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TheSagaOfGundarGreenEye 3 Harn v2
TheSagaOfGundarGreenEye 3 Harn v2
The Pinnacle
arn tm
of Fantasy
Role-Playing
Created by
N. Robin
Crossby
Harn
Secrets of the Misty Isle
fanon fanon
This is the third installment of The Saga of Gundar Green-Eye, a series of campaign modules for the fantasy role-playing game HarnMaster and
the fictional setting of Harn. These modules are published and shared by the writer pro-bono and are not endorsed or in any way affiliated with
Columbia Games Inc (www.columbiagames.com) or Kelestia Productions Ltd (www.kelestia.com), publishers of commercially available products
for the Harn setting. These modules may in some ways deviate from the content of any commercial products, accidentally or intentionally. In case
of the former, the writer humbly asks that you overlook any such blemishes. As for the latter, the writer hopes readers will be willing to make
allowances for any poetic licenses taken, and asks that you simply disregard those that you find objectionable.
To sign up for notifications of future modules in the series, email info@thesagaofgundargreeneye.com.
Note: This article provides an introduction to Harn, for players or GMs previously unfamiliar with it.
HARN 1
THE CAMPAIGN
The location articles in this module
follow the trail of a campaign, ”The
Harn Saga of Gundar Green-Eye”, the be-
ginnings of which can be found in
the article ”Raldlund – Land of the
ARN is a verdant, hilly, often mist-enshrouded island of approxi-
Majestic Fjords”.
mately 240,000 square miles (almost three times the size of
Great Britain), somewhat set apart from mainland Lythia (the Anrist Point
largest continent of the planet Kethira). It is considered a bit of This is the next stop of the cam-
an uncivilized backwater by the people of Lythia. It is mostly populated by paign (included herein), where
humans who live in feudal societies similar to those of Earth’s early middle the PCs may seek answers to their
ages. The total population is close to 900,000. questions from an unusual figure.
GEOGRAPHY Shese
This village holds many of the
Harn is the largest of several islands that form an
answers to the PCs’ tale.
archipelago. Some of the other islands include
the Afarezirs to the northwest; the Balakas to Gedan
the northeast; Keron Island to the east, Mel-
The resting place of a grand-
deryn to the southeast; Belna, Keboth,
father the PCs never knew.
Yaelin and Dömid to the south; and Anfla
and Kamace to the southwest. Only Melde- Leriel
ryn has a significant population. The Leriel will introduce PCs to
center of Harn is dominated by a large newfound family and provide
lake, Lake Benath, around which king- links to their heritage.
doms spread out in a circular pattern.
There are two larger rivers: the Thard River
in the west, and the Kald River in the East.
Four mountain ranges can be found: the Felsha
Mountains in central Harn; the Rayesha Mountains
in the north; the Sorkin Mountains in the east; and the
Jahl Mountains in the far north. The central and CREDITS
northern parts are densely forested. Most of the
agrarian lands can be found in the south. Written by: Jay Sojdelius
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 2
READ MORE
For more details on the world of
ORBAAL Harn, see the following articles:
Kelestia + Kethira
AZADMERE For more on the universe and the
Tashal planet of Harn, see Kelestia
(Columbia Games #4040) and
KALDOR
Kethira (#4045).
Shiran
RETHEM
Golotha Coranan
EVAEL Lythia
Thay
For more on the continent of Lythia,
KANDAY Aleath see Lythia (Columbia Games #4050).
CHYBISA Harn
THARDIC Cherafir
REPUBLIC For more on the island of Harn, see
MELDERYN HarnWorld (Columbia Games #5001).
Kingdoms Kingdoms
The dominant civilizations on Harn consist of the following nations: For more on the kingdoms of Harn,
see Kanday (Columbia Games
❖ Rethem (population: 95,000): is a former religious theocracy formal-
#5660), Rethem (#5740), Republic of
ly ruled by King Chafin III of House Araku, but the churches of Agrik
Tharda (#5770), Orbaal (#5800),
and Morgath are very powerful and control things behind the scenes.
Kaldor (#5610), Chybisa (#5007),
❖ Kanday (population: 96,000) is a feudal kingdom in the southwest, Melderyn (#5700), Azadmere
ruled by King Andasin IV of House Kand. Kanday, Rethem and the (#5004), and Evael (#5081).
Thardic Republic are frequently at war with each other.
❖ The Thardic Republic (population: 104,000): The only republic on
Harn, ruled by a plutocratic elite through a Senate appointed by 66
patrician families.
❖ Orbaal (population: 73,000): Formerly known as Jara, Orbaal is
occupied by a confederacy of Ivinian clans which is ruled by King
Alegar II of clan Taareskeld.
❖ Kaldor (population: 105,000): A traditional feudal kingdom ruled by
the aging monarch King Miginath of House Elendsa. He has no heir,
leaving the succession order a potential source of domestic strife.
❖ Azadmere (population: 11,000): A hidden mountain kingdom of
Harnic dwarfs, Azadmere is ruled by King Hazmadul III of House
Tarazakh. The dwarves rarely get involved in Harnic affairs.
❖ Evael (population: 5,600): Like Azadmere, Evael is a semi-secret,
insular, non-human kingdom. It is populated by Sindarin forest elves,
ruled by King Aranath Halirien.
❖ Chybisa (population: 8,000): A small feudal kingdom in eastern Harn,
subsisting at the mercy of its larger neighbours, Kaldor and Melderyn.
Chybisa is ruled by King Verlid VII of House Geledoth.
❖ Melderyn (population: 160,000): Known as “The Wizard’s Isle”,
Melderyn is an island kingdom but holds lands on mainland Harn
as well. It is technically ruled by King Chunel of House Toron, but
the Council of Eleven (consisting of scholars, wizards and priests)
wields considerable influence.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 3
Cities
While most of Harn is rural, and its settlements are generally fairly
diminutive, the most notable cities on Harn are:
Shiran Tashal
❖ Aleath (E8), population 5,800: A Kanday freetown under royal
charter, known as “the City of Truth and White Virtue”. Aleath and Golotha Coranan
Thay
Thay are, in some respects, sister cities.
Aleath
❖ Cherafir (N10), population 7,000: Known as “The Mage’s City”,
Cherafir is Melderyn’s capital and controls Harnic inbound trade. Cherafir
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 4
COMMUNICATIONS
Harn is not a destination for the leisure traveller and is generally avoided by 2
mainland Lythians, being seen as a bit of an uncivilized backwater. The 1
3
island is criss-crossed by trails that do little to facilitate travel, and actual
roads are rare. The terrain is often very rough and difficult to pass and
5
winter makes conditions even worse. However, active trade and guild
relations both between the island’s kingdoms and outside parties means 4
that Harn is not quite as isolated as it may seem, and the smaller pockets of
civilization that exist here can be every bit as sophisticated as larger Lythian
kingdoms – they’re just fewer and farther between. Five main trade routes
cross the island, all of them connected to the prosperous Kaldoric capital of CALENDAR
Tashal as the hub: The HarnWorld setting assumes that
1 Fur Road: Leriel (Orbaal) to Tashal (Kaldor) – used mainly by fur the current year is 720. The Harnic
merchants of the north, dangerously exposed both to the Kath calendar, called Tuzyn Reckoning
barbarian nation as well as numerous Gargun tribes. (TR), features 12 months, each with
30 days:
2 Noron’s Way: Lorkin (Orbaal) to Tashal (Kaldor) – an alternate route
to Orbaal, frequented only by more adventurous travelers due to the ❖ Spring:
fearsome lord of Noron’s Keep, after whom the trail is named. - Nuzyael
3 Silver Way: Azadmere to Tashal (Kaldor) – a challenging trail that is - Peonu
the main connection between the dwarven kingdom and human - Kelen (known
civilization, offering lucrative silver-lined trade opportunities. as Saraju in Orbaal)
4 Genin’s Trail: Thay (Melderyn) to Tashal (Kaldor) – the main trade ❖ Summer:
artery between Melderyn and Kaldor, named after a legendary mage. - Nolus
5 Salt Route: Coranan (Tharda) to Tashal (Kaldor) – the longest trade - Larane
route which connects western and eastern Harn. - Agrazhar
❖ Autumn:
ECONOMICS, LAW AND FEUDALISM - Azura
A significant portion of Harnic economics are still barter-based, especially - Halane
in rural areas. On a larger scale, however, the economies of Harnic villages, - Savor
towns and kingdoms are governed according to feudal principles. Feudalism
❖ Winter:
is a hierarchic system by which a ruler parcels out his land among his
- Ilvin
vassals, in return for which they could expect a certain level of protection by
law. The vassals divide their parcels of land among lower level vassals, and - Navek
so on. Commoners are allowed to work the land and reap the benefits there- - Morgat
of, in return for paying taxes (a portion of which would be passed “up the
food chain”), also providing military service as required by their lord. Only CURRENCY
some of these commoners, however, actually own the land they are culti-
Harnic money comes in the following
vating, and the lords’ control and administration of the law is absolute.
denominations:
Trade ❖ 1 gold penny (rare)
Trade in feudal economies is based on the surplus of production being either ❖ = 20 silver pennies (d)
exchanged for other goods, or sold.
❖ = 40 half pennies
Guilds ❖ = 80 farthings (quarters)
Guilds represent an expansion of the economic principles of feudalism,
where the production and sale of goods and services is organized by trades- A typical penny weighs 1/16 oz., but
people through the forming of distinct vocational organizations. gold pennies are typically found in 1
oz. weights (meaning, one such coin
The Mangai would be worth 16x20=320 pennies
The joint association of all Harnic guilds which regulates them, settles (d). Ha’ pennies and farthings are
disputes between them, and represents their interests versus the crown. actual portions of a full coin.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 5
PEOPLE AND CULTURES
2
Jarin 18 15
The majority of the Harnic population is a mix of indigenous Jarin and 6
12 17 9 11
Lythian peoples who arrived on the island as part of general migratory
4
patterns 20 centuries ago. The most “pure” Jarin population can be found in 16 13 3
the north, and among some of the more peripheral non-civilized tribes. 7
14
10 1 5 8
Ivinians
Viking invaders from the Ivinia represent the latest change in Harn’s
population. Ivinian clans occupy the northern part of Harn and have
repressed the native Jarin people of the region.
NOTABLE PEOPLE
Khuzdul and Sindarin
The two ancient, non-human peoples of Kethira, mostly living in seclusion
Lothrim the Foulspawner
with little involvement with humans. The Harnic dwarves and elves have An despotic ruler and conqueror
lived on Harn for thousands of years and co-existed peacefully with humans from the 2nd century TR, possibly a
for centuries before barbarian migrations overwhelmed them. They have mage of Melderyni origin. Lothrim
allowed some clans, mostly of Jarin origin, to live with them in isolation. led several of the barbarian tribes in
a conquest of central Harn, in part
Barbarian Tribes with the aid of imported “foul-
Harnic wilderness areas and unsettled areas between kingdoms are typically spawn”, as the gargun (or Harnic
populated by primitive, barbarian tribes. Many of these tribes are of Jarin orcs) are sometimes known.
ancestry but have resisted integration with the civilized peoples of Harn.
Genin
1 Adaenum: Mainly coastal tribes from Anfla Island to the southwest,
A legendary Melderyni wizard who,
subsisting on fishing and agriculture.
among other things, guided the
2 Anoa: Forest-dwelling, nomadic hunters from the northeast. exodus from Aleath in 573 TR, which
frequently beset by gargun and hunted by the Orbaalese. led to the founding of Thay. The
3 Bujoc: Semi-nomadic, superstitious and reclusive forest clans from Genin Trail is named after him.
the Anadel region in the southeast.
4 Chelni: A hostile, semi-civilized horse people from southeast of Lake Arlun the Barbarian
Benath. Their equestrian skills are legendary. A charismatic, militarily skilled
Kubora chieftain who united 90
5 Chymak: Rugged, seafaring tribes from Belna Island to the south.
tribes and invaded the lands to the
6 Equani: Violent, primitive tribes from the Equeth Hills to the north. south of Peran, eventually founding
7 Gozyda: A solitary, animist people occupying land east of Kanday. the Kingdom of Rethem in 635 TR.
8 Hodiri: Populous, cattle-breeding tribes from the southeast.
Balsha the Prophet
9 Kabloqui: Reclusive, cannibal tribes descended from the Equani, living A Morgathian prophet considered
in small bands just north of Lake Benath. the most influential of all religious
10 Kamaki: Fishing people of the Kamace Island to the southwest. figures on Harn. His execution in
11 Kath: Primitive hunter-gatherers from the Kathela Hills of Kaldor. 558 TR triggered a revolution called
the Balshan Jihad. Balsha’s philoso-
12 Kubora: Semi-civilized, fractious tribes from the Peran region. Once
phy continues to influence the
the conquerors of the south and founders of Rethem.
Church of Morgath.
13 Pagaelin: Violent, distrustful tribes of the East who still trade with
civilized people and have been infiltrated by the church of Naveh. Daelda
14 Solori: Primitive hill-dwellers, subjected to a Laranian crusade. The elven king of Harn during the
15 Taelda: Semi-civilized, peaceful folk of the north, related to the Anoa. so-called Codominium. Daelda was
mortally wounded at the Battle of
16 Tulwyn: War-like tribes of the south; a threat to Salt Route caravans.
Sorrows in 683 BT, after supposedly
17 Urdu: Mostly peaceful village-dwellers of the northwest. having been assaulted by a demon
18 Ymodi: Nomadic, insular tribes of the north; enemies of the Equani. summoned to defeat his armies.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 6
HISTORY TIMELINE
The Earthmasters 20,000 BT The Earthmasters arrive
on Kethira.
Enigmatic, powerful ancient creatures who inhabit Kethira between
____________________
20,000 ands 15,000 BT, leaving behind numerous curious edifices.
15,000 BT: The Earthmasters
The Codominium depart.
The golden age when Sindarin and Khuzdul co-inhabit Harn in harmony, ____________________
documented in the historic Sirion Scrolls.
10,000 BT: Sindarin arrive.
The Atani Wars: 900-683 BT ____________________
The Coming of Man; an epoch characterized by wars with hostile, migra-
7,000 BT: Khuzdul first appear.
ting barbarian tribes from mainland Lythia.
____________________
The Empire of Lothrim: 100-120 TR 1300 BT: Arrival of the first human
An emerging empire, ruled by a despotic chieftain who manages to unite (Jarin) tribes.
several barbarian tribes and also summons the gargun, earning him the ____________________
moniker The Foulspawner. Lothrim is defeated in 120 TR.
683 BT: Battle of Sorrows. The
The Migration Wars: 178-238 TR Sindarin withdraw.
Erupting in the aftermath of Lothrim’s empire crumbling, the Migration ____________________
Wars give rise to the kingdoms of eastern Harn. 1 TR: Founding of the Kingdom of
The Corani Empire: 301-565 TR Melderyn; Tuzyn Reckoning
commences.
Thard Valley tribes unite under one chieftain and form the Corani Empire.
____________________
The Kaldoric Civil War: 362-377 TR 110 TR: First appearance of gargun
Kaldor, founded upon the union of four eastern kingdoms under external ____________________
threat, erupts in civil war over a succession crisis in 362 TR.
120 TR: Battle of Sirion. Lothrim
The Balshan Jihad: 558-565 TR defeated, the dwarven city of Kiraz
Fed by the Red Death, a disastrous plague, rebellion erupts in the Corani abandoned.
Empire following the execution of Balsha the Prophet in 558 TR. The Jihad ____________________
culminates with the establishment of the Theocracy of Tekhos, which will
160 TR: Founding of the Kingdom
last until 588 TR. of Chybisa
The Five Year War 661-666 TR ____________________
A war of conquest between the Thardic League and Kanday, which 188 TR: Founding of the Kingdom
eventually is followed by the formation of the Thardic Republic. of Kaldor
____________________
Ezar’s War: 682-697 TR
A war between Rethem and Kanday, initiated by the Agrikan Order of the 589 TR: Founding of the Kingdom
Copper Hook and named for its Grandmaster. The peace treaty establishes of Kanday
the current border, but tensions remain. ____________________
The Ivinian Conquest and the Jarin Rebellion: 652-703 TR 705 TR: The Rape of Thay; Ivinians
The northern kingdom of Jara is attacked and conquered by roving clans attack and plunder.
____________________
from Ivinia, leaving only a few inland keeps under Jarin control. Ivinian
oppression eventually spawns a rebellion in 701 TR which is ultimately 720 TR: Present day
struck down in 703 TR due to its lack of coordination.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 7
RELIGIONS ORDERS
The Harnic pantheon is diverse and nuanced and the attitudes towards Harnic churches are, for the most
worship differs very much based on location: certain gods are banned in part, organized into orders. There
some parts of the island. are clerical orders, mostly con-
cerned with preserving traditions
Peoni (P) – Lady of Industrious Labors and the Ripe Harvest and guiding worship, and fighting
The largest commoner’s religion, Peoni is a mostly rural deity of orders, which serve to protect their
fertility and growth; the patron of healing and the seasonal cycle. respective churches as well as
expand their domains.
Larani (L) – Protector of the Brave
Clerical Orders
Favored with the noble class. The goddess of chivalry, bravery,
The most notable clerical orders on
duty, honor and battle. She upholds the principles of feudalism.
Harn are:
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Heraldry by C.I. Roegner and Matt Roegner
HARN 8
CLERICAL ORDERS OF ILVIR beings, and that taking a life is therefore an affront to
the deity. They are engaged in stirring up active
Given the campaign’s focus on the Jarin
resistance to the hunting and selling of Ivashu and have
Background of the PCs, the church of Ilvir is
become a subversive, idelologically purist force to be
afforded special attention in this module, with more
reckoned with.
detail provided below on the known Ilviran orders.
Temple: Gedan (Orbaal, Harn J2) Temple: Ochrynn (Misyn, Harn H4-H5)
Founded in 132 TR in the aftermath of Lothrim the Founded in 284 BT according to the sacred Ochrynn
Foulspawner’s defeat. The founder, known as Tyrnan of manuscripts. The order was responsible for
the Rock, established the order in response to the constructing Ilvir's Tower, in the pit of Ilvir at Araka-
increased threat from the dispersed Gargun. The order Kalai, and subsequently explored most of the caverns
was eventually wiped out, but was re-established at below. In 298 TR the order was wiped out by Gargun but
Gedan in 686 TR by a renegade cleric from the Order of was reformed in 361 TR and constructed the Temple of
Sudelrhynn the Bearer of Loam, Eochaid of Olthair, in the Ochre Womb at Ochrynn. The order, seeing itself as
response to the growing Ivinian oppression – much like the stewards of the Ivashu, have made the controversial
the Gargun had been fought at the time of the order’s decision to sell the creatures, mainly to the Pamesani
founding. Joined by the would-be resistance fighters of arenas in the Thardic Republic, and this has caused a lot
the Aenghysa, Eochaid was martyred during the events of internal conflict.
that sparked the Jarin Rebellion. The order is now lead
by one of his acolytes, Tymas of Baswhyl, who has Order of the Pia-Gardith
forged important political alliances with Melderyn. An obscure order centered in Rethem, named in Jarin
for a shifty minor servant of Ilvir who eavesdrops and
Conclave of Meamyt the Hermit (sometimes deliberately) spreads misinformation.
A small cult named for the founder, Meamyt of Pyryn. Temple: Golotha (Rethem, Harn D7)
Temple: Isle of Askellin (Harn G2) The order is covert and mysterious and appears rather
The order, if it can be called that, is a loosely assembled insignificant (which may or may not be intentional), but
group of more or less fanatical followers of the un- is said to have had a hand in influencing the Order of the
willing founder and leader, Meamyt the Hermit, who by Ochre Womb to allow the selling of Ivashu to the
all accounts is a mad or at least highly eccentric prophet Pamesani Games. The order researches and documents
whose legitimacy is based entirely on a vision he creatures created by Ilvir for other deities, for the
supposedly experienced in 708 TR. The vision, in which ultimate purpose of being able to control them.
Meamyt claimed to have been annointed by Ilvir
himself, prompted his issuance of a series of cryptic Order of Seafarer Ibenis
prophecies. An order named for the Ilviran ”ferryman of souls”
who has been tasked with bringing the auras of dead
The Dark Order Ivashu back to their master.
A small congregation of mystics and fanatics, this order Temple: Shiran (Thardic Republic, Harn G6)
has withdrawn from the waking world and descended
into the depths of Araka-Kalai. Founded in 522 TR, this order supposedly exists to ferry
pilgrims from western Harn across Lake Benath to
Temple: The Sounding Cave (Araka-Kalai, Harn H5) Araka-Kalai. However, they are also involved in the
Founded in 692 TR by a pious cleric known only as Tave, procurement of Ivashu for the Pamesani Games., both in
the order was created in response to the perceived Shiran and Coranan, and have even been known to sell
heresy of the Ochre Womb permitting the sale of Ivashu Ilvir’s creatures to the Order of the Octagonal Pit, an
to Agrikans. Tave and his followers persist in their Agrikan clerical order which also operates the Pamesani
righteous belief that Ilvir is the creator of all sentient Games in Golotha and Shostim.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc.
Ilvir reference materials by the Harn Religion Team (HRT).
HARN 9
The Second Order Ivashu to the Pamesani games. It also remained mum
about the Ivinian occupation and offered no support for
An order continuing the traditions of the first church of
the Jarin rebellion.
Ilvir established by the prophet Ormanoam around
1,300 BT.
Order of Tuarbalt the Golden Limbed
Temple: Arathel (Orbaal, Harn G2)
A radical order named for a servant of Ilvir who is the
The Second Order was founded in the 5th century TR but keeper of his master’s secrets. The order engages in
not kuch is known about its origins. It organizes ritual sacrfices.
pilgrimages to Araka-Kalai and its adherents continue Temple: Unknown; ambulating (thought to be in the
the First Order’s practices of interpreting Ilvir’s will Leriel region, Harn H3).
through dreams and visions, often drug enhanced. The
order famously did not take a stance during the Ivinian Founded in 692 TR by Meltar of Harel, a cleric of
questionable sanity originally belonging to the Order of
occupation and subsequent Jarin Rebellion, which has
Sudelrhynn. He was consumed by an Ivashu referred to
allowed it to sustain its activities largely untouched. In
as “the Mouth of Tuarbalt”. The being is now the subject
708 TR, the mendicant cleric Meamyt of Pyryn had a
of craven worship by the order’s members and the
vision and issued a controversial prophesy which
recipient of living human sacrifices.
ultimately led to his departure from the order.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Ilvir reference materials by the Harn Religion Team (HRT)
HARN 10
NOTABLE CREATURES
Gargun
The Harnic wilderness is peppered
with the habitats of approximately
50,000 wild orcs of five varieties:
❖ Gargu-Araki (streaked,
small orc)
❖ Gargu-Hyeka (brown,
common orc)
❖ Gargu-Kyani (white orc)
❖ Gargu-Viasal (red orc)
❖ Gargu-Khanu (great, black orc)
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 11
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 12
TOXICITY Morghennae of
The sulphorous, noxious vents of Anrist Point emanate a powerful, slow- The Emerald Veil
acting airborne anaesthetic which permeates the misty air and causes The healing springs at Anrist Point
confusion in victims, causing them to gradually lose near-term memory. It is were first referenced in an ancient
not clear if this effect is partly supernatural or simply a naturally occurring Jarin legend which tells of a witch
biochemical reaction. or healer (depending on who tells
the story) named Morghennae. She
HABITATION
was supposedly a sibling of Orma-
The area is uninhabited and distant Anoa tribes steer well clear of the entire
noam, the founder of the Ilviran
peninsula, as do all gargun in the region.
church. The story tells of a tragedy
that struck when Morghennae was
HISTORY
giving birth to her first child, who
Early Jarin tribes inhabited the area when The Riddlemaster first settled here turned out to be stillborn. Over-
and there is trace evidence of cult-like worship scattered through the come by sorrow and grief, Morg-
landscape, mostly in the form of cairns and stone carvings. As the geothermal hennae entered into a cave through
activity slowly and gradually combined with the curious supernatural a waterfall known as The Emerald
elements of the area, the effects on the wild- and plant life eventually Veil, seeking to bury her child there,
rendered life here unsustainable. Ultimately, tribal superstitions surrounding but when she re-emerged, the child
The Riddlemaster came to associate the slow starvation and death of the had been miraculously brought to
population with his presence. The area has been abandoned well in excess of life. As the rumors spread about her
five centuries and animals have learned not to come here due to the toxicity of fortuitous discovery, Morghennae
the plants. The pervasive airborne toxins and their effects ensure there are continued to draw healing power
very few conscious witnesses to what happens here, which means the history from the waterfall and Jarin folk
of the place is very poorly documented. Even those who may actually have from far away came to seek her aid
visited here have only vague recollections of doing so. in curing various injuries and
ailments. It is not known how
PRESENT DAY Morghennae died and some claim
Occasional exploratory expeditions make their way here, mainly sponsored by she still roams around Anrist Point.
the church of Save- K’Nor, but scholars continue to struggle securing any
documentation or gaining insights from such efforts, as visitors appear to not
be able to retain any memories of their experiences.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Eric Hotz
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Jay Sojdelius
9
10
8
10
9
9
3 4
8 3
4 10% 3 3
2a
40% 3
1 4
5 12 75%
2b 5
3 4 3
3 60%
6 4 5% 2b
3
5
25%
9 4 3 3
9 5% 3
3 7
8 8 10
9
9
10
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Jay Sojdelius
HARN 15
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 16
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 17
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 18
Sample Riddles
Riddle One (Easy) Riddle Eight (Medium)
The longer you keep going, the faster I shall strike Recall what you had and regret what you miss
My powers will deprive your mind of sense and thought alike Yearn for what was in nostalgia’s abyss
No mortal may defy me but must yield without a fight Ponder on what could have been one fine day
A restful outcome will repeat most each and every night My name shall your happiness whittle away
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Jay Sojdelius
2
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7 9
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7 9
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Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Jay Sojdelius
HARN 21
1. Steam Vents 8. Landslide Area
(See page 15) Shifting, unstable terrain requiring caution and
possibly leading to injury.
2. Hot Springs
There are a few pools in this location that contain 9. Dried Riverbed and Pool
normal, harmless water heated from below. GM This marks the remains of a dried-up riverbed, a
should roll 1d100 to determine the temperature (in waterfall and a surface pool. There is still on
Centigrade), as some of them can be warm enough occasion a small trickle of water accumulating from
to scald eager bathers. rainfall here, but this is nowhere as grand of a sight
as it once was.
3. Sulphur Pits
(see page 15) 10. To Cliffs
Roughly a quarter league to the east lies the ocean,
4. Terraces where the promontory ends in a spectacular look-
(See page 15)
out point of limestone cliffs that drop some 300
5. Petrified Forest feet to the rocky beach below.
(See page 15) 11. The Emerald Veil
6. Sinkholes This location marks the waterfall which hides the
In these spaces are muddy sinkholes which are entrance to the lagoon. There is a cave entrance at
very dangerous to traverse. Have PCs roll an the top of the waterfall which is now covered in
Awareness to detect the danger. Should they step vines and dried algae and thick hanging clusters of
in, they will sink at a rate of 1 foot per minute, lychen. PCs might be able to gain access to The
requiring an AGLx5 to escape but where the value Emerald Lagoon this way, at GM discretion, but
halves with each minute the PC remains stuck. climbing the rocks up the old waterfall will be a
very dangerous undertaking. To reach The Emerald
7. Impenetrable Shrubs Lagoon, PCs would have to climb, crawl and
Parts of the area are covered in a dry, needleleaf shimmy past various cavern obstacles and, at the
shrubbery which is quite resilient and rough and very end, dive into one pool to swim underneath
will cause damage if PCs try to force their way collapsed rocks and then make it into the cave with
through without being properly protected. the lagoon. For interior descriptions, see next page.
11c
11a
11d
11c 11b
11c
11e
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Jay Sojdelius
HARN 22
The Emerald Lagoon Ivashu
Every minute PCs are in the
THE CAVE cave, there is a 5% chance
The cave that houses The Emerald Lagoon is dank and warm and undeveloped Ivashu float to the
covered in green slimy algae and blackened lychen. The air inside surface. Use this table to
the cave is quite pungent and PCs must roll STAx5 every 5 minutes determine which kind. Then
or succumb to the noxious odor, fainting for 1d10 minutes. Walking roll 1D100 to determine how
around in the cave without slipping is quite tricky: PCs must per- fully developed they are. Apply
form a Stumble roll for every 30ft travelled or suffer an M1 injury. this value as a percentage of
any attributes, skills or damage
THE LAGOON caused as listed in the
The water of the pool itself is thick and viscous and cloudy white. It HarnMaster Bestiary. PCs may
is also very hot. It can be bottled if PCs so choose. The surface is try to bathe in the pool without
coated in the green algae which gives off a slight ethereal shimmer drawing attention to them-
when held up to sunlight. selves but if startled, the
Ivashu may attack (number of
Effects of the Lagoon
Ivashu and % chance of attack
Any bleeding will instantly be staunched if the body part is
in parenthesis). PCs will have
submerged in the pool and PCs are also allowed five Healing Rolls.
1D10 rounds to prepare before
This will require a minimum of 5 minutes in the pool. Lost limbs
the Ivashu become aware
will not regrow however, but diseases and crippling afflictions may
enough to mount an attack.
at GM discretion be cured with a successful STAx5. If the PC
submerges entirely, he or she will be transported through the 1D100 TYPE OF IVASHU
pool’s naturally occurring Barasi Point and reemerge in The Church
1-10 Adwelna (1, 80%)
pool at Araka-Kalai, with no memory of how he or she arrived
11-20 Aklash (1d4, 50%)
there. Companions will find no trace of the PC in the pool.
21-30 Ergath (1, 10%)
11a. Cavern (see interior map on previous page) 31-40 Hygith (3d10, 70%)
Rough-hewn cavern floor, providing uneasy footing. 41-45 Miuruca (1d3, 60%)
46-55 Nolah (1, 40%)
11b. The Lagoon
56-60 Ogarna (1, 20%)
11c. Algae and fungi
61-70 Polan-Tekek (1, 30%)
If dried and ingested daily, the algae will allow one extra Healing 71-80 Scurgah (1d6, 80%)
Roll per week while supplies last. The same goes for the water and
81-90 Umbathri (2d10, 20%)
some suspicious looking fungi growing here and there. The
91-00 Vlasta (2d6, 80%)
mushrooms, however, are very concentrated and may, at GM
discretion, give cause to side effects such as mutations, physical
deformities, hallucinations and odd cravings. Memory Effects
The pungent fumes of the pool
11d. Undeveloped Ivashu
will act as an amnesic agent
The edges of the pool are littered with rotting corpses and bones of
and PCs will eventually start to
undeveloped, defective Ivashu, who for some reason keep
have trouble forming a co-
appearing here. Intermittently, they rise from the depths of the
hesive recollection of events.
pool and float to the surface, coated in a slimy substance. Unless at
Every day, allow the players an
least 90% complete, they cannot sustain life outside the pool, but
INTx5 roll to remember and
they may still pose a threat to the PCs (see table to the right). PCs
halve this number with each
who bathe in the pool need to perform a Stealth roll to avoid
day that passes. The number
attracting their attention.
will never go below 5%
11e. Underwater Passage to Waterfall (see local map) however.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Note: This page is a stub, referencing a canon article.
HARN 23
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
Note: This page is a stub, referencing a canon article.
HARN 24
The settlement is a place surrounded by mystery and superstition and its CAMPAIGN EVENTS
holder, Noron himself, is a person best not trifled with. Kaldoric merchants
Noron’s Keep may represent the
steer well clear of the place, unless they are among the lucky few to have
first stop on the campaign trail
struck up a rapport with Noron. While the place itself may superficially
where the PCs meet someone who
resemble a typical feudal village, Noron owes fealty to noone,
actually knew their father: Noron
and the tolls he extracts from travellers he keeps for himself.
himself. Noron, if successfully
Noron persuaded, can offer PCs a lot of
valuable information about their
Noron himself appears to be a 50-year-old, 7-foot giant
father’s last few days on Harn.
of a man with a booming voice and a raucous demeanor.
He is actually a Pradeyalkri, one of the demigods
Noron’s Sons
who, according to Sarajinian legend, occupied
Noron has 11 sons who live
Kethira in primordial times. Noron has the
with him and share a
ability to shapeshift and most commonly
resemblance: Borodos,
uses the guise of a large black boar.
Carack, Jorith, Diunath,
Noron’s Way Fodorin, Gwayn, Lescath,
Prendor, Roscallor, Terem
The trail itself is rough and crosses some
and Unaron.
very hilly terrain, weaving its way along the
Kald river for the last 12-13 leagues.
READ MORE
The Taelda
For more on Noron and
Those who venture along Noron’s Way may
Noron’s Keep, see:
spot Taelda tribespeople along their journey,
Noron’s Keep (Columbia
but they rarely interact with travellers.
Games #5887).
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
HARN 26
ARONE
MARSHES
ANOTH
MARSHES
GEOGRAPHY
CAMPAIGN EVENTS
The swampy landscape south of the river, the Anoth Marshes, rises grad-
ually southward towards the Sofyn Spur of the Sorkin Mountains, and this The Anoth Marshes were Gundar
region is mostly uninhabited, though both Anoa tribespeople and nomadic Green-Eye’s last view of Harn. He
Wurokin gargun can be encountered here. sailed for Ivinia from Shese in 689
TR and left behind numerous clues
North and northeast of the river, the larger Arone Marshes spread out and for the PCs to discover, which will
reach eastward towards the sea at Arone, where the land begins to take more guide them onwards. Shese, lodged
permanent shape and loses some of its persistent wetness. This region is in the center of the Anoth Delta,
within reach of nomadic Diaffa gargun. will likely represent their first
The river delta itself is a bug-infested maze of islands, skerries, rocks and encounter with actual family –
sand bars which form a living patchwork that is continuously reconfigured Gundar’s brother Kaemr – though
by the untamable, indiscriminate nature of the river. It is well travelled in his fate will no doubt make them
predominantly shallow-draft boats of all sizes by people around the delta. wish they could have met their
uncle in younger, healthier days.
Lorkin, at the heart of the delta, is the main trade center of the region and
the eye of the storm, where Ivinian rule for the time being holds sway over
READ MORE
the population, but Jarin dissent is on the rise. Nearby Shese is the region’s
For more on the Anoth Marshes,
main prison; a foul and hated symbol of Ivinian oppression.
see Lorkin (Columbia Games #5818)
and the Anoth Delta fanon article
CURRENT SITUATION
(can be found at Lythia.com)
The area is a hotbed of undercover Jarin resistance activities, but also where
brigands and pirates hide out between their ventures. Most notorious is
Esobran of Geltyne and his band who have a hidden base deep in the delta.
To the northwest, hidden in the Elorna Hills, lies the rebel base at Gedan,
which is also the headquarters of the Order of Chuchlaen Wheelwright.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 28
LOCATIONS Vale estate to the north. He is being groomed for leader-
ship and the family is considering sending him to Leriel
Alred – Clan: Julaak (I) for protection and further schooling. Lweldyn himself
The village of Alred represents a rite of passage for would rather go to Gedan and learn to fight.
Saanfrin Haidaar’s grandson, Kirvin (19), who has been
installed as the de-facto ruler. He is still wet behind the Haden – Clan: Gelemaar (I)
ears and is not showing a whole lot of promise, as the Haden is being transitioned from Jarin to Gelemaar rule.
villagers can and do attest to. Young Kirvin spends more The village’s elder, a Jarin collaborator who was widely
time carousing and engaging in juvenile contests and despised for his spinelessness, was found decapitated in
challenges than trying to govern. Kirvin’s mother his outhouse a few months back.
(Saanfrin’s youngest daughter, who is Bjarl Geldestaar’s
Hankok – Clan: Hulthel (I)
widow) goes back and forth on a weekly basis to Alred
from Lorkin, where she lives, to set right what her Hankok recently suffered a devastating fire which ruined
snotnosed son has managed to screw up. almost half of the cottages. Villagers are busy rebuilding.
Emant – Clan: Hjaidaal (I) Shese – Clan: Haidaar (I) (See next page for details)
Shese used to be the region’s second largest settlement
Emant houses a covert Jarin safehouse for escaped Jarin
after Lorkin, but it’s been in decline for a decade. The
serfs and prisoners who are looking to escape the area.
Haidaars are staunch supporters of the Geldestaars.
Fafird – Clan: Rejaal (I) Tonheim – Clan: Ton (I)
This village, known originally as Yardith, is known This remote village lies and is struggling with both
mainly as the former domain of the Jarin noble family gargun and Anoa attacks. It is another stop on the
Seylnes, and the birthplace of the murdered Aenghysa underground Jarin escape route to Leriel.
leader Gweffryn Seylnes. The Seylnes family still have a
strong presence in the area and they are subject to Vorten – Clan: Haidaar (I)
particular Ivinian scrutiny and cruelty. Many Jarin in the Vorten, a small and insignificant village, has seen an
region have pegged their hopes on a young nephew of influx of residents over the past four years, after frequent
Gweffryn’s, Lweldyn, who is 14 and lives on the Varbuth flooding in Shese. New cottages are being built.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 29
Lorkin
HE LARGEST settlement in the Anoth Delta region between
Noron’s Keep and Gedan, Lorkin is known for its checkered
past in the events that led up to the Jarin Rebellion. The local
Ivinian rulers, the Hjaida clan, cracked down forcefully on their
Jarin subjects, but this only strengthened the resolve of the Jarin.
The keep was ultimately taken by the rebels under the leadership of Gweffryn
Seylnes, founder of the Aenghysa resistance.
While Seylnes, who fashioned himself the Lord of Lorkin, controlled the
immediate area around Lorkin, the Ivinians used nearby Arone and Shese as
footholds from which to stage continuous attacks. A clan originally from
Location: Lorkin Keep
Rogna, the Gelda, managed to exploit the confusion and demoralization after
Government: Clan Geldestaar
Gweffryn Seylnes was found mysteriously decapitated in 703 TR, and took the
Liege: Clan Taareskeld of Geldeheim
Lorkin keep back. They subsequently renamed themselves Geldestaar and
Population : 70 Ivinians, 440 Jarin
joined the fractious ruling Ivinian greatclans as landholders.
Map: Harn J2
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz, heraldry by C.I. Roegner, Matt Roegner and Arthur Charles Fox-Davies
HARN 30
Shese 1
Geldestaars of Lorkin. They guard the
largest prison in the region, housed
in Twynieth Tower on a small
Clan: Haidaar island just south of Caer Shenesel.
Tribute: Lorkin
The current valhakar, Saanfrin
Revenue: 16,400d Haidaar, is a crude and vulgar 70
Economy: A60 | F40 year-old, who despite his age is
Population: 80 (+172 on quite vital. He is known for his
Shenesel Island) raucous nature, foul language
and heavy drinking and likes to
SHESE IS a small settlement located on the south- play mean-spirited tricks on his
western tip of Shenesel Island in the Anoth Delta. It is subjects and family members.
currently a bit of a ghost town. Shese, while small, has
an unusually large Ivinian contingent. The reason for Visitors to Shese will notice the subdued
this is threefold: One, the Haidaars have deliberately behavior of the local Jarins, as well as the
inflated the number of resident Ivinians in order to frequent Shese Guard patrols at all times of the day and
crack down on the indigenous population, and they night. Huscarls of the guard will invariably stop strangers
have murdered more than their fair share of Jarin folks. and question them (10% chance of an encounter per 30
Two, many Jarinese have simply chosen to move away, minutes spent in the open in Shese proper). Failure to
in part because of Haidaar oppression, and in part provide an adequate justification for their visit may lead
because the village has flooded repeatedly in the past to interrogation and summary incarceration.
four years, leaving many buildings currently un-
inhabitable. Three, the humid, swamplike conditions Thran Holder FI TI AC LQ HD
around Shese have contributed to a lot of health
SHESE Haidaar 0.75 1.2 1,265 0.9 22
problems, especially in the winter, and the population is
dwindling. Vorten Haidaar 0.9 1.2 1,012 0.8 14
Melys Swerdanger 1.0 1.0 896 1.0 11
The Haidaars are the jailers and executioners of the
A Agriculture | F Fishing | T Trapping | S Sealing | W Whaling | M Mining | P Piracy | FI Fief Index | TI Trade Index | AC Acreage | LQ Land Quality | HD Households
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz, heraldry by C.I. Roegner, Matt Roegner and Arthur Charles Fox-Davies
10
11
21
8
7
13
12
14
4
15b
6
9
1 2 5
3
15a
23
22
HARN 33
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 34
12. Tewk’s Tavern (Jaren + Emelra Tewkairn) being overly feminine – she is sturdily
Size: 3 | Quality: *** | Prices: Low built, very boisterous, a rather skilled
blacksmith (the only one in Shese in
The only serviceable place to get a decent night’s sleep
fact), and definitely holds her own
and a good meal in Shese, and for that reason, the
in drinking contests with her
Haidaars overlook Jaren’s very obvious heritage: he
uncle, who loves her dearly.
keeps the place decorated with all sorts of Ilviran relics,
patterns and artefacts. Jaren’s wife Emelra brews a
mighty tasty traditional ale she calls Brooder’s Blood
15a+b. Crayfish-Clorik
that sometimes gets even Saanfrin Haidaar to venture (Clorik Haidaar)
out of the safety of his keep to imbibe in frightening Size: 1 | Quality: ***
quantities. Jaren views the money he refrains from Prices: High
charging Saanfrin as an insurance expense and the This boat is the home and
valhakar has many times spoken out in favor of the place of business of Saanfrin
jarinese innkeeper with the Geldestaars of Lorkin. Haidaar’s eccentric cousin
Members of the Aenghysa at Gedan have courted Jaren to Clorik. He is a fisherman
slip some poison into Saanfrin’s ale but he is a very specializing in crayfish,
cautious person and has so far turned them down. which he sells either fresh,
by the bucket, or prepared
13. Tanner (Prygwin Benedarl) as a sweet and delightful
Size: 1 | Quality: **** | Prices: Average gumbo. Clorik enhances the
Prygwin the tanner is without doubt the smelliest person gumbo with a dark mead he
in all of Shese, and his place of business is no better, brews himself in a small hut
sometimes covering the entire village in a foul odor, but on the mainland.
the quality of the cured hides he sells is un- deniable.
Prygwin enjoys the patronage of none other than Noron 21. Fisherman’s Hut
the giant, who expects him to deliver treated hides to This small, isolated hut is used
Noron’s Keep twice a year. The stream immediately east by Esobran of Geltyne and three
of the tannery is befouled by the remains and refuse of of his men to stage an attempt
the animals slaughtered for the hides, but fortunately to spring their shipmate
nobody lives downstream of Prygwin who might Eddainn Olmaigh, who is kept
complain. The use of the stream for this purpose does, prisoner in Twynieth Tower
however, offer visitors to Shese, who are coming in (see next page). They have
across the Melys bridge, a rather unpleasant first been holed up here for a week,
impression of the village. observing the movements of
the prison guards, and are
14. Clanhouse of Fyria Haidaar getting ready to strike. See
Saanfrin’s niece, daughter of Jarik, lives here with her Events in Shese below.
extended family, twelve people in all. Fyria
is married to the village timberwright, 22. Gibbets (see regional map)
Maekeryn Bilingdaar, who is the Executions that are intended to act as a stronger
closest Shese has to a shipwright. It deterrant for the Jarinese are typically moved to the
is very clear who runs this house- gibbets on the south bank of the Anoth River, where
hold. Nobody ever accused Fyria of miscreants are locked into iron cages and hung up to
starve to death.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 35
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 36
ELORNA HILLS
CAMPAIGN EVENTS
Elorna Hills Elorna Hills is the area enveloping
LORNA HILLS is a wild, beautiful region of northeastern Harn Gedan, which is where the PCs will
characterized by a rolling landscape, criss-crossed by rippling make their so far most significant
serpentine streams and covered with a heavy, very varied connection with their father’s past.
foliage. It is frequently enveloped in a thick, ethereal mist However, finding Gedan will pose a
courtesy of moisture swept in from nearby Jarin Bay, which challenge and surviving through
perpetuates an air of mystery in the region. the gargun and Anoa threat on the
way there will require both stealth,
The hills are densely forested and dotted with overgrown Jarin ruins and cunning and potentially also
barrows, having been used as a burial ground for centuries. It is unclear fighting prowess. PCs may need to
why the Jarin chose Elorna Hills for this purpose but it holds special form some alliances to allow for
significance for them. Indeed, the name itself – Elorna – means “en- safe passage through the hills.
chanted” in Old Jarin, and this may be tied to the presence of a godstone at
Gedan. The fact that the godstone has been located here since long before Wygerond
the Jarin arrived, and the etymology of the nearby bay, hints that this may If PCs enquire, a local trapper and
have been a center of Jarin habitation at some point in the distant past. pathfinder named Wygerond may
Ilvir worship at the site is as old as Gedan itself and some believe this was be persuaded to be of service. He
where Ilvir himself designated for his human subjects to live. knows the area like the back of his
hand, and is at least on peaceful
CURRENT SITUATION terms with the Anoa.
The Jarin maintain a precarious detente with the Anoa in the region, who
The Anoa
do separate between the Jarin and the Ivinians of nearby Lorkin, though it
Befriending the Mwyf tribe, who
doesn’t guarantee an absence of conflict. However, the Anoa’s evident
roam the area directly to the south
reluctance to engage with the Jarin at Gedan may also be related to the
of Deji Bay, will be the least risky
increasing presence of roaming Ivashu closer to the site. The Anoa view
option for the PCs to gain passage
Gedan with suspicion and superstition.
through the hills, especially if they
The Gargun threat is constant in the region and roaming bands of Diaffa can enlist Wygerond to guide them,
Gargu-Araki frequently raid the few human settlements toward the south. as the tribe owes him some favors
Dusk is typically the riskiest time to be travelling through the hills, as the after he has warned them of Ivinian
Diaffa Gargun are on the hunt at that time of day. attacks in the past.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 38
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Note: This page is a stub, referencing a canon article.
HARN 39
The site, nestled deep in the Elorna Hills, is completely overgrown with CAMPAIGN EVENTS
mixed forest, thickets and moss, and soaked by moisture from the bay, In many ways, Gedan represents a
returning the area to what appears like an almost primordial land- culmination of the campaign,
scape. It is heavily infested with roaming Ivashu of various kinds, where many of the questions PCs
leading to the immediate vincinity being largely shunned by the have will be answered, given their
Anoa, but there is a significant gargun presence here. father’s past association with
the Jarin here. From here on
The area is crossed by a narrow, winding stream, and several
out, the purpose of the
hundred barrow graves dot the forested landscape around Gedan,
campaign will change,
some of which are Jarin and date back to the time of the Atani
from a murder mystery of
Wars, but the Anoa have also been known to bury chieftains here.
sorts to a quest for justice,
Both the Jarin and the Anoa consider the site sacred, but the Anoa
locating those responsible for
view it with more superstition, calling Gedan their “spirit home”.
the murders, and holding
THE ORDER OF CHUCHLAEN WHEELWRIGHT them accountable.
Gedan itself was established in 132 TR by Tyrnan of the Rock, an
Ilviran prophet, and built around the godstone which already exis- READ MORE
ted here. Tyrnan founded the original Order of Chuchlaen Wheel-
For more on Gedan, see:
wright but it was wiped out by gargun in 139 TR. In 686 TR, the order
Gedan (Columbia Games
was reestablished by Eochaid of Olthair, a Leriel priest who was later
#5885)
martyred in the events that sparked the Jarin rebellion. The order has
since been intimately connected with the rebellion, especially through
its alliance with the rebel faction known as Aenghysa – ”Ourselves
Alone” – who are now centered here.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Note: This page is a stub, referencing a canon article.
HARN 40
Leriel
ERIEL is, for all intents and purposes, the center of civilized Jarin
culture on Harn, remaining under Jarin control after the
suppression of the Jarin Rebellion mostly because it is land-
locked, and the Ivinians therefore lacking any real interest in it.
Leriel is located at the western edge of Nuthela, planted in the fertile valley
of the Anoth River between the Jahl Mountains and the Rayesha range. The
region is quite beautiful and offers dramatic mountainous skylines to the
north and south, with the sun rising and setting in alignment with the river
valley, causing the river to sparkle seductively as it swirls gently on its way
towards the Sea of Ivae.
Location: Leriel
The settlement of Leriel itself, whose name translates to “Stag’s Heart” in Liege: Prince of Leriel (clan Marwyn)
Old Jarin, dates back to the mid-400s. Its layout and strategic fortifications Tribute: Taareskeld of Geldeheim
show it, featuring radial circles of earthen mounds, ditches and wooden Population : 45 Ivinians, 725 Jarin
palisades that echo of the old Jarin hill forts that dot the entirety of the Map: Harn H3
northern Harnic landscape.
Caer Leriel, the royal castle, is not particularly impressive by Harnic CAMPAIGN EVENTS
standards, but it is quite old, having been first constructed in 234 TR and
While Leriel does not necessarily re-
subsequently fortified and expanded over the centuries. To many Jarin, it is
present a campaigh touchpoint that
a proud symbol of resilience and survival, and more than a few Jarin
will propel the narrative forward, it is
travellers have burst into tears upon the sight of it.
where PCs may deepen their newfound
CURRENT SITUATION family connections, as well as possibly
The political situation is, for the time being, mostly stable, with the Ivinians launch their expedition deeper into
squabbling amongst themselves, and inter-Jarin conflict being limited to Orbaal.
jealous bickering between the Marwyns and the Weymyss clan of nearby
Pethwys. The Ilviran faith binds the Jarin together, but the resistance at READ MORE
Gedan continues to cause pressure to build that gradually increases
For more on Leriel, see: Leriel
tensions, and it is only a matter of time before Ivinian oppression once
(Columbia Games #5815).
again sparks violence.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz, heraldry by C.I. Roegner, Matt Roegner and Arthur Charles Fox-Davies
HARN 42
Caerol Manor holds the distinction of being the oldest Monthel – Clan: Aeryn
manor house in the old Jara region of Orbaal. It is in poor
shape and requires constant repairs, much to the The village of Monthel and its surrounding farms of Athel,
chagrin of the mistress of the house, Lady Helyn Ryse, Enthel and Venethel, are held by the Aeryn clan, a
whose husband Swyffen faces constant complaints and prominent Jarin clan with several family ties to the
admonishments to petition the prince for a fief that Mar-wyns at Leriel. They grow almost half of the barley
would afford the Ryses more creature comforts. in the region and brew a legendary cloudy, mahogany
colored barley wine with it. The ale is typically
Deriel – Clan: Esler transported in barrels, even as far east as Lorkin. The
Monthel Aeryns, unlike their Gwaeryn cousins, are
Deriel is a village deep in the clutches of terror. Several
involved in the Jarin underground and often use the
of the families have had children disappear in the woods
barrels to smuggle people from Ivinian hotspots to the
to the southeast, falling victim to the depraved activities
relative safety of Leriel.
of the cult of Tuarbalt. The lord, Twynel Esler – never
the bravest to begin with – is perhaps the most fearful of
Orp – Clan: Marwyn
all, and has fallen into a deep depression, fuelled by
heavy consumption of barley wine from Monthel. He Orp is held by Prince Eamonn’s middle brother Rian, a
barely ventures outside his manor house. soft spoken and pious man.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Chapter 3
HARN 44
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 45
Characters of interest
❖ Enedwyn: (top right):Gundar´s youngest sister resides just outside
Leriel. She is a kitchen maid in Prince Eamonn’s household, serving
under the mistress Viona of Armys. She has one daughter, Acinn, who is
a member of The Order of Chuchlaen Wheelwright at Gedan. Her
husband is deceased since a few years back.
❖ Acinn (see: Gedan): Enedwyn’s daughter, 27 years old, who can lead the
characters to their aunt, but who also knows some of the Aenghysa
backstory, and is sympathetic to the Jarin cause. She is a low level cleric
in the Order of Chuchlaen Wheelwright, and regrets never having gotten
to meet her legendary uncle.
❖ Rabryn of Fellyr (see: Leriel, map key #12): Laeryl’s second son, who
can lead the characters to her, or to Enedwyn. He knows little of the
events that led to Gundar leaving Harn, but he does know the family
well, and can connect the characters with all of them. He originally
moved to Leriel to build a successful career for himself and initially
lived with his aunt Enedwyn and her family. Rabryn is currently not on
speaking terms with his cousin Acinn however, and prefers to not rock
the boat and draw the attention of the Ivinians, so he purposefully does
not keep up with what his troublemaker cousin is doing.
❖ The Cousins: Besides Acinn and Rabryn, the characters have three
other cousins who are alive, all of them Laeryl’s children (the other
two, a pair of twins named Enyr and Andwyr, died at an early age).
None of them know much at all about Gundar (though they might be
able to provide a clue if asked the right questions), and they will refer
the characters to either Enedwyn, Laeryl, or Acinn:
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 46
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 47
EVENTS IN THE SORKIN MOUNTAINS Surviving in the mountains
The Sorkin Mountains is a vast area, often featu- ring The higher up into the mountains that PCs venture, the
very difficult terrain which will slow PCs down, as well lower the temperatures will drop, ice and snow will
become more prevalent, and they will have to protect
as present significant environ- mental hazards. There
themselves carefully, or risk frostbite and potentially
are also significant perils to face, mainly due to several
gangrene. Climbing without appropriate gear will be very
gargun colonies throughout the region, but also due to
risky. Crevaces, steep inclines and falling rocks will also
the presence of wild Ivashu, as well as other dangerous make the crossing very dangerous. Food is very scarce in
wildlife. Travel times are assuming PCs are on foot and these parts as well.
travel up to 3 watches per day, accounting for terrain
differences. Should the GM prefer to plot travel with Interacting with the Anoa
more precision, refer to the HarnMaster rules (Columbia Traversing the northern area of the mountains known as
Games #4001) and the Campaign chapter. The Rampart, PCs will come within range of the Anoa
people, who may attempt to intimidate or even capture
Travelling north them. Given that PCs don’t speak the language, they
North is obviously the “right” direction for the purposes would have to rely on sign language to make themselves
of the campaign, but unless the PCs have interacted with understood, which will make attempts at diplomacy
Noron or the Riddlemaster, or they randomly happen to fraught with challenges. Less patient GMs may allow for a
encounter friendly people in the wilderness who might capture scenario in which the nomadic Anoa are used as a
be able to provide travel advice, they will not really know plot device to move the PCs in the right direction,
which direction to take. allowing for a daring escape when appropriate.
❖ Time to reach Noron’s Keep: 11-13 days
❖ Time to reach Shese: 13-15 days
The gargun threat
The Gargun lodges of Pyxyn (Gargu-Khanu), Zhakom
Travelling south (-Khanu and -Hyeka) and Zedabir (-Viasal) are in range.
The closest, most likely stopping point towards the Given that the PCs don’t know the terrain, they will be
south from Anrist Point is Thay. It is not a bad place to unaware of this threat and may unintentionally stumble
regroup and ask around, to form a plan of attack for the into harm’s way. PCs should make the most of a Gargun
next chapter of the campaign. Should the PCs choose to encounter, building up the fear of this unseen and
take the quickest route from there to any of the frightful threat through multiple near-encounters before
important information points in the campaign, subjecting PCs to a full-on attack.
procuring a boat would serve them best. Should they
choose to travel cross-country, they would have to Here there be Ivashu
follow Genin’s Train through Kaldor, which would make There are Ivashu present in the wild here, but this doesn’t
for a great gaming experience but would extend the necessarily need to become a threat. Use any Ivashu
timeframe of the campaign significantly, both in terms encounters sparingly and with deliberation. Stick with
of game time and number of sessions. the simpler, animal-like ones (Vlasta for instance) and
save the more outlandish creatures for later
❖ Time to reach Thay: 20-24 days
Finding Telumar
Crossing the mountains
There is a remote possibility, should the PCs head south
Traversing the Sorking Mountains from Anrist Point
from Anrist Point, that they will happen upon the Earth-
should appear to PCs to be a significant and very risky
master site of Telumar (see Telumar, Columbia Games
undertaking – in part because it is, but also because such
#5889), perhaps attracted from afar by the lights at that
a crossing would take a long time and take them far
location. Telumar sits at the very southern tip of the
away from any of the significant campaign touchpoints.
Sorkins, just where the mountains transition into the
With that said, Azadmere is actually the closest civilized
Anadel Highlands. It is up to the GM what to make of such
area, just not the most accessible one. Remember that
events – it’s possible that the PCs might try to activate
PCs will have no idea what’s on the far side of those
the godstone at Telumar, for instance. Tenebrys of
mountains.
Chun-Jabad has made use of this godstone in the past,
❖ Time to reach Zerhun: 8-9 days and the GM might want to create a fearful early en-
❖ Time to reach Azadmere: 9-10 days counter with the sorcerer here, as a dark foreboding of
what’s to come. At the GMs discretion, Tenebrys may also
Encounters in the mountains have placed some sort of sorcerous trigger here which
Refer to the HarnMaster encounter tables. would alert him to the presence of others.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 48
EVENTS AT NORON’S KEEP Roll 1d100 to determine which son they meet, and how
their interaction may proceed.
Noron’s Keep may represent the first true sight of Harnic
civilization for the PCs. Their experiences here will be 01-09 Borodos (will not converse with the PCs)
entirely dependent on how well they manage to befriend 10-18 Carack (will question the PCs)
Noron himself and the GM should not make this too easy, 19-27 Jorith (will question the PCs)
or be too quick to reveal Noron’s past history with 28-36 Diunath (will be hostile towards the PCs)
Gundar. 37-45 Fodorin (will joke and chat with the PCs)
46-54 Gwayn (will study and suspect the PCs)
Arriving at Noron’s Keep
55-63 Lescath (will accept whatever PCs say)
There are only two paths to arrive at Noron’s Keep: from
64-72 Prendor (will welcome and invite the PCs)
the north, or from the south. If PCs come from Anrist
Point, and have trekked through the Rampart, they will 73-81 Roscallor (will not quite know what to do)
most likely be approaching from the north, whereas if 82-90 Terem (will mock and ridicule the PCs)
they have taken a longer tour around Azadmere and 91-00 Unaron (will empathize with the PCs)
Kaldor, they will approach from the south. Either way,
Noron’s Keep will appear a very welcome and inviting Interacting with Noron
sight, nestled as it is in a charming little clearing by the PCs may ultimately come to be invited to dine with the
Kald River, the chimneys of its cottages emitting swirling giant. Noron speaks cryptically and quizzically and does
smoke that promises both warmth and a cooked meal. not talk much. When he does, he usually refers to himself
in the third person and asks questions meaningly, as if
Typically, Noron has one of his sons stationed on a
there is some profound secret hiding behind the PC’s
rotating schedule at either entry point. Their main task is
words. “Pray tell Noron this” will be a common start to
to assess the intent of any visitor, and ensure that taxes
many exchanges. The GM should make sure to let PCs
are levied appropriately. Noron and his family is very
squirm, and not know what to say, or how to address
shrewd and they know the value of the protection and
Noron, if at all. Noron expects visitors to justify their
respite from hardships that a stay in the village brings,
presence before him. Being supremely comfortable in his
and they will not sell these benefits cheap. How players
own skin, well aware of his own immortality, he never
introduce themselves, and explain their business in the
lets idle talk fill the silence where a long, awkward pause
village, will matter greatly. Any sign of deceit will not be
will serve him better. People do not ask Noron questions
met with tolerance.
and he is rarely willing to answer them. Should the PCs
Asking around get too presumptuous with him, he may alternatingly
The somewhat primitive Taelda descendants who have become irate or bemused, and ask outright who the PCs
been permitted to live with Noron and his sons in the are ”to dare ask Noron questions?” However, should they
village will be curious about the PCs, and appear overall know how to spin a yarn, he will visibly warm to them,
to live quite happy and carefree lives. Unless the PCs eventually possibly breaking out in a booming laughter
express any form of hostility, they will not have any which may serve to break the tension. Once this happens,
problems getting responses to questions from the the GM may open avenues of questioning for the PCs by
villagers, though the people here live relatively sheltered having Noron study them intently, and ask ”What know
lives, and know little of what goes on outside the vale of ye about thy... father?”. For details on what information
Noron’s Keep. Few have been to Kaldor and fewer still PCs may glean from Noron, see Information at Noron’s
will have experienced the Ivinians of Orbaal. The people Keep below.
here are simply content to go on with their peaceful lives.
The Prygwin Connection
They may even seem a tad simple-minded to the PCs.
If the GM wishes to make things easy for the PCs, have
Rather than immediately exposing PCs to the full-blown the tanner of Shese, Prygwin Benedarl, be visiting Noron,
eccentricity of Noron himself, the GM should strive to delivering hides as per their usual agreement. Prygwin
build up some mystery around him, and toy with the PCs’ will be a useful ally and can lead the PCs to Shese.
trepidations, perhaps threatening to subject them to the Otherwise, Noron can simply suggest that they contact
full ire of the giant. Any time the PCs inquire about Prygwin once they get to Shese, but he will likely not
Noron, have villagers either chuckle knowingly, or stare mention the tanner by name, instead simply referring to
incredulously, as if trying to talk to Noron would be the “the most foul smelling man of the Anoth”.
worst idea in the world.
Eneye of Surilye
Interacting with Noron’s sons A remote possibility, should the GM choose not to
A good way of introducing the PCs gradually to the leverage the Prygwin connection, is to have PCs engage
mystery that is Noron is to have them first interact with with Eneye of Surilye (see Noron’s Keep map key #6).
one or several of Noron’s sons. Have Noron refer to Eneye as ”the hidden son”, or “the
scion in hiding”. See Information at Noron’s Keep below.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 49
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 50
The Searchers Meeting Prygwin Benedarl
While travelling in the western reaches of the area, At the GM’s discretion, Noron may have recommended
PCs come upon a small farm that has been set ablaze. The the PCs visit the Shese tanner, who is aware of some of
farmer and his wife are desperate for help: their daughter the history and may be able to provide some clues. See
has been abducted by the Anoa band that raided their “Information at Shese” below.
farm and burned it down. They beg the PCs to help them
find their child and bring her back, but can offer very Asking Around
little in reward. If the PCs take pity on the bereaved PCs best be careful about asking too many questions in
family, they soon find that things are not what they Shese and surroundings, or the Haidaars may become
seem: arrows appear a little too refined to have been shot suspicious. A jail cell may await the careless.
by an Anoa bow, and footprints leading away from the
site appear to have been made by culprits whose The Sherwyn Connection
footwear seem noticeably more well-made and The Ekkart clan of Kjen (Harn K1) are scheming with
expensive than anything a mere barbarian tribesman their neighbors at Thoen and have been petitioning the
would be wearing. The Anoa, for one, are not known to Geldestaars for help in overthrowing the Sherwyns. This
wear boots with heels. As the PCs investigate, they may provide the PCs with a connection they can exploit
ultimately find that the guilty party is a band of Ivinian for their own purposes.
rogues who have been hired by the Geldestaars to stoke
conflict between the Jarin and the Anoa. Finding Kaemr
On the south bank of the Anoth River, well within sight
The Abduction of Eorbrand Nori of Shese, twenty gibbets have been erected in a
The PCs are tasked with approaching the Jarin clan head twisted display of Ivinian oppression, to impart on the
at Noriel, Eorbrand Nori, and try to lure him into a trap. Jarin population the consequences of disobedience.
It is up to the PCs to figure out how to make this happen. Three of the gibbets contains the bodies of local
However, when Eorbrand is captured, it soon becomes brigands who were executed without trial. Four of the
clear that the abduction is simply a ruse, to convince the gibbets have been used to display dead associates of
Geldestaars that Eorbrand is a “good Jarin”, and remains the Anoth delta pirate Esobran, in an attempt to scare
loyal to his Ivinian overlords. Eorbrand is actually a other pirates to defect. The other thirteen gibbets
double agent of sorts, and leaks information to the contain the remains of Jarin rebels, one of whom was
resistance about Lorkin troops and defenses, but Kaemr, Gundar’s brother.
diversions are sometimes necessary to keep up
appearances, and ensure that his cover is not blown. For obvious reasons, not much of the former Jarin
resistance fighter remains, but his right arm seems to
Smugglers Wanted be stretched out in a strange, twisted way. It points in
The Jarin at Gedan are arming themselves in preparation the east-northeast direction and around the wrist is a
for a second rebellion. Given their proclivity for archery, crusty cord that seems to have been worn like a bracelet.
The ends appear to have been cut with a sharp blade and
they are particularly interested in iron arrowheads,
the cord looped around the wrist and tied. This is a
which are produced in Melys and smuggled covertly by
symbolic Jarin "blood band" which, if they think about
boat around Bindra Point into Deji Bay just north of
it, the PCs have also seen Gundar wear. The two brothers
Gedan, where the shipments are picked up. However, the dipped a piece of twine in their own blood and then cut it
Geldestaars patrol the delta and often seize suspicious in two halves, to always wear around the wrist. It was
transports. For that reason, the arrowheads are hidden Gundar who made Kaemr's arm point the way towards
in local pottery, which is ostensibly being shipped to the Anoth Delta and Eli Island.
Geldeheim to be sold. A new shipment is being prepared,
and capable sailors and fighters are recruited. The Memorial Stone (see next page)
On Eli Island, a small islet in the delta, stands a curious
Escape to Leriel memorial stone (see next page) with a cryptic in-
If PCs get themselves into trouble in Shese, they may scription. Few locals know of it, and those who do have
need to depart the region and make use of the secret been unable to decipher its meaning.
Jarin escape route to Leriel, staying in designated
The intricate snake pattern which decorates the rune
safehouses as they make their way westward. Should the
stone seems to represent something more than mere
PCs have befriended Jarin resistance fighters, their
aesthetic adornment. Some suspect it is actually a map,
departure may be suggested to them more or less but of what is unknown. The PCs will be unable to
emphatically, as their faces may have become too dislodge the stone or bring it with them, as it is much
recognizable to the Ivinians, posing a risk for the entire too heavy, so they will either have to memorize the
Jarin rebel organization. pattern, or copy it somehow.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 51
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 52
EVENTS AT GEDAN
Finding Gedan
Looking for Gedan requires for the PCs to have been told
about the existence of the place. Gedan is not an easy place KELT’S BARROW
to locate just by stumbling around in the wilder- ness, so
PCs will have to solicit directions. The most likely source
for such directions is Noron, but if the PCs have done their
due diligence, and identified themselves as sympathetic to
the Jarin cause, they may also be able to convince Jarin
folk in the region to direct them here.
Most likely, the directions they will get will involve one of
two options: either take the trail west from Lorkin Attracting Attention
towards Leriel, heading north along the Bolima stream Should PCs manage to sneak into Gedan proper and
after passing the little village of Tonheim, and then cross snoop around the barrows, they will most likely be
the Elorna Hills to the northeast. Once they happen upon noticed by the Jarin. The Anoa who roam the region, and
the Gedan stream, they would simply be able to follow it consider Gedan a sacred place, will see them as tres-
downstream to the Lodge of a Thousand Souls. This passers and the gargun will pose a significant threat as
would, however, be the most dangerous route, given the well. PCs will need both the acquiescence and protection
of the Aenghysa.
roaming Diaffa garguns in the area. There is a 5% chance
per watch of encountering gargun in the hills. There is Interacting with the Ilvirans
also a 2% chance of encountering Ivashu if within 5 Most of the current members of the Jarin factions at
leagues of Gedan (see Encounters in the HarnMaster rules Gedan are too young to have been here in Gundar’s day
(Campaign chapter, page #11). and so they will initially be more suspicious towards the
The second option would involve heading straight north PCs. Once introductions have been made to Tymas of
Baswhyl and/or Mikyl of Callyn, who both knew Gundar
from Lorkin, across the hills toward Haur Bay. Once they
and Kaemr well, things will improve considerably. If PCs
hit the coast, they would simply follow it west until they
behave respectfully, they may soon be welcomed and
find the mouth of the Gedan stream, and follow it
accepted as part of the group. All members will have
upstream. This is the less risky option. sympathy for their story, as most of them have expe-
Either option would take PCs 3-4 days if on foot, rienced similar atrocities at the hands of the Ivinians.
assuming weather is accommodating. Some may even offer to help take the murderers down,
which provides the GM with a handy opportunity to
Arriving at Gedan introduce new players..
The Jarin at Gedan are famously secretive and careful to
not reveal their location. Unless PCs take special pre-
Meeting Acinn
cautions when approaching Gedan, they will likely be Once PCs have shared their story, Acinn will step for-
spotted by Aenghysa sentries. Roll 1d100 when within 5 ward and introduce herself. She knows the stories of her
leagues and then once for each league closer they get. uncle’s exploits well and will be quite excited to meet her
cousins. She will also insist that PCs go to Leriel and
❖ 5 leagues: 10% chance of being spotted meet her mother, Enedwyn. She had no idea that her
❖ 4 leagues: 20% chance of being spotted maternal grandfather was buried here, so she will
happily take part in the search for the barrow. Should
❖ 3 leagues: 30% chance of being spotted
players fail to interpret the map cues, Acinn may at the
❖ 2 leagues: 40% chance of being spotted
GM’s discretion be able to help. Acinn could also
❖ 1 league: 50% chance of being spotted
represent an opportunity to bring in a new player.
Should PCs attempt to approach with caution, roll against Locating the Barrow
the Stealth skill of the PC with the lowest rating. A CS will
The location of Kelt of Aylne’s barrow grave is indicated
cut the chance of being detected to ¼ and a MS will reduce
on the memorial stone at Shese. If PCs have not discove-
it by half. A MF will increase the chance of detection by
red the memorial stone or the marker on it, there will be
half and a CF will double it.
no way for them to know which is the right grave. There
If PCs appear to just be passing through, they will be left is also no external indicator on the site that confirms
alone, but once within 1 league, they will be con fronted by that this is the right location, so PCs will have to
1d4+1 armed sentries and asked to turn around. excavate the barrow to find out.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc.
Map by Milo Hatch.
HARN 53
Excavating the Barrow smaller chambers offset to the left and right. Each of the
openings to the smaller chambers is covered up with a
It will be nigh-impossible for the PCs to do any digging in
large flat stone, but the one to the right has been set
the area without being discovered, so they will have to do
aside slightly. Should PCs use a torch or lantern to shine
so with the approval of the Order of Chuchlaen Wheel-
a light inside, they will see a platform of small wooden
wright. The GM should strongly discourage PCs grave-
logs with what appears to be one skeleton placed on top,
robbing covertly, and ensure that any such action carries
dressed in fine but poorly preserved clothing, with
dire consequences. The Aenghysa are not to be trifled with
various dilapi- dated objects arranged in a circular
and violating the sanctity of Jarin burial grounds is a very
pattern around it. Another skeleton has been added
serious offense to them.
somewhat randomly inside the chamber. Should PCs
Once they have secured the consent of the Jarin, PCs may manage to move the boulder sealing the left chamber,
even be able to solicit some help in digging into the they will find another, smaller skeleton – possibly a
barrow. This will require at least 3-4 hours of back- child – arranged with belongings in a similar fashion.
breaking labor.
Deeper inside the barrow, the main chamber opens up. It
Discovering the Loot has quite obviously been disturbed; not very recently,
In trying to identify the presumed entrance to the barrow, but recent enough that it is easy to see what is relatively
PCs will notice that the dirt in one area – the west facing new, and what was here before but has been moved.
side – is noticeably more porous, given that it was On a wooden platform in the center lies an eerily
disturbed only 33 years ago (versus the rest of the barrow, mummi- fied body which has been arranged with great
which has compacted over the course of centuries). This is care and obvious reverence. The hands are clasped
the entrance to the barrow. Clearing it will require a good across the torso, holding an iron sword with the point
3-4 hours of back-breaking labor. downwards. Though the clothing is in poor shape, it is
better than in the two other graves, and it was clearly of
THE BARROW very fine quality when it was made. A leather cap with
The inside of the barrow is very humid and dark and a embellish- ments sits on top of the sunken-in skull and
musky odor permeates the air. The height inside is no a heavy, purple cape is draped carefully underneath the
more than 4-5’, so PCs will need to crouch. A tunnel body. The clothing is a mix of leather and fine cloth,
burrows straight into a larger central chamber, with two made in a distinctively Jarin style. Ornate silver arm
bands around each wrist still retain some their former
sparkle and serpent-styled rings adorn both hands. Very
fine deerskin boots cover the legs and feet. They are
dried out but still look almost pristine.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 54
EVENTS AT LERIEL
Leriel is not a primary location for the campaign,
but aside from the family connections that PCs
have here – their aunt Enedwyn serving in the
Leriel castle, and their cousin Rabryn being a
mercantyler here – a visit to Leriel may deepen
their understanding of Jarin culture, the Ivinian
ENEDWYN’S
occupation, and potentially also glean some COTTAGE
hints at the scheming that is going on at the
Geldeheim court.
The Jarin Underground for them, house them and help make intro-
If PCs have followed the Jarin escape route west- ductions wherever appropriate. Her work in the
ward from Lorkin, and perhaps stayed in a few castle kitchen, however, has her on a 15-16h
undercover Jarin safe houses along the trail, the schedule, and she gets up before the crack of dawn
to cook for the royal household. She will happily
journey will represent a feeling of gradual relief
tell tales of her childhood in Aselt on Gedil Island
from Ivinian oppression. The further west they
(Harn map key J1), together with her older brother
travel, the more open and less afraid the Jarin
Gundar, who was very protective of her. Whatever
people they meet will appear. What the Jarin
holes still remain in the PCs background story, the
need to hide and do secretly in Lorkin, they are GM should feel free to fill in at this point – see
able to do and say much more openly in Leriel. Information at Leriel below.
While Ivinians do have a few informants here,
Enedwyn’s late husband Caelthran was the ostler
and Lord Marwyn makes a public show of
at the nearby inn, The Peach and Frog (Leriel map
adhering to Ivinian decrees in order to not pro-
key #31), and Enedwyn still occasionally helps the
voke his feudal masters in Geldeheim, the PCs
owner Pyter of Mure when he is short staffed. The
will be (mostly) among their own people. The
inn is not the most savory of locations, being a
atmosphere is more relaxed and less paranoid. preferred hangout for various shady transients
Asking around and troublemakers, but it is a good place to pick
Asking questions about things related to the PCs up rumors, and the cider served here is top notch.
background will have a limited chance of success. Enedwyn is a tough cookie who is more than able
Inquiries naming Enedwyn by name have a 5% to handle the inn’s rowdy clientele, and they love
chance of producing a result. Rabryn’s name ups her dearly. The inn has a top floor with a few dingy
the chance to 15%. rooms that might be a suitable place for PCs to
stay, should they not want to impose on Ened-
Interacting with the locals wyn and her modest quarters.
Locals will be quite happy to talk with the PCs as
Meeting Rabryn
long as they make their Jarin heritage obvious,
but any mention of coming from Ivinia will cause Cousin Rabryn, second eldest son of Gundar’s
people to clam up, and distance themselves. sister Laeryl, is not hard to find. He operates a
quite successful mercantyler business (see Leriel
Meeting Enedwyn map key #12). He will happily meet and talk with
Enedwyn lives simply in a small cottage located the PCs, but his successful career has made him a
in the little village of Armyn, just outside Leriel. bit aloof, and wary of getting too tangled up in
This has been her home ever since she settled Jarin business. However, if PCs manage to gain his
here with her young family 18 years ago, but now trust, he can be a good source of information
that her only daughter Acinn has moved out and about the goings-on at Geldeheim, as he goes
her husband is deceased, she has more time as there to trade in the fall every year. If PCs are
well as more space to herself. Enedwyn will be patient, he may even offer to bring them along. He
ecstatic to meet the PCs and will offer to cook also travels to Tashal on a yearly basis.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc.
Map by Milo Hatch.
HARN 55
Ignorants
Information People with no reasonable way to have ever heard
anything related to the characters’ inquiry.
As PCs begin inquiring about their origins and the events
1-75 No information
at Lidargaarda (see Raldlund – Land of the Majestic
76-95 Common Knowledge
Fjords), GMs will need to progressively allow for small
96-97 Rumor (false)
pieces of the puzzle to emerge while PCs continue their
98-99 Rumor
quest for the truth. GMs will also need to reward players
00 Information
for going about their inquiries in appropriate and
- Fact
intelligent ways. These charts will help generate such
information, and can be used throughout the remainder Rumor Mongers
of the campaign. People who could possibly be in a position to have
overheard relevant rumours and general, related
Pertinent information and facts about personas relevant
information. This applies for instance to innkeepers,
to the campaign will be revealed gradually in subsequent couriers, adventurers and similar personas exposed to
modules, and will be tagged using the labels in these the world beyond where the characters are visiting.
information tables (Common Knowledge, Rumor,
1-50 No information
Information and Fact).
51-90 Common Knowledge
As the players investigate, generate campaign-related 91-93 Rumor (false)
information using the tables to the right. First select the 94-98 Rumor
correct table depending on who the characters are 99 Information
questioning: 00 Fact
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 56
INFORMATION ABOUT GUNDAR INFORMATION AT
Common Knowledge OTHER LOCATIONS
Respond to the inquiry with shrugs and non-specific information. For Thay: There is not much for the PCs
instance: ”Jarin you say? Well, all I know is, plenty of them folk up north.” to find in Thay. Possibly, there may
be some people with vague know-
Rumors
ledge of Noron, the Riddle master or
FALSE: Invent something misleading and/or outlandish, and make it fairly
obvious that the person telling the story is fibbing. For instance: ”Ummm, the Aenghysa in the city, but most
uhh, well, you know, Orbaalese are known for their powerful magic…” likely, general directions north
towards Orbaal will be all the PCs
TRUE: Lead the players to be more specific in their inquiry, and then describe can expect. The Sarajin temple (see
a broadly accurate detail that people may or may not know, based on the Thay D7) can provide information
question, but which is not specific to the people of the saga. For instance: about the Sherwyn clan and identify
”The guy was murdered by Orbaalese? Well, you know, those Orbaalese really the clan weapon, should the PCs
have it in for Jarin people!” describe it. If they already possess
Information information about Tenebrys, the
❖ Gundar fled Orbaal because of a crime local Chantry of Arcane Lore may be
❖ Gundar’s father and oldest brother were killed by the Sherwyn clan able to assist (see Thay E7).
❖ The Sherwyns never gave up their search for Gundar Tashal, Olokand, Gardiren, Kiban,
❖ Gundar’s brother, Kaemr, was captured and killed Minarsas and surroundings: PCs
Facts may be able to connect with a
❖ Gundar and his brother stole viking loot from the Sherwyn clan caravan heading up Fur Road, or
❖ The loot was never recovered Silver Way. Gossipy people in Kaldor
❖ Gundar belonged to the Aenghysa, the Jarin resistance involved in trade will ”know” that it
❖ Gundar sought help from Noron, the giant of Noron´s Keep is not advisable to venture north up
❖ Laeryl, Gundar’s oldest sister, lives in Marby Noron’s Way. Dafydd of Ewen, the
❖ Enedwyn, Gundar’s middle sister, is a cook at Caer Leriel owner of the Seven Stars Inn in
❖ Kaemr, Gundar’s middle brother, was strung up in a gibbet outside Shese Tashal (see Tashal G11), would be the
as a deterrant to other resistance fighters best source of information related to
❖ Kaemr wore the same bracelet as Gundar the Aenghysa.
❖ Gundar hid clues to the location of the buried loot in the Anoth delta Zerhun and Habe: If PCs are specific
❖ Gundar’s father is buried at Gedan in their inquiries, they may get
❖ The loot is buried inside Gundar’s father’s tomb directions to Habe, where a former
Aenghysa resistance fighter, Breldyn
INFORMATION AT ANRIST POINT of Miane, lives with his familj. He is
Anrist Point is the domain of the mythical Riddlemaster, believed by the father of one of the Aenghysa
scholars to be the semi-divine offspring ot Argenon, High Riddler of Save fighters who accom- panied Gundar
K'nor's “court”. The characters may encounter Noron here, or at least be and Kaemr in the raid against the
directed to seek him out. The Riddlemaster can (in cryptic ways) provide treasure transport in 689 TR. He
clues about Tenebrys and his plans, but these are very vague and ominous, works as an ostler at the Esig’s
with the exception of the name of Tenebrys' chantry – Yeged – which has Hammer inn, despite an advanced
appeared in the oracle’s visions for many years, as a dark omen. If the GM age of 67. He is assisted by his two
decides on this option, present the following Riddlemaster verses: remaining sons, but neither of them
know about their father’s past.
Wild boar roaming, guts to fill Yeged, source of knowledge lost Breldyn only remembers the name
Hunting prey at dusk Covenant destroyed Gundar vaguely, but he does
Wild man sleeping, tamed and still Evil triumphed, untold cost remember Kaemr clearly. He doesn’t
Blithely sheds the tusk Horror’s nameless void know what his son did that fateful
Boorish giant holds the key Wary be of he who seeks night, but he fled the north as soon
Tell of sire’s fate cataclysmic power as he found out what had happened
Bloodline share in faith, and he Thwart his quest lest it bespeaks to the young men. Since then, he has
may commiserate mankind’s fateful hour tried his best to forget.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 57
Noron can't show the characters the way to Gedan himself (he avoids the Lorkin: This settlement is a very
place), but with skillful diplomacy and persuasion, they may be able to dangerous place to go around
convince Sursyl Aeryn (”Eneyje of Surilye” – see Noron's Keep map key #6) announcing your Jarin heritage and
descendance from an Aenghysa
to describe the path for them and maybe even follow them a bit. Sursyl will
resistance fighter, but if PCs are
not under any condition approach Gedan however, given the bad blood
careful, they may be able to solicit
between him and the Cheyn Mhic Cainte. Noron can also refer PCs to
information about the resistance
Prygwin Benedarl, the Shese tanner, who is at least aware of some of the and possibly also about the
history and may at least be able to hint at where PCs can find more memorial stone in the Anoth delta –
information. especially if they visit Fanghease
Rock, the stone mausoleum dedi-
Noron's Keep is the key to Gedan. Without visiting here, it will be difficult
cated to the Jarin priest whose death
for PCs to find their way.
sparked the 701 TR Jarin rebellion.
They can also find out how to locate
INFORMATION AT SHESE the Sherwyns and get to Gedil
Prygwin Benedarl Island.
The Shese tanner is aware of some of the history and would recommend
Arone: Arone holds no clues for te
that PCs investigate the gibbets on the south bank of the Anoth. Prygwin
PCs but they may be able to get
himself never met Gundar or Kaemr, but Noron has told many tales of
directions here, and possibly some
them, often lingering on the brazen theft of the treasure, which always
dirt on the Geldestaars.
intrigued the tanner. Prygwin doesn’t know anything beyond the fact that
Gundar’s brother was executed in Shese. Marby: The only thing of interest
The Rune Stone here is Gundar’s sister, Laeryl, who
is on her deathbed. If the characters
The most important source of information in Shese is the rune stone on Eli
don’t get here before the end of the
Island. It is roughly 4 feet tall and its inscription is made in Ivinian runes:
month of Nolus, they will never get
Cowards’ cleavers, blacksmith’s end to meet her. However, it is quite
Brought by bloodlust down possible, should the characters
Woe is now our dividend apply themselves, that they might
Death’s eternal frown be able to leverage the ongoing feud
between the Serewyns and the
Life cut short of sire Kelt Sherwyns, and solicit some help in
Fewrain likewise slain going after Venril Sherwyn and his
Cruel fate the daughters dealt sons. Valhakar Mikkaar Serewyn
Brothers two remain might even be persuaded to send a
delegation to the court in Gelde-
Courageous Kaemr caught and killed heim, to stop the plot and to gain
Gundar walks alone favor with the king. If the PCs play
Legacy of lifeblood spilled their cards right, they might even be
Carved in silent stone able to solicit a royal viking pardon
for the crimes of their father. Marby
The intricate snake pattern adorning the the surface of the stone reveals is also the adopted home of
what appears to be a simple map, with swirling lines and an “X” mark. The Aenghysa agent Moire L’Seanna,
lines represent the small stream running through Gedan and the X marks who might be of some help to the
the location of Kelt’s barrow. This is the only clue to Kelt’s burial place. PCs.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 58
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 59
THE CONTENTS
These are the contents of the two
treasure chests (use the HarnMaster
Treasure rules to determine value):
Coins (all minted off Harn)
❖ 12 gold crowns
❖ 225 silver coins
❖ 692 bronze coins (value: ¼ d)
❖ 821 copper coins (value: 1/10 d)
Gemstones
❖ 12 raw gems
❖ 20 cut gems
Jewelry
❖ 37 necklaces
The Treasure
❖ 22 brooches
❖ 17 bracelets
❖ 29 rings (18 silver, 10 gold, 1 very
What’s left of the Sherwyn viking loot, which was stolen by Gundar, his rare Mythral ring)
brother Kaemr and their Aenghysa associates, is stored in two sturdy, carved, ❖ 6 amber pendants
iron-clad pine chests. The boxes have sustained a lot of water damage and Trinkets
repeated freezing and thawing has made them brittle, so it is not difficult to
❖ 1 small bronze bust of what
break them open. appears to be a Tarkainian king
❖ 2 engraved gold cups
THE ORIGINS OF THE TREASURE ❖ 7 bronze goblets with decorative
The treasure was accumulated by the Sherwyns and their allies by pillaging gemstones
and looting along the southern Trierzi coast while going viking between 694 ❖ 3 silver figurines, possibly of
and 697. Most of the loot comes from cloisters and monasteries of various elven origin
religious denominations, but some was acquired by ransacking the mansions Weapons
of wealthy merchants. In addition, a small collection of rare scrolls and ❖ Three ceremonial daggers with
artefacts was taken in a raid of the Emelrenian Chantry of Arcane Lore in jewel encrusted hilts
Karemus, including the coveted Scroll of Taurin Halfhand (see below). ❖ One shortsword with gold inlays
and two large gemstones
WHO GETS TO KEEP THE LOOT? Rare Artefacts
PCs may be able to negotiate keeping a small portion, but the Aenghysa will
❖ Ward of Shonjor-Kalim (see
insist that the treasure really belongs to them. If the PCs try to make off with
HarnMaster Treasure)
it, they will make enemies of the Jarin factions at Gedan (including the Cheyn
Mhic Cainte, who will not be forgiving). They will also have dishonored their Scrolls, Tomes and Maps
father’s memory, and Acinn will strongly discourage such an action. ❖ The Scroll of Taurin Halfhand: See
next page
Negotiation results ❖ Map of Harn: See page 61
Allow PCs to negotiate for what they can keep for themselves. Roll against the ❖ A family tree of the Jarin Ochaid
Rhetoric skill of the PC doing the negotiating, based on how much they ask to clan, who escaped to Emelrene
keep: after the Ivinian Conquest and
have been plotting their return to
❖ All of the treasure: Rhetoric SB x1
Lorkin ever since
❖ Half of the treasure: Rhetoric SB x2 ❖ Documentation of Lythian sea
❖ Less than a quarter of the treasure: Rhetoric SB x3 ports; high and low tides
❖ A roster of Karemus chantry
❖ Certain items: Rhetoric SB x5
masters and their credentials
A CF means PCs don’t get to keep anything. A MF means they get to keep half ❖ A Save-K’Noran diary of a scribe
exploring the Venarian Sea
of what they asked for. A MS means they get to keep all of what they asked
❖ A tome of Alchemy
for, and a CS means they get to keep an additional +25%.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 60
The Scroll of Taurin Halfhand (right)
This scroll, a long and partially scorched roll of parchment, contains a
documented 683 BT eyewitness account of the aftermath of the Battle of
Sorrows, as told by the Atani scribe Taurin Halfhand (see Kingdom of Evael,
Columbia Games #5081). It details what happened to the elven King Daelda
after the battle, and how he was confronted with the demon Aedlad, who
was summoned to try to defeat the elven forces.
The scroll reveals the location of Daelda’s burial site and Aedlad’s prison
and is a very dangerous document. Tenebrys of Chun-Jabad discovered
through his research that the scroll had ultimately made its way to the
chantry of Arcane Lore in Karemus, and suspected that it had been part of
the viking loof following the Sherwyn raid in 697 TR. He was the one who
directed the Sherwyns to Gundar in order to retrieve the loot, conditioned on
him being allowed to keep the scroll. The Sherwyns had little interest in it,
so they happily accepted.
Both the Riddlemaster and Noron have for years been tormented by visions
and dreams about the scroll being found, and are fearful of Tenebrys and his
desire to possess the scroll, accurately sensing sinister motives at play.
These motives will be described in more detail in Chapter 5: Bejist –
Epicenter of Evil.
On the back of the scroll, written in partially revealed disappearing ink, is a
scribbled note saying “Always south”, and a simple map of the Khuzan
fortress Caer Harmenel, with the northwest tower highlighted. These
scribbles will appear in full if the parchment is gently heated up using an
open flame (allow the PCs to roll INTx2 to realize this). For details on the
fortress and exploration of the ruins, see Evael (Columbia Games #5081).
Before
After
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
HARN 61
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz, treatment by Jay Sojdelius
The Riddlemaster CHARACTER PROFILE
___________________________________________
Culture: n/a
Name: (Unknown)| Demigod | Male
Social Class: Demigod
Appearance: Age unclear, height 7’, med. frame, 230
Obvious Medical Traits: None lbs, size 8, attractive, fair skin, silver hair, golden eyes
Apparent Occupation: Unclear
Apparent Wealth: Unclear STR 16 AGL 17 SML 9 WIL 17 CML 15
Medical/Psyche: Theophobia
Physical Skills: Climbing 80 | Jumping 90 | Stealth 95
Throwing 60 | Swimming 40
Communication Skills: Awareness 90 | Intrigue 85 |
Oratory 95 | Rhetoric 95 | Singing 80
Languages/Scripts: Harnic 80 | Ivinian 75 | Jarinese
85 | Runic 55 | Lakise 50
Lore/Craft Skills: Seamanship 25 | Agriculture 25 |
Tracking 30 | Survival 70 | Foraging 80 | Hideworking
20 | Fletching 20 | Animalcraft 25 | Woodworking 65 |
Embalming 20
Religion: N/A | Ritual: – | Piety: –
Combat Skills: Initiative 102 | Unarmed 80 | Dodge 85
Dagger 80 | Staff 85
Money/Valuables: –
Armor/Weapons: Plate half helm w/ horns, cloth
shirt, leather tunic, cloth leggings, leather boots, heavy
fur gambeson (counts as quilt), dagger, staff
Other Equipment: None
Load: 52 lbs Encumbrance: 3
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Noron CHARACTER PROFILE
___________________________________________
Culture: n/a
Name: Noron| Demigod | Male
Social Class: Demigod
Appearance: Age 50, height 7’, massive frame, 280 lbs,
Obvious Medical Traits: Giant size 9, plain, medium skin, gray hair, gray eyes
Apparent Occupation: Unclear
STR 18 AGL 12 SML 17 WIL 18 CML 7
Apparent Wealth: Unclear
Companions: Sons STA 18 EYE 11 VOI 7 AUR 14 END 18
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Noron’s Sons COMBAT PROFILES
__________________________________________
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The Haidaars COMBAT PROFILES
___________________________________________
Culture: Viking
Saanfrin Haidaar – 5’9” | 195 lbs. | 70 y.o.
Social Class: Various Skills: Awareness 60 | Initiative 60 | Dodge 65 | Un-
Obvious Medical Traits: Misc armed 50 | Shortsword 60 | Warhammer 70 | Shield 75
___________________________________________
Apparent Occupation: Warrior
Arlerik Haidaar (son) – 5’7” | 187 lbs. | 39 y.o.
Apparent Wealth: Varies Skills: Awareness 55 | Initiative 85 | Dodge 80, Un-
Affiliates: The Geldestaars armed 70 | Handaxe 75 | Dagger 65 | Shield 80
___________________________________________
of Lorkin
Jarik Haidaar (brother) – 5’6” | 206 lbs. | 61 y.o.
Skills: Awareness 55 | Initiative 70 | Dodge 75 | Un-
armed 55 | Dagger 55 | Shield 75
___________________________________________
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The Aenghysa COMBAT PROFILES
___________________________________________
Culture: Jarin
Tymas of Baswhyl – 5’4” | 135 lbs. | 56 y.o.
Social Class: Rebels Skills: Awareness 50, Initiative 40 | Dodge 50 |
Obvious Medical Traits: Misc Unarmed 55 | Grainflail 60 | Dagger 70
___________________________________________
Apparent Occupation: Woodsman, hunter
Mikyl of Callyn – 5’6” | 147 lbs. | 48 y.o.
Apparent Wealth: None Skills: Awareness 70 | Initiative 65 | Dodge 65 |
Companions: Other Unarmed 70 | Longbow 65 | Sickle 65 | Dagger 60
___________________________________________
Aenghysa and
Chuchlaen Kavyn of Baery – 5’5” | 123 lbs. | 39 y.o.
Wheelwright Skills: Awareness 75 | Initiative 70 | Dodge 70 | Un-
armed 75 | Longbow 60 | Morningstar 65 | Dagger 70
members ___________________________________________
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Acinn CHARACTER PROFILE
___________________________________________
Culture: Jarin
Name: Acinn| Human | Female
Social Class: Rebel
Occupation: Cleric | Born: 21 Halane 696 (Tarael)
Obvious Medical Traits: None
Appearance: 24 y.o, height 5’ 6”, light frame, 129 lbs,
Apparent Occupation: Ilviran acolyte size 6, attractive, fair skin, auburn hair, green eyes
Apparent Wealth: None
Companions: (Gedan resistance fighters) STR 8 AGL 15 SML 10 WIL 17 CML 14
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Wygerond CHARACTER PROFILE
___________________________________________
Culture: Jarin/Anoa half-breed
Name: Wygerond| Human | Male
Social Class: Outcast
Occupation: Ranger | Born: 1 Kelen 679 (Aralius)
Obvious Medical Traits: Ambidextrous
Appearance: 41 y.o, height 5’ 7”, light. frame, 135 lbs,
Apparent Occupation: Woodsman size 5, average, medium skin, black hair, brown eyes
Apparent Wealth: None
Companions: Anoa STR 14 AGL 16 SML 16 WIL 10 CML 9
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Taelda COMBAT PROFILES
___________________________________________
Culture: Barbarian
Chieftain – 5’6” | 160 lbs. | 40-50 y.o.
Social Class: Tribal Skills: Awareness 70 | Initiative 75 | Dodge 65 | Un-
Obvious Medical Traits: Misc armed 70 | Dagger 70 | Hatchet 65 | Longbow 60
___________________________________________
Apparent Occupation: Hunter/gatherer
Experienced Warrior – 5’6” | 150 lbs. | 30-50 y.o.
Apparent Wealth: None Skills: Awareness 65 | Initiative 70 | Dodge 60 | Un-
Companions: Other Taelda armed 65 | Dagger 65 | Hatchet 60 | Longbow 55
___________________________________________
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Anoa COMBAT PROFILES
___________________________________________
Culture: Barbarian
Chieftain – 5’6” | 160 lbs. | 40-50 y.o.
Social Class: Tribal Skills: Awareness 70 | Initiative 80 | Dodge 70 | Un-
Obvious Medical Traits: Misc armed 75 | Longknife 75 | Handaxe 70 | Longbow 65
___________________________________________
Apparent Occupation: Hunter/gatherer
Experienced Warrior – 5’6” | 150 lbs. | 30-50 y.o.
Apparent Wealth: None Skills: Awareness 65 | Initiative 75 | Dodge 65 | Un-
Companions: Other Anoa armed 70 | Longknife 70 | Handaxe 65 | Longbow 60
___________________________________________
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Gargu-Arak COMBAT PROFILES
___________________________________________
Origin: Gedan
Gargu-Arak – 3’ | 70 lbs.
Description: Smaller and lighter than Skills: Awareness 79, Initiative 51 | Dodge 45 |
other gargun; streaky brown Unarmed 75 | Club 70 | Dagger 70 | Mankar 60
or tawny fur.
All orcs wear cloth and leather.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Gargu-Khanu COMBAT PROFILES
___________________________________________
Origin: Zhakom, Pyxyn
Gargu-Khanu – 4’2” | 120 lbs.
Description: Great orc; Skills: Awareness 70, Initiative 85 | Dodge 80 |
black or dark Unarmed 90 | Mang 80 | Morningstar 75 | Dagger 70
brown fur.
Ordinary orcs wear quilt, leaders wear mail and helmets.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The Saga of Gundar Green-Eye Campaign Map
0 30 60 90 120 150
A B C D E F G H I J K L M N A B C D E F G H I J K L M N
1
1
2
2
3 days 1 day
3
3
4
4
1 day 1 day
5
5
6
6
(Columbia Games
#XX00) and Pilot’s Lokis
Almanac (Columbia
Stimby
7
7
Games #XX00)
8
8
Gly
9
9
Tavu
10
10
Sherwyn
1
1
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Quimen
2
2
Geldeheim Gedan
Shese
3
3
4
4
Balhafen
Misyn
5
5
Elkall-Anuz
6
6
Golotha Pesino
7
7
Bejist
8
8
9
9
10
10
A B C D E F G H I J K L M N A B C D E F G H I J K L M N
HARN 73
arn
tm
Harn
Secrets of the Misty Isle
fanon fanon
http://TheSagaOfGundarGreenEye.com