Anoth Delta

February 21, 2010

Download Now!The Anoth Delta is a largely uncharted wilderness in northeastern Hârn, where the Anoth River empties into the Sea of Ivae. The terrain is primarily marshland, broken by areas of open water and more than a score of islands. The area is vast, covering about 750 square leagues.

Although the Anoth Delta is claimed by the Kingdom of Orbaal, it is also home to the Anoa tribal nation and is within the ranges of the nomadic Diaffa and Wurokin gargun. In addition to the Jarin and Ivinian inhabitants of the Orbaalese settlements, the delta is home to outlaws and pirates who find refuge in its marshy waterways.

The area is known for its abundance of wildlife, insects, and plants, some species of which are found only in the delta. The Anoth Delta is a dangerous place, with many natural hazards that can hamper or harm those unfamiliar with this type of environment.

This article describes the history, geography, flora and fauna, and natural hazards of the Anoth Delta. A map of the entire delta is included, as are descriptions of the area’s three regions and their inhabitants.

The Anoth Delta is the setting for an adventure, Bognor’s Folly, which is also available from this website.

by Brent Bailey, Rob Barnes, and Jonathan Davidson

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Bognor’s Folly

February 21, 2010

Download Now!Bognor’s Folly is set on the periphery of the kingdom of Orbaal in northern Hârn. Here, in the Anoth Delta, the rule of the Ivinian overlords is weak. Pirates, rebels, and barbarians prowl the marshes, as do more mysterious things. In this bleak wilderness is hidden an esoteric jewel: the lost sanctum of the great mage Bognor.

Bognor’s skill was legendary. His knowledge of living things, especially the green and growing, was without compare. But so too was his pride. He delved too deeply into secrets best left alone, it is said, well past the limits of his understanding.

Nearly a quarter century has passed since Bognor’s demise. Many have tried to find his marvellous home, to uncover his secrets, or plunder his treasures. None have returned. Will the player characters be able to succeed where others have failed? Can they find the wizard’s famous abode and unlock its mysteries? Or will they, too, become victims of Bognor’s folly?

Included in this adventure pack are:

  • Bognor’s Folly: An adventure synopsis with suggestions for getting your characters involved and for further expansion by the gamemaster.
  • Bognor’s Island: A description of Bognor’s island sanctum, its unique inhabitants, and its secrets.
  • Bognor’s Arcana: A collection of useful items associated with Bognor, including expansions of CGI’s Herblore, Potions, and Tomes & Scrolls articles. Also included is a four page expansion of the Fyvria section of HârnMaster Magic, with details of some of Bognor’s original spells.
  • Maps and Plans: Player and GM maps of the island, plus plans of its two main locales. Also includes an atlas map and a player handout map of the Anoth Delta.

Bognor’s Folly requires the location article Anoth Delta, available separately from this website.

by Rob Barnes

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Peran: Heart of Darkness

July 21, 2009

Part 5 of 4 in the series Asawne Kubora

It is hot, even with the river water sluicing along the side of the Kuboran hide boats, it’s hot. Even the air is hot, and still; as if it’s locked between the endless walls of greenery on either bank. It sucks the sweat from the skin; though the Kuboran guides are doing all the work, propelling the craft against the Denia’s sluggish current. Ten leagues up river, it feels like every furnace breathe is a labour.

Kutz remembered what the guide said when he gestured to the bank: ‘Never get off the boat’. Perhaps this was the same as all the other trips into the forest but it was certainly not going to be a comfortable one. Damned insects.

His old friend turned to face him, rivulets of sweat coursing down his face, and whispered, “I’ve got a bad feeling about this …”

Heart of Darkness is an adventure/short campaign that starts at Tormau’s White Stoat Inn but quickly takes the characters into the Peran wilderness. It is designed to give GMs a reason to put the recent Peran and Tribes of the Kubora articles to work. It requires The White Stoat Inn, Asawne and Denal Kubora fanon articles for play (see series link on the right).

by Alun

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Irkhar Kyg

January 6, 2009

Irkhar Kyg is an ancient Khuzdul mine and trading post beneath what is now Gardiren Castle. In a unique twist, Irkhar Kyg is shown not as it is in 720TR, but as it was at its height in 700BT before the Battle of Sorrows, allowing GMs to use the article somewhere else with little or no modification. The article includes a mini-adventure, “The Cellar Job”, and an entire page of suggested adventure hooks. Maps by Thomas Shook.

by Kerry Mould

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Hârn Pottage II

October 26, 2008

Part 2 of 2 in the series Pottage

The second installment of the Hârn Pottage series follows its predecessor’s style. Places, arcane objects, dangerous situations and a new creature fill these 30 pages for your enjoyment. Superbly illustrated by Richard Luschek.

by Mike St-Pierre

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Thonahexus 8

August 30, 2008

Part 8 of 9 in the series Thonahexus

July 2007 – Maritime campaigns and other thoughts

  • The Ring of Halgrim – a treasure item
  • Maritime Campaigns – GMs discuss the peculiarities of running a maritime campaign
  • And then we hire a pilot – Pilots and the structure of trade in southwestern Hârn
  • Sins of Scenario Writers – views on adventure writing
  • Building a Manor – how a Hârnic lord might build a manor in the wilderness
  • The Horn of Skargja the Wise – an adventure seed for Ivinian players
  • Seldholm – an Orbaalese village

edited by Joe Adams

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Thonahexus 6

August 28, 2008

Part 6 of 9 in the series Thonahexus

April 2005 – While Thonahexus finishes with Loala, it broadens its scope on Hârn.

  • Godstones – engimatic relics of Hârn’s past and keys to Kelestia
  • The Company of the Cup – a group of Golothans with a dark secret.
  • What do you call a Knight? – How to address a nobleman
  • Highways & Tolls – Travelling the highways of Hârn
  • Genheim – a settlement in Orbaal
  • St. Melik’s Broadsword – an adventure in Orbaal
  • Holegore – a riverside town in Loala that is filled with intrigue and thievery

edited by Lucas Magnusson

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Thonahexus 5

August 27, 2008

Part 5 of 9 in the series Thonahexus

August 2004 – Thonahexus continues its exploration of Loala but pauses to examine writing and ruins.

  • The Written Word – an article on the different scripts of the Lakise alphabet
  • Ruins of Hârn – an essay on the architectural remnants on Hârn
  • Imeruva: The Court of Illusions – an enigma hidden in the hills of Loala
  • Ostelones – a town in Loala
  • Tolbeth Manor – an isolated manor with a secret

edited by Lucas Magnusson

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Thonahexus 4

August 26, 2008

Part 4 of 9 in the series Thonahexus

February 2004 – This issue of Thonahexus focused on the Malnoren of Loala, a duchy of the kingdom of Shorkyne.

  • The Malnoren of Loala – an overview of the countryside
  • Trepura & the Lado College – an isolated part of the area and its Pilots’ College
  • Lado Village – the college’s town
  • The Imperial Vintage – an adventure in Trepura
  • The Wreckers of the Coast – a short story about the local pirates.
  • Sonise – a small keep in Loala
  • The Questions of the Hârnic Dark Age – an essay on the technological level of Hârn

edited by Lucas Magnusson

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Thonahexus 2

August 24, 2008

Part 2 of 9 in the series Thonahexus

November 2002 – The second issue of Thonahexus started with an essay by Lucas Magnusson about his ideas on Hârnic campaigns.  He followed this with an article on the Anoth Delta and a convention adventure called “A Diabolical Plan.”

edited by Lucas Magnusson

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