Out of Melderyn

A place for members to provide other with game reports; narratives on what happened in their ongoing Hârn games and what kooky things their players did during their sessions.

Moderator: Spartan

Post Reply
Message
Author
Daisho
Woodward
Woodward
Posts: 111
Joined: Thu Feb 21, 2002 2:43 am
Location: Nanaimo, BC, Canada

Out of Melderyn

#1 Post by Daisho » Thu Nov 30, 2017 5:56 am

Launched my campaign this weekend past.

The characters shaped up with quite a bit of background color. I set it in the borderlands of Elorinar, south of Laket. They are a disparate group of travelers with a variety of connections amongst the party but find themselves desiring to make the journey to Kaldor.

Malin is an Odivshe mage, on his journeyman quest for knowledge. He’s the son of an arcanist and an apothecary. He lived his life learning from an obscure master outside of Cherafir who shared his lodging (and his career) with his brother. In 718, this brother departed on a mysterious task taking his apprentice (Gabrienne) with him. Gabrienne sent letters to Malin on a regular basis during her journey, until the last which arrived in the summer 719. In it, she detailed how her master and she were in the city of Tashal. Her master had become obsessed with some magical lore that he believed lay within a ruin to the west of the city, in the lands of the barbarous Kath – and that she was worried his search would lead them into danger. He had written back but the red-cloak (the Shek Pvar messengers in my campaign) had returned the message unopened and with news that Gabrienne was nowhere to be found. He set out the next day.

Iona Maradyne is a noble, the granddaughter of the Baron of Gosus. Curious, she found an old travel chest buried in a secluded storeroom in the second basement of that fortification. In it was the partially destroyed journal of a mysterious ancestor of her family. Detailed in the journal is a description of a journey undertaken by this ancestor from her “home upon the lake” “through the peril of the dark ones” and finally upon a ship “crewed by men of the warm sea” to Melderyn. The book came a bit of a surprise to her – and her family who have been nobles in Melderyn for centuries. She has departed her home in search of answers: where did her family come from – and what of the ancient enemies who forced them to flee?

Edelwyn of the Raven Song is a foundling raised by her “aunt”, a trader of Hodiri horses near Laket. At fourteen, her aunt told her that her family were Nightfolk and her father was a great storyteller of his people. Their clan had been at odds with other Nightfolk, and left their daughter with her when danger had been near. To Edelwyn, this was a shock – she had been told her parents had died. She struggled with this news for several years until finally at 19 she undertook to find them. News had the Nightfolk at a great gathering near Gardiren in Kaldor and so she set out. Her aunt, upon her departure revealed to her gifts from her parents: a lute of ebonwood and a dagger with a hilt shaped like a bird.

Surrak the Boatsman is an Ivinian. He was the boatboy of an Ivinian ship that ran afoul of a local lord and had its crew killed. They spared the boy but spawned a mystery. Although the ship had many warriors, it was not a raider – it carried the goods and chattel of a wealthy lord. However, in the ambush and resulting fire on the ship, there were only two survivors: a great warrior who perished of his wounds after muttering a single name: Haldar, and a mute boy. Ashamed of the massacre (there were women and children on the boat) and desirous of keeping the plunder, the lord ordered the boy killed. The armsman charged with the duty found mercy and passed the boy off to a local common family. Surrak eventually would learn to speak and lived near the sea which had washed him ashore. In time, he grew into a strapping young man who was recruited by the Baron of Lyf as a man at arms. Last year, during a late season trading session, an Ivinian trader seemed to recognize Surrak – and under their breath were heard to mutter “Haldar”. The lead trader approached the Baron and offered a great sum of silver to surrender Surrak to them. The Baron declined causing a great anger amongst the Ivinians, who departed with the next tide. Surrak, troubled by the encounter and not wanting to purchase trouble for his adoptive people, left service and journeyed as soon as the snows broke in the spring.

Rowan of Irlus is weaponsmith apprentice from Cherafir. (Story yet to be written – player late to character creation session).

The first sessions were pretty standard for fantasy fare: they arrived in an outlying village on their way to Laket and discovered the local metalsmith’s wife had disappeared from high glens while out gathering mushrooms with the local wise woman. The group set out, discovered a spot of blood and tracks of hobnailed leather boots. Following trail led them to an ancient tomb, where a small group of gargu-hyeka were encamped – and taking pains to remain concealed. A brief struggle later, they entered the tomb and set upon a sorcerer conducting a dark ritual. After interrupting him they were able to free the two women who were taken but also realize the tomb was of an ancient order of warriors.
Deciphering a puzzle, they opened a secret passage leading to “the true tomb”. There a crystal shard was surrounded by a group of honor guard, giving off a blue nimbus of light. Malin, touched the crystal, which winked out – leading him to take it (great debate amongst the players beforehand). Upon leaving they were confronted by a specter in ancient (Pharic) armor who spoke strange words to them before giving them some form of ritual salute. Malin, as a scholar could pick out some of ancient words: duty, bondage, salute, but the message was lost. As the visage disappeared it left behind a token, gold on one side and a shiny silver metal on the obverse – stamped with strange characters.

They returned the rescuees to the village and Edelwyn was able to regale the story with great success – enough that the word of the adventurers spread quickly. With the weather socked in and a grateful village as hosts, the group settled in for a week to rest, recover and repair their equipment. On the eve of their departure (they wished to reach the town of Harden for the celebration of the Greater Sapeleh of Peoni) strangers arrived in the village: Garn and Ifan, yeoman from a nearby village who had heard tales of a scholar in town.
The two told a story of woe: their village had been stricken by a terrible curse. Many (many!) women in town had become pregnant (on unusual in how many) but no newborn had survived three tenday, despite being health and a vigil set upon them. They departed for the village with the coming of the new day.

So, thanks to the creators noticed in the adventures above. A great start and a real thrill to be back in Harn.

Some notes:

Religion:
For my own sake (and my campaigns) I’ve simplified religion in Harn. Most “good” folk follow the Three (the warrior, the healer and the sage) praying to them as they see fit. They are also referred to as the “the Mother, the Daughter and the Brother”: Peoni, Larani and Save K’nor.
Naveh and Halea are referred two as The Twins or The Dark Twins, essentially incestuous gods born out of the East.
Agrik is lord of fire and war. His religion was founded near the Empire of Azeryan and drove many worshippers of The Three from those shores as refugees (including a noble Azeryi noble family – the Corani) and into the world in an event called “the Flight”.
Sarajin is the lord of the north, father of the Winter Wind and is greatest amongst his brethren. In ancient times, he killed and ate his kindred – gaining their power but also putting a dark taint on all those who are his worshippers.
Morgath, Ilvir and Siem are old gods of Harn. Each had their birth on the Island (and are considered minor compared to the other gods). Each of them had their own purview: to Ilvir the beasts and life of Harn, to Siem the realm of dream and to Morgath, the earth and mountains. In time Morgath grew envious of Ilvir and attempted to create his own creatures (the ancient Hru fall into this category) but none were a beautiful as those created by Ilivir. Morgath took to brooding and hiding in the dark places of the world. It was there that the Shadow spoke to him. At its urging, he attacked Ilvir in jealousy and horribly maimed both his eyes and his voice before Siem could arrive and drive him off. In pain, Ilivir cried for release, but Siem could not kill his brother and so built for him a home where the maimed god resides to until this day, singing his broken song of creation and spawning beasts. In the meantime, Morgath was consumed by the Shadow, and Siem (and his followers) stand watch over his machinations to this day.
I did this a decade ago in my mind to make the stories more approachable to me – if you follow this, you might find it confusing to read references to The Twins, etc.

Sorcery:
The Gift of Morgath (and of the Shadow). Basically black magic - the teachings of Bukrai. Tastes oily and foul to practicioners of the Six Arts?

<Edited for spelling>

Munin
Knight
Knight
Posts: 1290
Joined: Wed May 11, 2005 7:07 am
Location: Ann Arbor, MI
Contact:

Re: Out of Melderyn

#2 Post by Munin » Thu Nov 30, 2017 8:40 am

An interesting start, and it sounds like your players have given you some fantastic stuff with which to weave fun stories! I look forward to reading future installations.

User avatar
9ofSwords
Woodward
Woodward
Posts: 125
Joined: Mon Jun 12, 2017 6:08 am

Re: Out of Melderyn

#3 Post by 9ofSwords » Thu Nov 30, 2017 12:08 pm

Daisho wrote:
Thu Nov 30, 2017 5:56 am
A brief struggle later, they entered the tomb and set upon a sorcerer conducting a dark ritual. After interrupting him they were able to free the two women who were taken but also realize the tomb was of an ancient order of warriors. Deciphering a puzzle, they opened a secret passage leading to “the true tomb”. There a crystal shard was surrounded by a group of honor guard, giving off a blue nimbus of light. Malin, touched the crystal, which winked out – leading him to take it (great debate amongst the players beforehand). Upon leaving they were confronted by a specter in ancient (Pharic) armor who spoke strange words to them before giving them some form of ritual salute. Malin, as a scholar could pick out some of ancient words: duty, bondage, salute, but the message was lost. As the visage disappeared it left behind a token, gold on one side and a shiny silver metal on the obverse – stamped with strange characters.

So, thanks to the creators noticed in the adventures above. A great start and a real thrill to be back in Harn.
Great Stuff!!
Is this your adaptation of published material? If so, what exactly?
If this is your own design, I do hope you'll keep updating us as you develop it!

MDMann
Constable
Constable
Posts: 2142
Joined: Mon May 13, 2013 12:03 am
Location: Yorkshire, UK

Re: Out of Melderyn

#4 Post by MDMann » Thu Nov 30, 2017 5:19 pm

An interesting beginning. I'd like to see where it leads.
Per Sir Veer.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest