Penalty: 0
stand it and have the power and will to act on what it de- Melee Wpns Wt WQ AML DML HM B E P
mands. Anyone living in Rethem or expecting to make any Head butt 76 76 2
part of their living there will certainly take it very seriously. Hand/Arm 76 91 -05 1
Foot/Knee 81 81 -05 2
Only if … Ovik‟s cover appears about to be broken will Dagger 1 11 80 80 -05 1 2 4
he act to silence the character that is putting him at risk. Sword 4 13 75 70 -15 4 6 4
He will always seek to make any death look like an acci- Handaxe 4 11 86 81 -10 5 7
dent or the responsibility of someone else. He is entirely Roundshield 7 14 65 80 2
indocrinated in the Mamakan faith and will die (in silence) Location Armour Layers AQ B E P F
for his master. However if he dies then the Apalankh learns Skull C 1 1 1 1
nothing so he will kill to survive, perhaps revealing that he Face
Neck
has many more skills than the PCs believe. If death is inev-
Shoulder CCC 1 2 1 2
itable he will look for some way to further his master‟s Upper Arm CCC 1 2 1 2
cause, perhaps by sabotaging the expedition so that no one Elbow C 1 1 1 1
else benefits from anything the PCs find. Forearm C 1 1 1 1
Hand
On his return … Ovik will leave the Breyta at Golotha
Thorax CCC 1 2 1 2
and expect never to see the PCs again. He will be dis- Abdomen CCC 1 2 1 2
patched north to Emesa Hundred after he has passed on Hip CCCC 1 2 1 2
everything he has found out. There he is to search for what Groin CCCC 1 2 1 2
the Mamakan hierarchy believes may be evidence of here- Thigh CCC 1 2 1 2
Knee CCC 1 2 1 2
sy among the Warriors of Mameka …
Calf CL 2 4 3 4
Foot L 1 3 2 3
Notes: One of the Mamekan Silent Ones. As an ordained priest he has a con-
secrated Mamekan Blade in the form of a sickle but the Akhularai are never
allowed to carry these with them when under cover.
The Beast of Blood was made of more than skin and flesh so that when it crawled out of the sea onto
land it took on a new and fearsome form. It had many legs and a scaly shell from which sharp barbs
protruded. Many a brave Nolgind hero died on those barbs as he tried to break through the creature’s
shell and strike at it vitals. The Beast moved from island to island: always Seaward and Dawnward.
Only Qulf, Aldrie and some of the other ’Seamost and Dawnmost’ islands were spared before the Beast
went ’Treewards to attack the People Left Behind (the Urdu) of the mainland. Giving thanks that they
were spared further slaughter the clans of the Nolgind barely survived the winter - so reduced were they.
This time a Nolgind Hero, ’Whale Caller’, went far out into the Sea and begged Grandfather Whale
for his aid. Then, at the Place of Winds, on Kand Island, an ancient Crone heard the voice of Kadag
telling her to heed the warnings from the ’Waters of Ardir’. Within days words was spreading that the
Elders of the Whale cult had left their small island home in search of higher ground on Ardir. The clans of
the Nolgind did likewise for only in the face of the direst of warnings would the Whale Cult abandon
their island home.
When the Nolgind who had listened had found safety on the hills and crags of their island homes
Grandfather Whale rose out of his watery home and threw himself back into the depths. The wall of water
he created swept towards the Beast of Blood and smashed the creature on to a rocky shore and broke it to
pieces.
The dying Beast was not yet finished. Its foul ichor was caste up on the beaches beyond the rocks that took
its life. Wherever that foul fluid ran the children of the beast were spawned; scurrying and crawling over
the island.
These foul creatures the Nolgind hunted down until they were all killed. But their flesh so polluted the
very rocks and sands of the island that its people were forever tainted by its foulness. babies were stillborn
and men ran mad. They began killing their own and anyone that strayed near the island and seemed to
be invincible.
Some say: The Lost Ones raid the Nolgind clans and frequently take young children, whether to feast
upon or to replace their numbers as their women are barren is debated. What is certain is that no child
taken by them is ever seen again.
Others tell that: The women of the Lost bear monstrous children part Beast and part man who live in
caves beneath the sea where they seek to rebuilt their Beastly ancestor and raise it again so it can continue
its ravaging of the Nolgind.
Still others tell that: The children of the Lost are eaten at birth and their numbers replaced by children
stolen from other islands. All that is certain is that The Lost are friends of no sane man but a curse upon
the garden of delights that the Afarezirs would otherwise be.