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Anoth Delta
Anoth Delta
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 3
FAUNA
The Anoth Delta is home to a great variety of animal
species, in the air, on the land, and in the waters. In
addition to game animals, there are huge quantities of
wildfowl and wading birds. In the colder seasons, seals
and otters can be found along the coast.
The riches of the Anoth Delta are exploited by
Anoan tribesmen and the Orbaalese residents of the
northern banks. The hunters use a variety of techniques.
Flinging weighted nets from coracles and small boats
is a popular way to catch birds, as is stalking with the
bow. Some permanent funnel nets have been set up near
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 4
NATURAL HAZARDS Travel in the Delta
The Anoth Delta is a dangerous place, with many natural hazards that PCs will likely find that traveling in the
can hamper or harm those unfamiliar with this type of environment. Anoth Delta is quite difficult.
Travel is easiest by boat, although the
Quicksand is common throughout the delta. It appears as solid, sandy
shifting sandbars, lack of clear channels,
ground and is difficult to distinguish from the surrounding area. Although and threat of pirates make it far from safe.
it can support leaves and other small debris, quicksand will not support
The harsh conditions and seasonal flooding
anything heavier and can easily entrap creatures of all sizes. It is normally take their toll on the trails that cross the
impossible for a human or animal to completely sink in quicksand, but those delta’s marshes. The trails are not in good
trapped are at the mercy of the elements, especially the tides. shape and should be treated as Rough Trail
Bogs of floating sphagnum moss can create the illusion of solid on the Movement table on HM3 CAMPAIGN 7.
ground, but those attempting to walk on it can find themselves in deep The 50% penalty for mud often applies.
water. Some enterprising predators occasionally haunt these pools. Off the trails, most land in the delta can be
considered Swamp on the Movement table,
Razorleaf is a type of sedge characterized by long, grass-like leaves
with Heathland and Mixed Forest at the
growing to more than 10 feet in height. The leaves have sharp, serrated higher elevations.
edges that can easily cut flesh. Razorleaf occurs in dense patches; it can
endanger those attempting to navigate it. Escaping Quicksand
Swamp gas is found wherever stagnant water coincides with the A character in quicksand is assigned
decay of organic matter, such as in the mud flats, marshes, and swamps 1d10 for every 20 pounds of total weight,
of the Anoth Delta. Swamp gas occasionally self-ignites. People in the including clothing and equipment. Thus,
marshes have long reported seeing strange lights, often resembling a lantern a character who weighs 150 lb and has
or torch that recedes as the viewer approaches. Many unfortunates have another 20 lb of equipment would start
with 8d10. On the initial turn, 2d10 are
stumbled into quicksand or other hazards while trying to follow these lights.
rolled and subtracted from 100. The
Superstitious folk call these mysterious lights the Witch’s Lantern and resulting number is checked against the
attribute them to the Swamp Witch (see Thonahexus #3). Mid Aiming Zone chart to indicate the
level to which the character has sunk. For
Diseases every minute afterward, the player will roll
The Anoth Delta is renowned for its pestilence. In warmer months, one of the remaining d10s, subtracting
the insect population grows explosively, with a corresponding increase in from their previous total. When they have
disease. Lorkin, Arone, Shese and the smaller settlements that surround run out of d10s, they will stop sinking.
Thus, if a player rolls a total of 46 on 8d6,
them are besieged by clouds of mosquitoes, blackflies, and other biting
his character will sink until his Thorax is
insects. Locals tend to be resistant to the diseases endemic to the region, covered. If a character has access to a
although none are immune. It is wise for those traveling in the delta during rope, vine, branch, etc., it is possible to
these months to take steps to protect themselves from contagion. be pulled free. Treat this as attempting
Anoth Plague is spread by insect-contaminated food. Symptoms to lift his or her own weight (including
include lethargy, blurred vision, and even hallucinations. Those who survive equipment) with Physical Penalty applied.
often suffer blindness or brain damage. Each successful lifting test removes 10
from the total rolled on the d10s, but any
Breakbone Fever is spread by mosquitoes. Symptoms include a subsequent failure requires another d10 roll
painful, scabrous rash, severe headaches, and incapacitating joint pain. It is for sinking. Most characters will not be able
fairly common but seldom fatal. to do this without help.
Tular Fever is an infectious blood disease spread by insect bites. It
results in body aches, vomiting, diarrhea, and severe abdominal pain. Contagion and Healing
This table lists the Contagion Index and
Yellow Wrack is a painful fever spread by the marsh flies common to Healing Rate for some diseases endemic to
the Anoth Delta. Its symptoms include body aches, lethargy, and jaundice. the delta. See HârnMaster 3, PHYSICIAN 4.
Later stages often involve hemorrhaging and convulsions.
Contagion Healing
Greyrot is a fungal infection transmitted by contact with contaminated Disease Index Rate
plants. Exposed skin becomes itchy and inflamed and hair loss occurs. After Anoth Plague C5 H3
a few days, the affected skin becomes numb and takes on a grayish color, Breakbone Fever C2 H5
eventually becoming covered with cottony tufts of fungus. In the worst Tular Fever C3 H3
cases, spores are inhaled. Once they settle in the lungs, the spores grow
Yellow Wrack C4 H3
rapidly, choking the victim to death.
Greyrot C3 H4
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 5 ANOTH DELTA 5
ARONE MARSHES ARONE MARSHES
The Arone Marshes cover much of the land between Lorkin and Arone 1d20 Encounter
See Wilderness Encounter Table
and extend for leagues north of the Anoth River. The tall reeds are home to 1–3
(HM 3, CAMPAIGN 12)
herds of aurochs, multitudes of birds, and wary marsh folk.
Game animal or bird (See
The road between Lorkin and Arone winds through the marshes. 4–5
Species tables, Hunting 12)
Centuries ago, the Jarin settlers raised a causeway to allow traders to travel Geomorphic hazard (quicksand,
6–8
between the settlements in all but the wettest seasons. Little maintenance bog, etc.)
has been done in the decades following the Ivinian invasion, as the Plant hazard (poison ivy,
9–10
northmen prefer to trade via the river. A few caravans still use the road but razorleaf, greyrot)
travel is dangerous. Outlaws and Anoan raiders have been known to spring 11 Aurochs herd (2d4)
an ambush from the reeds. The road is rough, even in dry conditions, and 12 Anoan hunters (1d6)
the distance between the settlements means at least one night must be 13 Pirates or Jarin rebels (1d4)
14–16 Fishermen or gatherers (1d4)
spent out on the marsh.
17–19 Marsh dwellers (1d6)
Along the edges of the marshes, peasants cut reeds in autumn for use 20 Miuruca or other Ivashu
as thatch. The villages of Melys, Emant, and Geldwol harvest enough reeds
to trade with the settlements north of the Jahl Mountains.
The peat bogs provide the region with much of its fuel for heating and
Marsh Dwellers
The Arone Marshes have long been a
cooking. Bog iron from the marshes is used for many tools made locally;
refuge for the persecuted and outcast. The
the Ivinian lords scorn bog iron as being of insufficient quality for their tall reeds provide good shelter for people
weapons. Peat is also used as a source of salt. Bricks of peat are dried in who are hiding from one thing or another.
the wind and then burned. The ashes are gathered and taken to boiling huts, When the longships of the Ivinian raiders
where they are plunged into large drums filled with salt water. The brine is were spotted rounding Bindra Point on
then heated to evaporate the water, leaving salt for use in preserving food. their way to attack the Jarin settlement of
While some men from Arone fish the coastal waters in niviks or Bwasyn in 663, many villagers fled into
talbars, others use rafts and coracles to fish the shallow waters of the the marshes. After Bwasyn fell (and was
Arone Marshes. Fresh or salted eels from the Arone Marshes are a regional renamed Arone), most of the villagers
returned to toil under their new Ivinian
favorite. The tribute paid to the king by Taarbri Geldestaar, valhakar of
lords. Some chose to remain in the marshes
Lorkin, includes bushels of eels from Arone. and eke out what living they could. Their
The Arone Marshes are within the range of the nomadic Anoa tribes, descendants remain there today.
who hunt the herds of aurochs. The aggressive aurochs are a hazard to Since the Jarin Rebellion was put down
travelers. Although the herds usually stay away from human settlements, an in Lorkin in 703, the valhakars of Clan
aurochs bull will occasionally wreak havoc on a village, breaking fences to Geldestaar have been very oppressive
get at domestic cows. to their Jarin serfs. Most who have tried
to escape have been hunted down but a
few have managed to lose their pursuers
in the trackless marshes. Some now
survive by fishing and hunting the bounty
of the Anoth Delta. Others have turned
to brigandage and prey upon travelers
and caravans. Some of these outlaws are
freedom fighters, members of the Aenghysa
resistance group based in nearby Gedan.
The Anoa hunt the plentiful game of the
Arone Marshes. They are most often found
where the marshland meets the hills in the
© Florida Center for Instructional Technology
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 6
ANOTH MARSHES
1d20 Encounter
See Wilderness Encounter
1–4 Table (HM 3, CAMPAIGN 12)
Game animal or bird (See
5–6
Species tables, Hunting 12)
7–9 Gargun
Plant hazard (poison ivy,
10–11 razorleaf, greyrot)
12–15 Anoan hunters/fishermen (1d6)
16 Anoan village
Geomorphic hazard (quicksand,
17
© Florida Center for Instructional Technology
bog, etc.)
18–19 Snake (adder)
20 Miuruca or other Ivashu
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 7
THE DELTA ISLANDS ANOTH DELTA WATERWAYS
Among the sand bars and seasonal islets of the delta are more than 1d20 Encounter
1–6 Fishing boat
a score of larger islands. Some of these can rise 10 to 20 feet above the
7–11 Merchant vessel
surrounding marshes. Scattered small copses gradually give way to denser Navigation hazard (sandbar,
woods on some islands. The southern islands are more wooded than those 12–16
wreck, etc.)
along the main river channel. 17–18 Pirates
The wrecks of numerous ships and boats lie among the islands and 19 Warship
ever-shifting sandbars. These range in size from the remains of simple rafts, Miuruca (or other aquatic
20 Ivashu), Daranog, or Myena
pindas, and coracles to the hulls of larger vessels. Some were lost to storms
or poor navigation, others were abandoned by explorers and hunting parties
ANOTH DELTA ISLANDS
that never returned. Not a few are testaments to the activities of the pirates
1d20 Encounter
that prowl the waters of the delta. While scavengers and the weather have
See Wilderness Encounter Table
taken their toll, a few of the wrecks, especially the more recent ones, can 1–4
(HM 3, CAMPAIGN 12)
potentially still yield salvageable goods. The wrecks may present hazards to Game animal or bird (See
navigation when submerged by the tides or spring floods; few reliable charts 5–6
Species tables, Hunting 12)
exist to warn of their presence. Geomorphic hazard (quicksand,
7–10
The spring floods bring other dangers as well. Anoan shamans warn bog, etc.)
of the “Children of K’orr,” Miuruca and other aquatic Ivashu found in the Plant hazard (poison ivy,
11–13
murky waters. Sailors and fishermen have reported sighting large water razorleaf, greyrot)
serpents in the delta, leading to speculation that the waters are home to one 14 Pirates (1d6)
or more Myenae, a Daranog, or worse. 15 Jarin rebels (1d4)
16–17 Anoan hunters/fishermen (1d6)
According to folklore, the great mage Bognor made his home among 18–19 Snake (adder)
the islands of the delta, conducting his strange experiments in seclusion. His 20 Miuruca or other Ivashu
research into topics beyond his understanding is said to have resulted in his
downfall. In his sanctum, if it still exists, Fyvrian magic has gone horribly
awry; a place where plants are every bit as dangerous as animals, perhaps Port Esobran
even more so. Esobran’s refuge is said to be a well-hidden
base built from bits and pieces of ships
For more than a decade, the marshy waterways of the delta have wrecked by the pirates. According to some
been the refuge of the pirate Esobran of Geltyne. Esobran and most of his descriptions, the pirates make their homes
band are Jarin and they prey primarily upon Ivinian ships and settlements. in elevated huts and makeshift treehouses
However, Esobran’s interests are mostly mercenary rather than patriotic. linked by a series of rope bridges and
He deals secretly with both the Jarin underground and the Ivinian lords ladders. From here, they enjoy protection
of Arone. His band varies in size from a hundred to a dozen or less. Their from the tides and have early warning of
activities vary between piracy, wrecking, and brigandage, depending on the intruders. These tales also say Esobran’s
men operate a simple shipyard where they
current size of the band and the opportunities that present themselves.
can repair captured vessels and even build
new ones.
Some consider these tales far-fetched. “Port
Esobran,” they say, is more likely a floating
community of vessels temporarily lashed
together to form a waterborne trading post
of sorts where plundered goods can be
bought and sold. By these accounts, Port
Esobran’s location has remained unknown
because it frequently changes; by the time
© Florida Center for Instructional Technology
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 8
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld