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ANOTH DELTA 1 ANOTH DELTA 1

he Anoth Delta is a largely uncharted wilderness in


northeastern Hârn, where the glacially fed Anoth River
empties into the Sea of Ivae. The terrain is primarily 
marshland, broken by areas of open water and more than
a score of islands. The area is vast, covering about 750
square leagues.
Although the Anoth Delta is claimed by the Kingdom of Orbaal, it is
also home to the Anoa tribal nation and is within the ranges of the nomadic
Diaffa and Wurokin gargun. The area is known for its abundance of wildlife,
insects, and plants, some species of which are found only in the delta.
Anoth Delta
HISTORY Maps: J2, J3, K2, K3
The Taelda were the earliest human inhabitants of the Anoth Delta, Highest Point: Caer Lorkin, 30 feet
migrating from the Lythian mainland around 1100 BT. Hundreds of Taelda
died braving the region’s hazards, mostly from quicksand and disease. The
tribes soon moved southwest and settled in the forests of Nuthela. The
Anoa came to Hârn about the same time and settled around Jarin Bay.
Following the Battle of Sorrows in 683 BT, Jarin settlers moved into the
delta region. Some built fishing villages along the Anoth River; conflict with
the Anoa led many others to cross the Jahl mountains and settle on Hârn’s
rugged northern coast. The influx of gargun into the region in the second
century TR resulted in the consolidation of many of the scattered villages.
By the early fourth century, the Jarin settlement at Lorkin dominated
trade in the region. By 500 TR, the Prince of Lorkin was among the most
powerful of the many independent kings of Jara. The small Jarin kingdoms
were easy targets for raiders from Ivinia. After years of periodic raids, the CREDITS
Ivinians took Arone in 663 and Lorkin two years later. Writers: Brent Bailey, Rob Barnes,
During the Jarin Rebellion, the marshes provided cover for freedom Jonathan Davidson
fighters. The rebels were able to capture Lorkin, but only briefly. Today, Map: Thomas Shook
the cruelty of the Ivinian lords keeps thoughts of revolt alive in the Jarin; Editing and Layout: Brent Bailey
outlaws and pirates alike find refuge in the marshy waterways of the delta.
Copyright © 2010, Brent Bailey, Rob Barnes, Jonathan Davidson, N. Robin Crossby, and Columbia Games, Inc.. HârnWorld
ANOTH DELTA 2
GEOGRAPHY wooded groves to emerge. In summer, the delta is
The terrain of the Anoth Delta region is mostly low infamous as a breeding ground for mosquitoes and other
and flat. The wetlands and mud flats rarely rise more disease-carrying insects.
than 20 feet above sea level. The heights of Lorkin Castle The southern edge of the delta is known as the
offer a largely unobstructed view of the delta. Anoth Marshes. The vegetation here is mixed woodland
The marshes along the Anoth River and around the and forest, with considerably more tree cover than is
delta sit on broad, soft alluvial plains of mud and silt. found in other parts of the delta. The Anoth willow is
Numerous small streams and water courses flow into abundant in these marshes. The climate is damp with
small lakes before draining into the delta. The coastal frequent rains; the marshes are typically shrouded in fog
marsh is mainly mudflats covered in sea-lavender and or mist.
hardy grasses. The mud is sticky and soft, easily able to The Arone Marshes of the northern banks feature
suck the unwary under. There are occasional gravel or extensive peat bogs. The villagers around Lorkin, Shese,
sandy beaches that are used by hunting parties to beach and Arone have drained some of this peatland and
their skiffs for the night. grow rye in the peaty soil. Even croplands farther from
The mudflats quickly give way to vast reed beds that the river are lined with ditches to drain the occasional
stretch for leagues. The few ancient causeways and many flooding. Buckwheat grows well in the sandy soil.
narrow trails that cross these marshes can provide good
paths for those familiar with their routes. With the reeds THE SEASONS
growing to the height of six to eight feet, however, vision The Anoth Delta flows into the Sea of Ivae, whose
is severely limited. There are few distinctive landmarks to waters are cooled by a current from the Sea of Itikir. This
navigate by and it is easy to quickly become lost. In 642, current is particularly cold in winter.
the reed beds and mudflats claimed an entire Shek-Pvar The delta and wetlands are warm and wet in
exploratory party. The sole survivor claimed to have summer. Some of the shallower marshes dry out during
witnessed whole carts, complete with draft horses, being the hottest part of the season. Insects and small birds
sucked into the mire. dominate the fauna.
Farther back from the sea and river, individual In the autumn, temperatures rapidly chill and thick
small trees can be found. As the ground becomes higher fogs drift in from the sea to cover the flat, low-lying lands.
and drier, the small copses of trees give way to mixed Large numbers of migrant waders feed in the mud-flats
woodland. and on the sand bars; their calls fill the air.
The delta consists of constantly shifting sand bars During the winter, the ground and surface water
surrounding large islands and miniature islets. Navigating is often frozen solid. The watercourses and lakes are
the treacherous waters away from the main river channel covered by a dangerously thin layer of ice. Sea ice
is a skill known only to the local fishermen, hunters, covers the delta, making the narrow waterways perilous.
and tribes. The isles are mostly covered by salt marsh, Seals come from the north to breed along the coast.
although some rise sufficiently for dry land and even Northeasterly storms frequently cause localized sleet,
hail, and snow falls. The storms
and high seas often reshape the
channels and islets of the delta.
The weather remains cool
well into the spring months.
Mists form overnight and can
last into the day as the weak
sun slowly burns them away.
© Padilla Bay National Estuarine Research Reserve

Flooding is common along the


marsh streams and surrounding
wetlands. Less frequent, but more
devastating, is the flooding of
the Anoth River, which drowns
both marsh and delta in the years
when the western glaciers melt
faster than normal.

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

© Florida Center for Instructional Technology


Lorkin and Shese. In the southern marshes, the Anoa
compete with gargun bands for fish and game.
The delta is famed for its abundance of birds. Flocks
increase dramatically over autumn and winter as migrants
arrive from the colder north and east. Ducks and geese
are plentiful, curlew are common in the marshland, and
gulls can be found along the coast. Bitterns, herons,
and swan are hunted in the marshes, while kittiwake
and puffin visiting from the north are hunted along the FLORA
coast. Humans are not the only hunters; Ivae sea eagles, The margins of the delta and its marshes are ringed
peregrine falcons, and Itikir osprey often soar overhead. by groves of willow, ash, elm, and birch. Farther inland,
Many visitors are surprised by the herds of aurochs the terrain becomes mixed woodland, mostly of larger
found along the river. These marsh-dwelling wild cattle species like oaks, beech, sycamores, and conifers. Near
are good swimmers and can ford deep water. Following the water, the trees give way to reeds. Individual willow
their trails can be more perilous than many would believe. trees grow on high spots above the marsh.
Otters and weasels are common along the river and in The marsh is dominated by reed beds. The common
the marshes. Razorbacks are sometimes found, although reed is particularly adapted to growing in shallow water.
generally only on higher ground. Bears, deer, foxes, hares, It typically reaches six to eight feet tall but can grow as
and wolves are encountered, if only rarely, along the high as 18 feet. Rushes, sedges, and grasses form paths
margins of the marsh and farther inland. Snakes and eels and clearings within the reed beds.
are a common sight.
In some places, the reeds transition to marshes of
In the winter, when the coast starts to ice up, seals sphagnum moss where peat has built up over time. These
come from the north to breed and feed on the abundant areas look as though covered in short grass and promise
off-shore sea life. Several colonies of chubby seals can easy passage. Those attempting to walk across them,
be found around the delta and along the coast nearby. however, can find themselves falling through the floating
Walruses and sea lions are less common but can be found moss into the waist-deep, or even deeper, waters below.
in small groups basking on the shingle beaches. Along
The mud-flats are fringed by patchy cordgrass,
the coasts, sea otters float amidst the kelp, eating the
sedges, sea-lavender, samphire, eel-grass, and other
clams and oysters found on the rocky bottom. Lute and
plants that can tolerate saltwater. The sandy delta islands
mammoth seals are rare and no breeding colonies have
are surrounded by salt marshes with many patches of
been found in the region.
glasswort and samphire. As the ground rises, these are
The seclusion and relative absence of man makes replaced by sedges and heather. The highest ground is
the mud flats and sandy delta attractive to waders and covered in shrubs and groves of willow, ash, birch, and
seals. Food sources are abundant. Worms, cockles, even some tall pines.
scallops, razor shells, and whelks are sought by the birds.
Fly traps, pitcher plants, and other carnivorous plants
Seals feast on mussels, oysters, clams, and the rich stocks
are also indigenous to the Anoth Delta. It is rumored that
of sea fish. These same food supplies are not missed by
some are large enough to entrap mammals.
the Jarin and tribesmen, who fish the coastal waters and
gather the shellfish for their own consumption. Many useful and valuable herbs can be found in the
Anoth Delta region. See Herblore (COL #4851).

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

north. The Anoa prefer to stay away from


the Orbaalese settlements.
Marsh dwellers often band together into
small, tight-knit communities and are highly
suspicious of strangers. Although some
will shelter runaway serfs or rebels, others
will turn them in to the Ivinians lords in
exchange for being left alone.

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

The Anoth Lurker


Since shortly after the collapse of the Jarin
Rebellion in 703, hunters, trappers, and
travelers have reported encounters with
ANOTH MARSHES a strange creature in the Anoth Marshes.
The details vary, but this “Anoth Lurker”
The Anoth Marshes lie along the southern edge of the Anoth Delta.
is generally said to be a large, fur-covered,
The vegetation is mixed woodland and forest, with considerably more tree
man-like figure with glowing eyes and a
cover than is found in other parts of the delta. The climate is damp with tail like a fish. Some have said the Lurker
frequent rains and the marshes are typically shrouded in fog or mist. has large tusks, while others say it is a
The northern end of Noron’s Way, the trail between Gardiren and forked beard. One consistent element of
Lorkin via Noron’s Keep, passes through the marshes. Ivinian merchants the tales is that the mysterious lurker emits
are not welcomed by Noron and most Kaldoran merchants avoid the route a distinctive scent that is both powerful
and unpleasant. While the stories tend to
because of his excessive tolls. A handful enjoy good relationships with the
discourage active exploration of the marsh,
giant and regularly lead their caravans north from Gardiren. Noron’s Way is certain scholars have taken an interest in
too rough for wagons, so carts and mules carry goods across the hills and discovering the truth behind the legend; an
streams. Furs and amber from Lorkin are traded for Kaldoric wheat, cloth, expedition may not be far off.
and preserved food.
Travelers and other outsiders entering the Anoth Marshes risk attacks
by the Wurokin Gargu-araki. The 15 tribes of the Wurokin nation occupy
the region from immediately south of the delta to the foothills of the Sorkin
Mountains. They are deadly enemies of the Anoa and Taelda tribes and
occasionally ally with the Gargu-viasal of Zedabir or the Gargu-hyeka of
Sokus. Noron and his sons hunt the foulspawn for sport and the Wurokin are
apt to seek revenge against those traveling the route.
The nomadic Anoa practice no agriculture, subsisting by hunting and
gathering and supplementing their diets with fish from the Anoth River
system. The Anoa are expert fishermen and skilled boat-builders. The tribes
are subject to punitive raids from Lorkin. Anoan warriors carry spears, axes,
and bows. They fight from ambush and use guerrilla tactics, often preceding
any attacks with volleys of arrows.
Anoan shamans tell of “Old Woman Willow,” a tree found deep within
the marshes. According to the legend, a powerful Taeldan witch offended
the god K’orr and was transformed into a willow tree as punishment. Her
magic is still powerful and it is said she bargains with those who would help
her escape the curse. Anoa will not sleep under a willow tree. © Museum Meermanno, Hague, Netherlands

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

the Orbaalese authorities arrive, the various


vessels have dispersed.
Whatever the truth, Esobran’s pirates have
successfully eluded capture for more than
10 years. It is persistently rumored that the
pirates have close ties to the lord of Arone,
who is said to shelter them in exchange for
a cut of the profits.

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

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