100% found this document useful (1 vote)
882 views62 pages

Encyclopedia Harnica - Sea of Ivae v2

Uploaded by

Justin Bechen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
882 views62 pages

Encyclopedia Harnica - Sea of Ivae v2

Uploaded by

Justin Bechen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

the saga of gundar green-eye # 2

The Pinnacle

arn tm
of Fantasy
Role-Playing

Created by
N. Robin
Crossby

Sea of Ivae
Realm of the Rovers

fanon fanon
This is the second 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.
SEA OF IVAE 1

Region: Sea of Ivae


Maps: Ivinia A1-H10; Harn J1-N10

THE CAMPAIGN
The location articles in this module
follow the trail of a campaign, ”The
Saga of Gundar Green-Eye”, the
Sea of Ivae beginnings of which can be found in
the article ”Raldlund – Land of the
Majestic Fjords”.
EA OF IVAE is one of the most punishing environments on
Kethira. The hardy men and women who ply their trade on this Raldlund
vast expanse of ice, frigid waves, and barely liveable chunks of
This is where the campaign kicks off,
rock, are uniquely resilient people.
with a grisly double murder that
Yet, this region is alive with activity. Trade routes criss-cross the ocean and leaves the PCs wanting for answers.
connect settlements, kingdoms and people through trade and migration.
Cultures thrive and evolve, even under these harsh conditions.
Lokis
This is the next stop of the campaign
(included herein), where the PCs may
HISTORY seek refuge from pursuing vikings.
The reefs and cliffs dotting and lining the Sea of Ivae have born silent
witness to many epic events and significant changes. In pri- Kyriheim
mordial times, Sarajin himself descended from Talagaad and An enticing prophecy brings the PCs
crossed the ocean to do battle with the demons and demigods here next, and the mysterious
– the Pradeyalkri – who once ruled Kethira, cleansing Ivinia words of the Oracle of Lokis direct
from their presence, according to Sarajinian scripture. Some them on towards Harn.
of these creatures were doubtlessly aquatic.
Tavu
The Earthmaster culture, which existed on Kethira sometime A tiny island kingdom
between 15,000 and 20,000 years ago, did not leave behind any suitable for a brief interlude
evidence of seafaring practices, but given the post-glacial re- (see pages 15-25).
bound that has caused land masses to rise since the time of the
Earthmasters, it is possible that at least some of their facilities Balhafen
were coastal when they were constructed, and may at least in This is where the PCs may
part have had some form of maritime function. make landfall (also in-
cluded in this module)
The earliest human culture to emerge in the region
and can plan their next
around the Sea of Ivae was a henge culture which
move onto Harn itself.
sprung up in the southeastern parts of Harn, and
was spread and subsequently subsumed by the Jarin
peoples. The Jarin were not, as far is known, a sea-
faring culture, but mainly used small, shallow-draft CREDITS
coastal and river vessels for fishing. The Sea of Ivae
most likely posed too big of a challenge for their Written by: Jay Sojdelius
shipbuilding skills to allow them to traverse it.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
SEA OF IVAE 2
TRAVEL ON
HUTHENG
THE SEA OF IVAE
ROGNA
The Seasons
The temperatures range on average
LOKIS
between 32-37°F in the winter, and
52-62°F in the summer. During the
TAVU dark winter season in the north,
there’s about five to six hours of
daylight; roughly double that in the
summer. Areas in the far north
experience midnight sun for a
KERON month every year. Ivinians very
rarely take to the sea during the
winter months.

Weather
The weather patterns on the Sea of
Ivae vary greatly, but are rarely
extreme. Storms do happen how-
ever, and fog and rain occur with
This meant that cultures initially spread around the Sea of Ivae along costal
some frequency, but they can clear
waterways, but this also had navigational reasons. Early sailors would have
up quickly. The region sees as much
been able to trace the coastlines of Ivinia, Harbaal, Chelemby,Shorkyne,
as 150-170 inches of precipitation
Emelrene and Melderyn without actually having to brave the open sea, or
per year, with rains occurring about
risk losing their bearings. This safer route in fact connected these regions
2 out of every 3 days. There is
and formed a coastal highway of sorts, which allowed for the transportation
typically sunshine about 25% of the
of goods and people in a way substantially faster than travelling over land.
time and can be as many as 70-90
Navigation across the Sea of Ivae is mostly done by referencing Zexus, the snow days per year.
north star of the constellation Geriam (the Bow), and the position of the
Winds and Waves
sun. With the arrival of the sunstone in the mid-500s TR, Ivinians were able
The Sea of Ivae features some of the
to pinpoint the location of the sun even in bad weather, which made navi-
strongest wind forces and most
gation across open water less daunting.
extreme wave heights on Kethira,
Furthermore, the fairly recent invention of the clinker hull construction particularly in autumn and winter.
allowed for the design of ships sturdy enough to survive the harsh con- There can be as many as 20-30 days
ditions of the open Sea of Ivae. Regardless, there are limits to the sea- with gale force winds per year, and
worthiness even of such ships. An Emelrenian monk penned the following wind speeds can exceed 150 mph.
poem in the 7th century TR: The significant wave height can go
as high as 45-50 ft. Storm surges
“The wind is sharp tonight, sometimes cause flooding in the
It tosses the white hair of the sea, coastal regions of Harbaal, Shor-
I do not fear the crossing of the Sea of Ivae kyne and Chelemby.
by the wild warriors of Ivinia.”
Reefs
The region is to some extent dominated by Ivinian cultures, who in no small Given the depth of the ocean, reefs
part have managed to expand and put their stamp on the lands around the are relatively rare and tend to occur
Sea of Ivae through their fearless taming of the ocean. Most other cultures around islands and off the coasts.
in the region have a healthy respect, not to say fear, of Ivinians, and while
these northerners are really just farmers or fishermen most of the time, Ice
their seafaring ways enable them to reach far beyond their own shores for Fjords regularly freeze over but the
the dual purposes of trade and conquest. People around the Sea of Ivae are ocean never does. Icebergs do occur
taught at a young age to fear these vikings, who are frequently used as with some frequency during ice
“boogey men” in order to scare unruly children into compliance. season, between Halane and Nolus.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map by Eric Hotz
SEA OF IVAE 3
GEOGRAPHY
The coast around the Sea of Ivae is characterized mainly by deep
fjords and sheer cliffs to the east and north, whereas in the south
and southwest, the coast is mostly lined with sandy beaches and
mudflats. The seabed of the Sea of Ivae lies on one single continental
shelf and the depth varies between 100-400’, with the exception of the
Itikir Trench, which runs from just north of Hutheng and approximately 3
leagues directly northeast, where the depth can get as low as 2,000’. There
are also numerous glacial moraine banks between the Harnic east coast and
Chelemby where the depth rises to 20-30’. The seafloor consists of typical
expected terrigenous and biogenous sediments, but variations are found
among volcanic ridges below Tavu Island and around Hutheng.

FAUNA
The biodiversity of the Sea of Ivae, with plenty of algae, plankton and corals,
supports a wide variety of fish like herring, cod, sole, mackerel and haddock,
which make up a substantial part of the population’s diet. The most popular
fish in the region is called svammur, which is a medium sized, rather
foul-looking species of pike. Crustaceans like lobsters, shrimp, mussels, Svammur
oysters and clams are also common.

Bird species like auks, gannets, loons, gulls and cormorants also contribute
to the teeming animal life of the region. The small, purple-billed Hayet
puffin is unique to the Ivinia region.

Marine mammals like seals, sea lions, walruses, dolphins and several READ MORE
species of whales are familiar sights along the coasts. The turquoise-tinted For more details on how to
Alaryr porpoise is a favorite of mariners, who view it as a good omen. navigate across the Sea of Ivae, and
how to incorporate this voyage into
LOCATIONS your gaming sessions, see Pilot’s
Almanac (Columbia Games #4002),
Kingdom of Lokis [Ivinia F6] which also includes useful weather
Lokis is an archipelago and a small island kingdom close to the Menglana
generation and encounter tables.
coast, noted for its status as a “Holy Kingdom”. See pages 4-12.
Lythia
Kingdom of Rogna [Ivinia C5-D6]
For more details on the continent
Rogna is a larger archipelago directly west of Menglana forming the King-
of the Sea of Ivae, see Lythia
dom of Rogna, which is ruled by clan Turensyn. See page 13.
(Columbia Games #4050).

Hutheng Island [Ivinia B2-E3] Ivinia


Hutheng is a large, very sparsely populated island in the northern reaches of
For more details on the region
the Sea of Ivae. It nominally owes fealty to Menglana. See page 14.
spanning the northeastern end of
the Sea of Ivae, see Ivinia
Kingdom of Tavu [Ivinia D10] (Columbia Games #5101).
Tavu is a small but bustling pirate haven far from the Ivinian mainland. It is
surprisingly prosperous but not a place for the faint hearted. It has become a Harn
convenient stop-over for provisions and repairs. See pages 15-25.
For more details on the region in
the southwestern corner of the Sea
Isle of Gly [Ivinia B8-B9] of Ivae, see HarnWorld (Columbia
Gly is a small, windswept island which is rumored to be the home of one of Games #5001).
the Pradeyalkri, a creature known as Garelon. See pages 26-27.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 4

Kingdom of Lokis
OKIS IS AN ARCHIPELAGO situated
just off the western coast
of Menglana, including the islands of Lokis, Kyriheim,
Maruchom and Dekan, as well as a host of smaller
uninhabited islands, reefs and cays.

The Kingdom of Lokis is one of the most diminutive of Ivinian


realms. It was founded in 316 TR by Harkor Thoryn, who arrived in
the area after having been shipwrecked and nursed back to health
by early settlers at Kyriheim, and it has been ruled by clan Thoryn Location: Western Ivae
ever since. The Sarajinian faith bestows special significance on King: Kalgis Thoryn
Lokis, considering it a ”holy kingdom”, and it is a prominent Population: 1,400
pilgrimage destination. The only larger settlement of note is the Settlement : Lokis
vathran of Lokis, which has been a visitor’s gateway to Kyriheim Map: Ivinia F6
since 350 TR, and the settlement has prospered from the trade and Clan: Thoryn
offerings brought by pilgrims traveling to the holy site.
CAMPAIGN EVENTS
Kyriheim is the home of the Cult of the Elkyri and the Oracle of
Lokis is where PCs can zero in on
Lokis. According to Sarajinian legend, it was founded in the 1st their ultimate destination and
century TR by one of Sarajin’s wives, an Elkyri named Bronwyne. prepare for the voyage to Harn.
Lokis allows the GM to introduce
Maruchom, an island never settled by Lokians, is a mysterious and an element of the supernatural,
ominous location, featuring extensive Earthmaster remains. While using the Oracle of Lokis to deliver
visits there are not officially forbidden, they are emphatically clues through the vehicle of
discouraged. prophecy.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Heraldry and maps by Eric Hotz
SEA OF IVAE 5

Clan Thoryn has so far been content to rule their small island KINGS OF LOKIS
realm and have not pursued expansion, aside from the addition of
316-349 Harkor I
Dekan and Maruchom. The sanctity and sovereignty of the
349-407 Mergrin
kingdom is generally respected by other Ivinian powers, who
407-430 Barandal
have refrained from military aggression. The Stahler clan of
430-472 Barassar
Menglana has traditionally sought to establish alliances with the
472-511 Talbin
Lokis royal clan through marriage, which has further
511-566 Harkor II
strengthened the integrity of Lokis. The current king, Kalgis
566-613 Harkor III
Thoryn, is actually the nephew of the King of Menglana, Hlanakar
613-651 Lyrif
Stahler.
651-698 Yssengel
King Kalgis traces his lineage directly back to Harkor 698- Kalgis (left)
Thoryn and governs in concert with the thrangaad,
much like any other Ivinian greatclan, except there is
a distinct emphasis on religious matters. Sarajinian
traditions are strictly observed and all holy days,
festivals and celebrations are considerably more
devout in comparison with the raucous customs of
other Ivinian clans.

The Sarajinian code of conduct – the Ljarl –is


followed more closely by Lokians than the
average Ivinian. Crimes are rare and tend to
be committed by visitors more than residents,
making Lokis one of the quietest and least
dangerous places in all of Ivinia.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 6
SEA OF IVAE 7

Lorem ipsum dolor sit


SEA OF IVAE 8

17
3

3
12
8
16
2 15
19

4 11
13
14
a 7
b
10 9
e
c 1 5 5 5 20
d f
g
h
18
SEA OF IVAE 9
1. Vathran of Lokis 3. The Eyes of Njehu
This is the royal seat of clan Thoryn. While The signature twin beacons of Lokis harbor which
surrounded by the typical circular Ivinian pali- have guided many a distraught mariner to port.
sade, the thran is also separated from mainland The beacons are lit up at sundown and kept burning
Lokis by a stream, Yandril. The main building (a) through the night, and are also lit in fog.
is fully three stories tall, but the footprint of the
top floor is very small. This is the residence of 4. Watchtower
King Kalgis Thoryn and his immediate family. (b) A small watchtower, constantly manned by 2-3
is the home of Jindar Thoryn, who is the high Harkorgaard soldiers. Typically, ships cannot
priest of the influential Sarajin temple and the approach the Lokis harbor without being detected
steward of the clan’s central position in the from the tower. On occasion, a patrol will be sent to
Sarajin faith as protectors of nearby Kyriheim, the harbor to receive visiting ships and supervise
which holds deep significance to Sarajin believers. the harbormaster proceedings.
He has two wives and six children. (c) is inhabited
by the single Gorn Thoryn, commander of the 5. Harkorgaard Barracks
Lokis militia. He is a religious fanatic who lives in
These are the quarters of the Lokis militia. The
celibacy ”to stay true to the code of Ljarl”. Building
militia was named after the first king of Lokis. It
(d) is occupied by Gorn’s four militia captains,
consists of just under 400 able men who live
who are forbidden to stay with their families
normal lives and typically make their living as
during the week. Gorn is a very imposing and
farmers or tradesmen but who serve one month per
demanding figure so noone has dared protest his
year in the militia. Around 40 soldiers are housed in
edict. It is considered a high honor to serve as an
the barracks all year round. Their assignments
officer in the militia and they periodically patrol
include making sure that order is kept and that the
the village, mostly for show. (e) is the habitat of
king and the royal family are protected. The militia
Emdyath Thoryn, his wife and two children.
is commanded by Gorn Thoryn (1c) and his four
Emdyath and his brother, Emryk, are the only
captains and is funded through various taxes and
metalsmiths in Lokis. (g) is the home of Vilm fees which amount to a bit of a protection racket.
Thoryn. Vilm runs and owns the best inn in town, The militia also has access to two dragon ships
”The Pilgrims Rest”, but he lives here on the royal which on occasion makes peacekeeping excursions
compound. His wife Eriya is a very knowledgeable into the archipelago, typically to resolve issues at
scribe and runemaster who operates something
Kyriheim. The last time such an expedition was
that might be called a school in a building not far mounted was in 718.
from the inn. She is a prominent antagonist of the
Lokis wyrdsmaan and the two are frequently seen 6. The Quilt of Blood
quarreling about legal matters. Eriya, who is
These are the ancient burial grounds of the old
highly intelligent, is usually in the right, and is
kings of Lokis, and also contain the grave mounds
highly respected in the community. Building (h)
of a few legendary warriors and other celebrities
houses Lokis’ obese wyrdsmaan Agnar Thoryn,
and prominent families whom the royal clan has
paternal uncle of King Kalgis, as well as his four deemed worthy of a more elevated burial place.
wives and ten children. His occupation is mercan- Once a month, a religious midnight service is held
tyler and runs his business from a warehouse in out here, with a torchlit sermon by the priests from
the center of town. the Sarajin temple. It is customary during such
ceremonies that young maidens sprinkle blood red
2. Njehu´s Maw rose petals over the graves to consecrate the
The Lokis harbor, deep enough to accommodate grounds. A few of the most notable kings are buried
even smaller oceangoing Daks. at Kyriheim.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 10
7. Thrall House saw the opportunity to start a lucrative business
These are the quarters of the servants of the royal and did so without hesitation. Business
family; roughly a dozen thralls who are treated has been thriving ever since and has
comparatively well for Ivinian slaves and are put The Pilgrim’s Rest in a precarious
afforded a certain degree of autonomy. financial situation, despite the
fact that Haldern really
8. Temple of Sarajin (clan Thoryn) isn’t a very good host.
The Sarajin temple of Lokis is a very imposing He is slow and easy to
two-storey wooden structure which is richly anger if things get busy
decorated with ornamental wooden carvings and stressful. Guests
featuring scenes from Sarajinian religious legend. would do well to
The courtyard is filled with various holy statues examine their bunks
and icons that have been produced by the many carefully before
skilled woodworkers of Lokis. The temple is under turning in, as Haldern
the control of Jindar Thoryn and five priests. makes no great effort
Jindar’s oldest son Tendis is also serving in the cleaning the place. He does
temple and is predicted a prominent future in the however serve an extra-
church. It is customary that first time visitors ordinarily potent mead that
make a donation before leaving the temple; those he calls ”Sarajin’s Blessing”.
who ignore this custom are typically treated Haldern employs a waitress
rather brusquely during their visit in town. by the name of Nadina, who is the object of many
Religious services are held every fifth day and they a Lokis bachelor’s romantic fantasies, as she is
are usually very well attended. very attractive. However, she has a tendency to
cuss like a sailor, no doubt a habit she’s
9. Thrangaad House developed to fend off too many handsy patrons.
Lately, she has been entertaining dreams of
This is where the Thrangaad of Lokis convenes.
leaving Lokis and venture out into the world,
10. The Pilgrim’s Rest (Vilm Thoryn) partially for this very reason.
Size: 5 | Quality: **** | Prices: High (Very High
12. Shipwright (Kimal Darsyn)
during pilgrimage season)
Size: 3 | Quality: *** | Prices: Average
This is the best inn in Lokis. However, it is rarely
Kimal is a severely overworked man, being the
at capacity since the other major inn, The Seaside
only shipwright this side of Svyrgheim, and
Inn, competes with significantly lower prices,
islanders are dependent on their boats. For that
which is appreciated by empoverished pilgrims.
reason, Kimal frequently takes on apprentices –
The clientele at The Pilgrim’s Rest consists mostly
even ones with little talent for the trade – in
of local residents who simply want to wind down
order to lighten his burden a little.
and spin stories amongst themselves. Vilm
Thoryn sometimes breaks open an amphora of
13. Woodcrafter (Stainard Lethnor)
imported Trierzon wine, which come to him via
Size: 6 | Quality: **** | Prices: High
connections in Vulenheim.
Specialty: wooden reliefs and ornamental
11. The Seaside Inn (Haldern Aanglir) decorations. Stainard is a pompous man who
Size: 7 | Quality: * | Prices: Low (Average during prefers to refer to himself as a wood artist as
pilgrimage season) opposed to a woodcrafter. Some Lokis residents
Haldern Aanglir is a transplant from Rogna and find this pomposity highly annoying, but noone
arrived in Lokis five years ago. He immediately can deny that Stainard is a very skilled wood-

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 11
worker. Many of the intricately decorated wooden healing. She claims to come from Azeryan and
buildings in Lokis are resplendent with his work she certainly has a rather funny accent to the
as he has plied his trade on Lokis since 693. natives. Some avoid her because of this. She has
been active within the church of Peoni, hence the
14. Mercantyler (Agnar Thoryn) low prices (she does not want to profit from
Size: 10 | Quality: **** | Prices: Very High people’s ailments.)
Agnar is one of the most respected men in Lokis
and he operates a highly profitable business. He
18. The White Swan (Valdiman Gursael)
imports vast and varied quantities of goods from Size: 5 | Quality: *** | Prices: Average
all over Lythia through Vulenheim and has many A simple hostel for travellers. No food or drink is
useful and valuable contacts there. For instance, served here, but Valdiman is close friends with
he has imported wine from Trierzon which he Vilm Thoryn and has a special agreement with
then sells to his nephew Vilm (10), but because of him which allows his guests to eat at reduced
the persistent quarrels he gets into with Vilm’s prices at The Pilgrims Rest. Valdiman is currently
wife Eriya, he has lately withdrawn his deliveries away in Stimby, visiting relatives, and his two
which has further deteriorated Vilm’s competi- twin sons Valden and Valdjaan run the hostel in
tiveness in comparison with Haldern Aanglir. his place.

15. Metalsmith/Weaponcrafter (Emdyath and 19. Mercantyler (Jem Landlang)


Emryk Thoryn) Size: 4 | Quality: *** | Prices: Average
Size: 8 | Quality: *** | Prices: Average.
Jem is an ambitious young man of 22 who has
The brothers Emdyath and Emryk (younger taken up competition with Agnar Thoryn, but he
cousins of King Kalgis) specialize in various has been subjected to a rude
souvenirs sold to well-to-do pilgrims and foreign awakening in regards to just
visitors. Emryk manufactures weapons and what he’s gotten himself into.
shields with intricate decorative patterns inspired He is now somewhat desperate-
by Sarajinian religious motifs, but unfortunately ly seeking to develop
his products are not quite as sturdy as they are import contacts outside
beautiful. Nevertheless, he does sell a substantial of Agnar’s influence.
volume of ornamental daggers and axes. He is negotiating with
the visiting skipper
16. Woodcrafter (Jither Fjagan) Torald Einarson, who
Size: 3 | Quality: ** | Prices: Average lodges at The White
Swan.
Jither, a former apprentice with master Stainard
(13) has recently opened up his own fledgling
20. School
business and is trying to break into the lucrative
(Eriya Thoryn)
decorative souvenir market but unfortunately,
most of his work is of a more pedestrian nature. Eriya, the wife of
He is currently working on repairing the dragon’s Vilm Thoryn, runs
head of the visiting skipper Torald Einarsons ship a small tutoring
the Narwhal. business here. She
teaches mainly
17. Physician (Linnel Yksin) reading, writing
Size: 2 | Quality: *** | Prices: Low and religious
(Sarajinian)
Linnel is the only healer on Lokis, though there
doctrine.
are of course many who dabble in the art of

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Note: This page is a stub, referencing a canon article.

SEA OF IVAE 12

Kyriheim
YRIHEIM is an island close to the Oslufjord inlet, off the west
coast of Menglana. It is a hallowed part of the Holy Kingdom
of Lokis, located seven leagues west of the vathran. The island
is barren, rocky and inaccessible and the permanent population
is a mere 110, but pilgrimages increase this number substantially, especially
during the spring and summer months.

SUMMARY
Kyriheim is one of the most important locations in the Sarajinian church,
having supposedly been selected by Sarajin himself as the sacred burial site
of the Elkyri, which are Sarajinian saints. It is also the resting place of the Location: Isle of Kyriheim
first King of Lokis. There is a temple and the island is dotted with Status: Religious Cult Site
shrines, which are tended to by the Cult of the Elkyri. Liege: King Kalgis Thoryn
Population : 110
The Oracle of Lokis Map: Ivinia F6

The Oracle is a mysterious prophesier of destiny who attracts a


steady stream of pilgrims seeking to find their place in the
CAMPAIGN EVENTS
greater Sarajinian scheme of things, and to have some of Kyriheim will present PCs with a
their more esoteric questions answered. The prophecies compelling prophecy, foretelling of
are known both for their accuracy and ambiguity. their destiny. See page 46.

The Elkyri READ MORE


There are 11 Elkyri which are For more on Kyriheim, see:
revered as goddesses in their own right, though they were Kingdom of Lokis (Columbia
thought to once have been mortal. Some of them are Games #5145)
believed to still roam Kethira incognito.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map and heraldry by Eric Hotz
Note: This page is a stub, referencing a canon article.

SEA OF IVAE 13

Kingdom of Rogna
OGNA is an island kingdom located in the archipelago of the
Elkyri Islands, ruled by clan Turensyn. Domain over the islands
is disputed, as Menglana considers this their territory, but the
descendants of the former Menglanan subjects who rebelled in
480 TR and won their freedom consider the matter settled, and Rogna to be a
sovereign kingdom. Most of Ivinia reluctantly agrees.

SUMMARY
An ambitious and aggressive enclave of pirates and warriors, Rogna has
designs on Menglana as well as parts of Seldenbaal, and is planning an attack Location: Rogna
on Hutheng (which formally owes fealty to Menglana). Rogna is very much Clan: Turensyn
the spark that might set off the entire powder keg that is Ivinia. Population: 21,700
Settlements : Coselin, Heling, Ilby
King Haakis Turensyn Map: Ivinia C5-D6

The current king, Haakis Turensyn, is young and ambitious and a rather
shrewd naval strategist. He has been waging a war of attrition with King CAMPAIGN EVENTS
Hlanakar Stahler, picking off prizes from the Menglanan fleet in a delibe- GMs who wish to lead their players
rate play to weaken it little by little. He is also pursuing an alliance with King on a bit of a wild goose chase can use
Osidar Dagen of Ibanvaal, who is making inroads towards Menglana himself. Rogna as a diversion. PCs may come
King Haakis also continues to apply pressure on Gelemaar, which was once a to believe the murderers they seek
part of Rogna, though it won its independence after a decisive naval victory. came from here.

Coselin READ MORE


Coselin is the royal vathran and a rather impressive one at that, with a stone For more on Rogna, see: Kingdom of
castle and wall that is the envy of most Ivinian kings and valhakars. Rogna (Columbia Games #5160)

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Map and heraldry by Eric Hotz
SEA OF IVAE 14

Hutheng Island
UTHENG is an island in the far north, formed in part by volcanic
activity, the latest eruption happening in 673 TR. Its climate is
noticeably harsher than most other Ivinian locations and for
that reason, it is rather sparsely populated and not subject to a
lot of attention.

SUMMARY
The people who live on Hutheng are a proud and hardy lot but they are not
really in tune with what goes on throughout the rest of Ivinia, and regard
mainland Ivinians as a bit soft. The population mainly subsists on seal Location: Hutheng Island
hunting and whaling. Fishing is very good in the waters around the island. Clan: Beren
Population: 1,255
Inlevik Settlements : Inlevik, Yafors
Inlevik is the largest settlement on Hutheng with 620 inhabitants, ruled by Map: Ivinia B2-E3
clan Beren who are known as excellent storytellers. Clan elders preserve
Hutheng’s admittedly brief history through highly engaging oral traditions, CAMPAIGN EVENTS
which are often embellished with improvised verse and an element of
Hutheng holds no significance for
impromptu theatrics. Given that the island descends into darkness for a
the campaign and is therefore not
good portion of the year, the population needs some way to entertain
covered in detail. While Hutheng is
themselves in front of the fire, when gale force winds are howling outside.
really quite out of the way, it can still
provide ambitious GMs with
Yafors
material for interesting subplots.
A smaller settlement with 377 inhabitants, Yafors engages in friendly rivalry
with Inlevikians, competing for the honor of catching the biggest whale
each season. Yafors typically emerges victorious, being better situated to READ MORE
prowl the Hutheng Pass to the southeast. See Ivinia, Columbia Games #5101.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Eric Hotz
SEA OF IVAE 15

Kingdom of Tavu
AVU ISLAND is the smallest and most remote of all of Ivinia’s
Kingdoms. For that reason alone, it remains unconquered and
fiercely independent. It is a lawless enclave of rugged free-
booters and unscrupulous merchants, ruled in a very loose
sense by the biggest scoundrel of them all, Odrin Aalden – a ruthless and
wildly successful pirate captain who has managed to translate his success as
a rover into a prosperous career as a merchant and trader.

Tavu is an enclave largely outside of Ivinian society, which


is both intentional on part of the Tavuans, and a result Location: Tavu Island
in equal parts of the island kingdom’s remote location, Clan: Aalden
and its relative lack of valuable resources. This has Population: 1,255
forced Tavuans to sometimes take extreme measures Settlement : Ulrin
to ensure their survival and prosperity. Currently, it Map: Ivinia D10
ould be argued that these measures have become an
end in themselves, as the realm has increasingly KINGS OF TAVU
begun attracting not just fierce individualists, but
638-645 Bjeril
those who deliberately choose to stand out-
645-672 Uther
side society, and prey on others as a way
672-686 Barak
of life.
686-708 Jerend
708- Odrin (left)
GEOGRAPHY
Tavu is located more than 90 leagues from main-
land Ivinia, in the middle of the Sea of Ivae.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Jay Sojdelius and Eric Hotz. Heraldry by Eric Hotz.
SEA OF IVAE 16
The island is a product of underwater volcanic activity and its soil is there- CAMPAIGN EVENTS
fore very fertile, but there is precious little land to cultivate. Its current
Tavu doesn’t hold any specific
inhabitants also do not harbor a proclivity or temperment for farming, so
significance for the campaign, but
the land on Tavu is nowhere near as efficiently utilized as it could be.
represents a bit of a diversion.
The waters around the island are peppered with reefs which are products of However, Ivinian sailors know that
the same underwater volcanism, which makes it difficult and dangerous to Tavu represents a good reference
navigate around here. Tavuans make good use of this natural defense. Many point to take navigational bearings
pursuers have shipwrecked and perished as a result of the Tavuans’ skillful for sailing towards Harn. Tavu may
maneuvering around the reefs. also represent the first real chance
for PCs to ask questions and gather
The highest spot on the island is a small mountain, Mt. Tavu Terke, which is information. Being the kind of
barely 900 ft tall and perforated with caves and grottoes where the early place where adventurous mariners
settlers sought refuge before they had managed to cut down enough timber gather and shoot the breeze, it is
to start constructing houses for themselves. A significant portion of the rife with opportunities for the GM
island has been cleared due not only to housing needs, but also for ship- to sprinkle in enticing rumours
building. This means there is precious little protection against the elements, and promises of tangible
especially in winter. information, most of which will
probably be entertaining but false,
FLORA & FAUNA like any salty pirate yarn.
Tavu features an unusual variety of plant life. The island is the only known
location where the intoxicating herb Umbriath grows. Tavuans like to chew it UMBRIATH
and can often be found strung out from its effects, but it can also be steeped
TYPE: Weed
in hot water to produce a calming tea. Some Tavuans have begun drying and
HABITAT: Marsh
smoking it in pipes, although it produces a purple residue when burned
RARITY: Very rare
which stains the inside of the mouth, causing a condition known as “Tavu
LIGHT: Light
Tongue”. Pirates make good use of this freakish appearance.
SEASON: Early autumn
The southeastern slopes of the island produce a rare flower known as Veiled FORAGE: 1d10 plants
Eye, whose pollen can be ground into a paste that has some anti-bacterial PRICE: 2d plant
properties. Tavuans like to mix it with honey and successfully treat wounds
with the gooey, sticky substance (doubling the chance of avoiding
infection).
VEILED EYE
TYPE: Flower
Potatoes grown in Tavu soil take on a very pleasant almond-like flavor HABITAT: Alpine Forest, Needle
which, were Tavuans actually inclined to grow and export produce at scale, RARITY: Rare
could be a decent source of revenue. LIGHT: Partial shade
SEASON: Late spring
The island is not home to a particularly diverse animal
FORAGE: 2d6 pollen pods
life, but there are two different species of auks nesting
PRICE: 20d / ounce of paste
here, the eggs of which are especially sought after
by locals, and there are also plenty of seals and sea
lions found along the coast. Tavuans have recently HOUSING
tried implanting wild boar on the island which, Ulrin is the only place on
given the lack of natural predators, is Tavu which constitutes an
threatening to become a problem. The actual settlement. The other
boars often end up the main protein in a places on the island are
form of particularly foul-looking stew basically just large, forti-
(“Jerend’s Pottage”), which is some- fied farms with some
times enriched with seal blubber, and spread out ancillary
is the meal of choice for famished housing that bring
rovers. It is also a good antidote them close to what
for hangovers. might be classified
as small villages.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 17
HISTORY MILITARY RESOURCES *
Tavu island was first settled in 638 by a pirate band led by clan Aalden
Ulrin
(whose actual origins are unknown, but signs point to Altland), seeing the
place as a perfect vantage point from which to prey on growing shipping Huscarls (54)
between Ivinia, Harbaal, Chelemby and Harn. With time, this benefit has Clansmen (162)
come to take if not a second seat, then at least equal priority to the island’s Archers (45)
valuable location as a waypoint where supplies can be purchased and repairs
Skirmishers (215)
can be made. Such offerings are made at a substantial mark-up.

Growth FLEET RESOURCES


Tavu, and especially its only real settlement Ulrin, has experienced signifi-
Ulrin
cant growth over the past ten years. Ulrin is now quite the bustling little port,
with a steady supply of both money, merchandise and murder. Warboats 9
Longships 5
GOVERNMENT Dragonships (1)
True to their piratical traditions, Tavuans regard all inhabitants on the island
as one large crew.Though they are far from friendly, and they do tend to
quarrel and fight a lot, their customs are surprisingly democratic. This is not ECONOMIC DATA
to say that disputes are settled with finesse or even fairness, however. Ulrin

The Clansraad Charcoal -


The governing body of Tavu consists of the valhakars of each clan and they Cloth -
convene only when necessary. Anarchy is a part of life on Tavu, but so far the Fish +
Clansraad has always managed to pull the population back from the brink
when things threaten to go too far. The raad uses a unique voting system for
Furs -
settling disputes and making executive decisions on behalf of the islanders. Gems/Amber •
Grain -
Crime and Punishment
Tavu justice is very simple: if the Clansraad finds you guilty of a crime, you
Horses -
lose a finger. Nobody has stuck around long enough to lose more than three.
Leather -
Luxury +
Odrin Aalden Metals/Ore -
The current valhakar is both respected and feared, and his violent outbursts
are notorious. However, with age (and increasing weight), his temper has
Oil (Whale) +
started to abate. Most Tavuans will follow him to their deaths, but they will
Pottery •
also challenge him and berate him loudly when they disagree with his Preserved foods -
decisions. Odrin’s leadership depends on him knowing exactly when to push Salt •
back (with force), and when to just let Tavuans be Tavuans.
Stone •
Military Thralls +
Tavu doesn’t have any official military forces per se, but there has never been Wood •
a problem enlisting fighting men and women on a voluntary basis given the
profit-sharing nature of their use of violence. Tavu fighters, while somewhat
Wool •
unreliable and given to bouts of heavy drinking, are as ferocious as they
come. * The maximum number that can
be mustered at any time, pending
availability and willingness.
ECONOMY
Tavu doesn’t have much in the way of resources and is dependent on
importing most of what’s needed. Its inhabitants have proven highly
resourceful, however, and manage to secure more than the requisite goods
and raw materials without actually producing any themselves. A full two
thirds of Tavu’s revenue comes from direct or residual activities of piracy,

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 18
making this kingdom a criminal enterprise of the first rank. What is truly Odrin Aalden (62)
unique about the Tavuan economy, however, is the collectivist aspect of how Odrin Aalden – eldest son of the
the piratical proceeds are distributed, the old Tavuan governing concord legendary Jerend Aalden who once
entitling every Tavuan a proportionate share of all booty. There is, of captured four prizes in one day –
course, a thumb on the scale on behalf of the ruling elite: they take their was born to a Palithanian thrall
tithe before shares are distributed. whom Jerend ultimately chose to
marry, but not until several years
RELIGION after his son’s birth. Odrin is a
Tavuans are firm believers in Sarajin, but they have a slightly different take gruff and tempermental but
on the deity than many other worshippers. They emphasize an aspect of increasingly infirm ruler whose
Sarajin they call The Rover, which acknowledges his status as an arch- recent life of luxury as
viking: a ferocious warrior, but also a raucous and irreverent rogue. a wealthy merchant is
Essentially, Tavuans worship Sarajin as a role model, setting a divine starting to spoil him.
example which they seek to emulate. They care less for the moral imperative
of the Ljarl and derive more spiritual sustenance from the many legends and Jermund
tall tales of Sarajin’s wild exploits and irrepressible behavior. Tavuan Aaldenkirk (57)
sermons tend to be long, rambling exercises in collective story- telling, and Odrin’s parentage
may be the only mead-fuelled religious practice in existence. caused the second
son, Jermund, to
The Ritual of the Rover consider his older
On the 1st of Saraju every year, all unmarried males gather on the beach of half brother illegiti-
Ulrin to see who can brave the frigid waters, swim out to Skivaal’s Brow, mate, and he sub-
climb atop it, and keep all others off it for the duration of the ritual while the sequently changed his
valhakar loudly recites the entirety of The Song of Skivaal the Mariner (see surname and created his
HarnMaster Religion, Columbia Games #4401). The winner gets to carouse own family emblem to
for free for an entire week, and gets his name carved into the outer wall of reflect the view of himself
the Sarajin temple. Some of the losers expire from hypothermia. Given the as the one true heir. Odrin’s sub-
lack of females on Tavu, males tend to stay unmarried for a long time. Some stantially more successful career
have been known to abduct a female thrall to marry, just to avoid having to has done nothing to change his
participate in the yearly ritual. Current record holder is Fjeldun Kelp (32), mind; Jerend is a small-minded
who has participated in twelve rituals and won three times. and jealous type.

CURRENT SITUATION Vilgis


Sibling Rivalry Aaldenmark (49)
While being direct descendants of the kingdom’s founder, King Bjeril The youngest half
Aalden, the three living male heirs – Odrin, Jermund and Vilgis – have brother, Vilgis,
different mothers, different last names, and essentially do not get along. tends to be the
The brothers have chosen to live as far apart as the small island’s geography more diploma-
will allow. Ultimately, despite their ongoing squabbles, the brothers usually tic and thought-
come together to outvote the other members of the Clansraad in important ful of the three,
matters, but this is typically due to male Aalden heirs traditionally being and prefers to try
afforded two votes, with the valhakar earning a third bonus vote. That and see both sides of
usually brings the voting tally to 7 against 6; enough to carry the day. the story – something
his family emblem also reflects –
The Wulfshafen Visitor but he is an indecisive character
The Wulfshafen settlement, having been abandoned by the Sweigert clan in who lacks the requisite charisma to
716 after a particularly destructive winter storm, is again showing signs of lead. However, he is a capable
being inhabited. Nobody knows by whom, but lights have been observed farmer and a reasonable man who
across the water at nighttime, and the hearth has been used judging from has the best in mind for his
the chimney smoke rising to the sky on clear days. The Sweigerts are asking subjects – all commendable traits
for support from clan Aalden to sail over to Kiitavu and investigate. that might serve him better
elsewhere.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 19

EMBLEMS
OF THE CLANS OF
TAVU

Note: None of these emblems are recognized by the Dragon Lodge College of Heralds.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 20
LOCATIONS Kusthavn – Clan: Hjaal
(See regional map on page #15). The Hjaals have developed an alternate way of profiting
from their remote location on the western coast of Tavu:
Ulrin – Clan: Aalden they lure ships approaching the island, using lanterns to
lead captains to run aground on the reefs off the coast.
The main (in fact: only) settlement on Tavu. See local
The clan then salvage the goods from the wrecks and sell
map on page #20. Ulrin is one of two residences of the
what they can in Ulrin. This has made the Hjaals the
valhakar, Odrin Aalden.
second wealthiest clan on Tavu; sharing in the proceeds
from the usual piratical exploits, while keeping the gains
Ulrin Point – Clan: Aalden
from their shipwreck plundering for themselves.
Odrin’s family has long since outgrown the vathran on
the clifftop above Ulrin, so he has sent his three least Njamel – Clan: Aaldenkirk
favourite wives to live with most of his offspring at Ulrin
Odrin Aalden’s middle brother Jerend lives here with his
Point, which is quite a spacious and comfortable place in
clan of malcontents. They are currently embroiled in a
its own right. Many of Odrin’s family members actually
dispute with their Hjaal neighbours at Kusthavn. The
prefer living away from their sire, as life is considerably
source of the dispute appears to be the disappearance of
calmer here.
some fishing nets, but this is likely just a pretext for the
Aaldenkirks to have one more reason to quarrel.
Odrinshjem – Clan: Weygar
The Weygars are sycophantic Aalden loyalists and Stjaalby –Clan: Aaldenmark
named their settlement to prove it. At public gatherings,
Stjaalby is the home of valhakar Odrin Aalden’s youngest
they are always the first to call for a toast in King Odrin’s
brother Vilgis and his extended family. Vilgis is an
honor, much to the annoyance of other Tavuans.
intelligent man and a competent farmer; possibly the only
one on Tavu. He continues to argue that Tavuans should
Leigr – Clan: Bjarnholt
abandon their piratical ways and instead ensure the
This is a rather primitive encampment and leaders of sustainability of life on Tavu. The produce output of the
clan Bjarnholt appear to prefer roughing it, arguing that Stjaalby farm has more than once carried Tavu through a
beds and bedlinen make men soft. This may be true, but rough winter season with meagre plunder.
many of the clan’s members suffer from rather debili-
tating aches and pains directly related to their primitive Svyrd – Clan: Sweigert
living conditions, and a clan rebellion is not far away.
The Sweigerts, a solitary and unusually cruel lot, have
Valhakar Merdyn Bjarnholt (44) better sleep with one
incorporated into their clan emblem a form of torture
eye open.
they refer to as “The Flying Fish”, which consists of
dragging the victim by a rope behind a ship at full sail.
Althus – Clan: Kelp
The clan was formerly located at Wulfshafen, on the
Althus is the source of most of the lumber on Tavu, smaller Kiitavu island, but they had to abandon this
which is cut down nearby and moved downstream to settlement a few years ago after a very rough storm which
Ulrin. The Kelps prize their skills with an axe but their wreaked havoc on the buildings. The Sweigerts have been
long practice of log driving also serve to make them struggling financially since then.
better at holding their ground on top of Skivaal’s Brow
in the yearly Ritual of the Rover. Fjeldun Kelp, the Wulfshafen – Clan: Unknown (formerly: Sweigert)
current champion, is the island’s most desirable
Wulfshafen, an abandoned clan compound on nearby
bachelor.
Kiitavu Island, is currently occupied by the adventurer
and sea captain Jari Haab and his 20 men, who are all
Middevold – Clan: Ygenborn
formidable sailors and fighters. Haab hails from Hutheng
Middevold is the source of most of the tar used on the and has made a name for himself as an intrepid whaler.
island. The Ygenborns produce it in five kilns (one of He is on a quest to avenge his father, who he believes was
which is just outside Ulrin) and sell it at a substantial killed by the demonic being known as Garelon, rumored
mark-up. The distinctive tar smell has become a bit of a to be living on Gly Island. The band is camped out on
stigma for the clan. A local slur goes “You smell like an Kiitavu, repairing their ship and resting up for the last
Ygenborn”. chapter of their quest.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 21

Ulrin 2 Ulrin offers a fascinatingly varied mix of people from all


corners of Lythia and all walks of life, and it is a great
place to pick up rumors and gossip. The town features a
Clan: Aalden whopping ten taverns which are almost always at
Tribute: n/a capacity. However, Ulrin is not a destination for the faint
Revenue: 82,300 of heart. The murder rate is through the roof and the
Economy: P70|F20|S10 odds of getting swindled, robbed or held for ransom are,
or should be, a significant deterrent for the sane of mind.
Population: 925
ULRIN IS a terraced settlement overlooking an excellent Thran Holder FI TI AC LQ HD
natural harbor, with a nearby clifftop offering the
ULRIN Aalden 1.20 3.0 4,426 0.98 215
perfect tactical placement for a fort. The fort itself is
perhaps a little excessive, with its circular mound, Ulrin Pt Aalden 1.15 1.3 1,327 1.03 7
double palisades and inner moat, but its occupant Odrinshjem Weygar 0.85 1.3 4,117 0.88 6
knows from extensive first hand experience the
Leigr Bjarnholt 1.15 1.3 3,894 1.02 8
importance of good defensive measures. Few Ulrians
Althus Kelp 1.10 1.2 992 0.92 5
debate this product of their valhakar’s paranoia.
Middevold Ygenborn 1.00 1.2 1,685 0.95 6
Ulrin does not feature a large market, but it is a very
Kusthavn Hjaal 1.05 1.2 2,650 0.97 8
active one, and one where a bewildering variety of
goods can be procured. Prices are punitive though, as Njamel Aaldenkirk 1.10 1.3 1,833 1.24 11
one would expect where a profiteering “middleman” is Stjaalby Aaldenmark 1.10 1.2 1,462 1.17 9
added to the mix. However, negotiation and bargaining Svyrd 1.05 1.2 2,120 1.11 6
Sweigert
are as prevalent in Ulrin as any other place and the
Wulfshafen (Unknown) 1.20 1.3 3,956 1.15 ?
tenacious haggler may ultimately prove to be rewarded.

PORT SHIPWRIGHT GUILDS PORT FEES MARKET CARGO TIDE


Sz ML CF P S Pil Wfg Reg Sz Hwk Bnd TW CT HW
ULRIN (D10) 3 75 1.6 S S 45d 4d 200d 2 12% 4% 3 1d 0100
For details on table categories, see Pilot’s Almanac

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
* Tavern

1
2
3

*
17a
17b
5*
15 16
*
*
*

18 17c
* 7 8
6

* 17d
*
9

*
17e
17f

10 *
11

14 13
12
SEA OF IVAE 24

1. Kwair Ulrin 9. Temple of Sarajin


The architecture of this small, two-storey wooden The three Aalden half-siblings fought long and hard for a
tower, as well as its name, reveal some things about the temple that would be acceptable to each of them. The
origins of its inhabitant, valhakar Odrin Aalden, as this result was a unique building with three transepts in which
is no typical Ivinian fortification. It reflects military each of them could worship without having to see the
practices commonly seen in Altland. Situated on top of a others. The outside of the temple is covered in carved
cliff, overlooking both the bay below and the sea to the names; winners of the Ritual of the Rover. Odrin Aalden
north, it gives its somewhat paranoid occupant a perfect has pawned off priestly duties on his oldest son Rowald,
vantage point from which he can be prepared for who is a very devout Sarajinian.
whatever – or whoever – is coming.
10. Dragon Ship
2. Aalden Vathran The Aaldens are just finishing outfitting Tavu’s first ever
Three of Odrin’s adult children and their families live dragon ship here. It’s just about ready for its maiden
here, along with four adult grandchildren. The largest voyage, but since the Weygars have been in charge, some
building to the northwest houses eighteen huscarls, who fear it’s been overly decorated and so weighed down with
make up the clan’s biggest ongoing expense. ornamental details that it may not be fully seaworthy.

3. Land Bridge 11. Fishing Village


This narrow strip of land constitutes a land bridge Smaller huts mainly used to store fishing nets and
connecting mainland Tavu with the clifftop peninsula whaling gear, but a few destitute sailors actually live here.
housing the Aalden vathran.
12. Geldemaar Manor + Orchard
4. Wooden Stairs Odrin’s biggest rival, 39-year-old Terve Geldemaar, lives
These steep, rickety wooden stairs offer a shortcut from here in relative luxury, having made a small fortune on
Ulrin up to the vathran. Several of Odrin’s family walrus tusks, mainly procured from animals gathering on
members have been found at the foot of the stairs more the many small skerries to the east of Kiitavu.
than once, having fallen down on their way home after a
13. Tar Kiln
drunken bender on the town.
This is one of clan Ygenborn’s many tar kiln operations.
The tar is invaluable in weatherproofing buildings, as well
5. Bjarri’s Flagon Inn (Heimdar Hjaal)
as sealing ships’ hulls. The distinctive tar smell is ever
Size: 3 | Quality: *** | Prices: High
present in Ulrin.
Innkeeper Heimdar serves what many argue is the finest
“Jerend’s Pottage” on the island. Visitors who fail to show 14. Ulrin River Inlet
the proper appreciation are sometimes challenged to an The river on which timber is shipped down to Ulrin from
impromptu Rover challenge. (See next page). the slopes of Mt. Tavu Terke.

6. Shanty Town 15. Skivaal’s Brow


A block of ramshackle buildings housing poor fishermen A rock known as the arena where the yearly Ritual of the
and mariners. A few of the huts to the west are partially Rover takes place.
burned down after a fire and have yet to be rebuilt.
16. Anchorage
7. Mercantyler (Pjudr Bjarnholt) A series of chunky wooden poles driven deep into the
seabed serve as an anchorage for visiting ships.
Size: 2 | Quality: *** | Prices: Very high
Pjudr Bjarnholt lives in one wing and stores goods in the 17. Clan lodges
other. His prices are quite outrageous. a. Bjarnholt | b. Hjaal | c. Sweigert | d. Ygenborn | e. Kelp |
f. Weygar (Clans Aaldenmark and Aaldenkirk do not
8. Butcher (Geyr Uthraldsen)
maintain homes in Ulrin).
Size: 3 | Quality: ** | Prices: Average
The fenced-in enclosure houses wild boar caught on the 18. Tavu market (tents raised and pulled down)
island. There are 1d20 boar here at any time. This is where Tavuans gather to sell and trade their goods.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 25

Bjarri’s Flagon Bjarri’s Flagon Inn


Size: 3 | Quality: *** | Prices: High

This is one of the most popular taverns in Ulrin and it is almost always FLOORPLAN
packed. Owners Heimdar Hjaal and his wife Lovigna run the place with the Ground floor
help of servant girl Glaumrid. They are severely understaffed and not always The main tavern floor where food
in the best of moods as a result. and drink is prepared and served.
Also where the proprietor Heimdar
Heimdar enlists the help of his wife’s three brothers, Steygn, Drimvald and
Hjaal lives with his wife Lovigna.
Ymir Kelp, who basically eat and drink for free in return for helping out with
the more rowdy patrons. The brothers are well-built and quite proficient 2nd floor
wrestlers. Locals know not to cause trouble. Still, every night there’s at least Lodging accommodations.
one stranger who didn’t get the memo, and who involuntarily supplies the
Cellar
evening’s entertainment for snickering guests.
Storage of food and drink.
The spacious grassy backyard is mostly used for a popular but quite complex
Tavuan tossing game, where teams of two compete by throwing logs at RUMORS
other logs in a specific sequence. The tossing tends to get increas- ingly Roll 1d100 on this table to generate
aggressive as the night wears on (and alcoholic beverages are imbibed), and information picked up in the
numerous innocent passers-by have had to flee the scene in a bruised state. tavern:

The biggest seller is Lovigna’s version of “Jerend’s Pottage”, a wild boar stew 1-50 No information
that is “augmented” with gelatinous chunks of seal blubber. Lovigna’s 51-90 Common Knowledge
recipe adds diced Tavuan potatoes, which balance out some of the most 91-93 Rumor (false)
nauseating fattiness of the dish. Regulars are quite protective of Lovigna 94-98 Rumor
and visitors who fail to be appropriately appreciative earn their ire. 99 Relevant Information
00 Specific Fact

Cellar

Ground floor 2nd floor


10 FT

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 26

Isle of Gly
Location: Isle of Gly
Map: Ivinia B8-B9
LY ISLAND is little more than a barren pile of rocks in the vast- Population: 1
ness that is the Sea of Ivae. It’s a place largely avoided by Settlement : None
Ivinians, but the island stands out for a few noteworthy reasons: Clan: (Not claimed)
one is its storied past, and the other is its only current resident.

ODE TO DISTANT GLY


GEOGRAPHY One rare mention of Gly from the
Gly is, like nearby Tavu, a product of underwater volcanic activity. It is old Gilbenmark Book of Kings:
relatively flat and arid and pelted with high winds, saltwater, hail and snow to
Gly, oh Gly
an extent that basically renders it uninhabitable.
We do decry
Hear ruthless Ivae roar
HISTORY
Gly is recorded in the annals of Ivinian history as “The Isle of Screaming Winds” By foul deceit
and, as the name implies, it is a place under constant assault from the Ye kings shall meet
elements. For that reason, the isle has never been permanently inhabited, but Upon thy distant shore
it nevertheless holds special significance for people of Seldenbaal, Loken- Gly, oh Gly
heim, Balisheim and Gilbenmark, being the place where the first pendragon of Pray, tell us why
the four joined kingdoms was selected. As the story goes, at the suggestion of Steadfastly we implore
a prophecy issued by the Oracle of Lokis, the four kings convened here in 652,
looking for a sign that would determine which one of them would be the Lest Gilben’s seat
chosen one. As prophesied, a hawk appeared and settled on the shoulder of Made obsolete
King Koenel of Seldenbaal, who became the first joint ruler. Our sovereignty restore

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Jay Sojdelius and Eric Hotz.
SEA OF IVAE 27

FLORA & FAUNA THE LEGEND OF GARELON


Gly is rocky, arid and barren. Trees never grow tall here, as they’re cowed by Myths and legends about a half-
the strong and persistent winds. The most common vegetation is a type of human, half-fish creature prowling
dry, scraggly pine needle bushes. The bushes and their extensive root the northeastern reaches of the Sea
systems create a loosened, sandy soil where a unique and hardy breed of of Ivae are as old as the region itself.
marmot burrows to makes its habitat. Aside from the many species of According to some accounts, this
seabirds nesting on the reefs and cays around Gly, these marmots are the entity is a Pradeyalkri, supposedly
only persistent life on the island. Hawks and eagles use Gly as a buffet, as an offspring of Suerlji, whom Sarajin
the marmot colony acts as a good supply of food for them. himself fought for dominion over
Ivinia.
The only freshwater supply is a small brackish cove to the sout, with
adjoining marshy land. This happens to be the domesne of the creature This legendary creature goes by the
called Garelon (see below). moniker Garelon, which means
“hunter of the deep” in Old Jarinese,
and it supposedly feeds on the
NATURAL HAZARDS
bodies of those lost at sea. As with
Gly is flanked by sharp reefs and rocky cays to the east, where many any creature whose existence is
mariners have floundered. The coastlines to the south and northwest are not obscured by the waves, tales of
suitable for anchoring, but there is a bay on the southwestern coast that sightings of this Garelon creature
provides both shelter from the weather and relatively easy access to the way outnumber the factual evi-
island proper. dence, but the superstition of
mariners fades very slowly. To this
A large portion of the island is covered by an especially insidious strain of
day, sailors say of people lost to the
poison ivy called Suerlji’s Touch. It will cause a nasty, stinging rash upon
sea that they have “gone to swim
contact, but in cases of it coming into contact with breached skin, it can
with Garelon”. Most folk tales in-
cause severe blood poisoning, which in the worst case scenario may lead to
volving Garelon peg its presence to
entire limbs needing to be amputated.
the Sea of Ivae, somewhere west of
The island also features a plant of supernatural origins, which has not been the Gulf of Njehu. Some go as far as
classified or given a name. It appears to be a deep red orchid of to suggest that the creature is
sorts, but it is actually connected to Garelon psychically, and amphibious and lives partially on
alerts the being to the presence of other sentient creatures land, with the island of Gly being a
on the island. The plant is typically folded over, the flower favorite candidate due to its mystery
resting on the ground, but it perks up and becomes straight and remoteness.
if warmblooded, sentient creatures pass within 3 feet. It is
otherwise harmless, but if it is picked and removed from Old Thunder
the island, it will wilt within an hour and lose all its color, In recent folklore, there is a tale,
emitting a foul, slightly noxious sulphur-like odor. often recurring in sea chanties, of
an archetypal sea captain who
Garelon plays a part in many of the
Garelon is an amphibious being who uniquely nautical Garelon legends, and
hibernates during the winter months, crawling who is supposedly on an eternal
up on land and constructing a large nest out of quest to locate and slay the
mud and straw reeds. Garelon appears only beast, having lost someone near
semi-sentient, driven by deep-seated and dear to its ravages. This
animalistic, predatory instincts. It exists persona goes by the nick-
on Kethira only when it is above the name Old Thunder, but it
surface – when submerged, it actually is likely a name that´s
swims the oceans of Yashain. Whether it been applied to many
actually has the power to bring other different people over
creatures along for the ride is not the years.
known – there are no known survivors.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 28

Keron Island
CAMPAIGN EVENTS
ERON ISLAND isa large island off the eastern coast of Harn
Keron Island is another
which features a good natural harbor offering safe
waypoint for the PCs on their
anchorage and shelter from the ferocious and frequent
way to Harn; possibly where
storms on the Sea of Ivae. The island´s wide sandy
they, at GM’s discretion, may
beaches along the northern coast facilitate easy repairs, as sailors
make landfall after their
can easily pull shallow-draft ships ashore.
voyage across the Sea of Ivae.
The place itself doesn’t hold
GEOGRAPHY any clues to the murder
Keron is a large, hilly island with a central ridge featuring three mystery at the heart of the
peaks exceeding 1,000ft and the hilly region is fairly densely campaign, but it might be a
forested, with some needleleaf vegetation towards the top. The place where PCs can begin to
southern parts are dry and for the most part not suited for ask questions, and plan their
cultivation. The seas around the island abound with aquatic life and next steps.
the deep waters to the east are a reliable source of larger fish. Some
whaling has been conducted off the island and there are several old
campsites where whalers have gone ashore to weather storms.
Given fair conditions, the island can typically be sighted from 15
leagues away (3 map hexes).

SETTLEMENT
In preparation for the attack on Thay, Ivinians established a
settlement on the island in 704, but it was destroyed under
mysterious circumstances by a freak storm in 707. The place
has been unoccupied and falling into disrepair ever since. The
anchorage is still occasionally used by mariners plying Harn’s east
coast however. It is also sometimes used as a secret base for a band
of ruthless pirates who roam the seas from Orbaal in the north, to
Melderyn in the south.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Eric Hotz.
SEA OF IVAE 29

Balhafen ESOBRAN THE PIRATE


ALHAFEN isan excellent natural harbor on the north coast A ruthless mercenary known as
of Keron Island, located at the mouth of the Beldel River, Esobran of Geltyne (not his
on its west bank. The harbor offers easy access to a wide real name however) has built
sandy beach where shallow-draft vessels are easily up notoriety in the past ten
dragged ashore for repairs and the on- and offloading of goods. years, leading a band of
eighteen mostly Jarin pirates
The harbor has a long history of being used for shelter by mariners
who are operating out of the
sailing the rough seas of Ivae, but it did not feature a permanent
Anoth Delta, but also using the
settlement until 704, when Ivinians from multiple clans established
abandoned harbor of Balhafen
a settlement here in preparation for the attack
as a hideout, primarily in
on the Melderyni city of Thay. After the attack had failed,
winter. While Esobran and his
many of the invaders regrouped at Balhafen and began
men prey primarily on Ivinian
plotting another attack. This took place in 707 but was
shipping and settlements, he
dispersed by a freak storm, possibly of supernatural
is not motivated so
origin, which also wrecked the settlement.
much by Jarin
patriotism as he is
THE ANOTH DELTA PIRATES by greed and
opportunism. He
A group of mostly Jarin mercenaries have been prey-
secretly deals
ing on Orbaalese ships across the eastern Harnic
with both the Jarin
seaboard for a decade. Initially based in the Anoth
underground at
river delta, their early efforts were mainly aimed at
Gedan and with the
the Geldestaars of Lorkin. The pirate leader, Esobran
Hulthards of Arone. He
of Geltyne, has expanded his range as of late as he
has also developed
has scored faster ships and has gained access to more
strategic relationships in
reliable intel on shipping courtesy of the Hulthards at
northern Melderyn the
Arone. Currently, the band numbers 43 pirates, 18 of
past two years.
whom are currently camped out at Balhafen.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 30
Pirate Business THE PIRATES
These are the men stationed at
Esobran and his men have a good thing going. They secretly get Balhafen (J = Jarin, I = Ivinian):
shipping information from the Hulthard clan from Arone, which
Esobran of Geltyne∗ (J, 36 y.o.)
they use to strategically pounce on especially valuable and poorly
Powerfully built, ruthless, loud,
defended shipments. intimidating. Has a secret family in
Dalek, Melderyn. Real name:
The pirates and the Hulthards meet four times a year, typically at Brannen Geledain.
Balhafen but sometimes circumstances force a more impromptu Graigor Smydd∗ (J, 52 y.0.)
meeting closer to home, in the Arone delta. Esobran´s second in command, a
sly and wizened Jarin veteran.
The pirates hide the stolen goods on Keron Island and proceed to
Eiran Bwyfydd∗ (J, 44 y.0.)
secretly hawk it piece by piece to the Baron of Lyf, an exceedingly The brains of the operation; a
corrupt and immoral Melderyni noble named Tamys Arbustren. former Leriel scribe.
Some of the pirates have taken up residence in Lenedshire, living Lodin of Velium (K, 29 y.0.)
there under cover with the Baron´s blessing, to avoid the long arm Kaldoric mercenary who ended up
of Orbaalese law. They then pay off the Hulthards with a generous in Arone after his Fur Road caravan
was wiped out by gargun.
cut under the table and so the cycle goes.
Narud, Braedyn + Ilim Flainn (J)
Three young brothers who are
PIRATE LIVES fiercely competitive and wild.
Ninyel Kwethryn (J, 23 y.0.)
Pirates marked with an asterisk in the list to the right have re-
The only female pirate, Ninyel is
located to Melderyn where they return periodically to attempt to small, fast and vicious. Only a few
live normal lives and evade justice. So far, the sale of stolen goods trusted men know her gender.
to the Baron of Lyf has enabled them to live conspicuously well, Dorenn (J, 33 y.0.)
which has not gone unnoticed by some of the locals. A very heavy-set and powerful but
sullen and dour man, Dorenn has
not revealed his last name.
PIRATE SHIPS Daiderick (J, 14 y.0.)
Orphan, look-out, messenger.
Esobran´s evolving tactics have led him to reject the heavier,
sturdier Ivinian vessels in favor of faster, lighter, shallow-draft, Swein + Ulvar of Edgaard (I, 21 y.o)
modified square-rigged boats of Karejian design, similar to Talbars Two tall Ivinian twins whose clan
was eradicated by the Geldestaars.
but lighter and narrower. They allow him to strike fast, make his They are very vengeful.
escape and evade capture. However, they are not as seaworthy
Vuselin Zuthragon (I, 30 y.o.)
which has become a source of disagreement with his men. Accomplished navigator, very thin.
Bastis of Enderynn (J, 25 y.0.)
Master of rope making and knots; a
devout and judgmental Ilviran.
Ysrainn (J,18 y.o.)
A very quiet, brooding young man,
the others don´t know him well.
Kelebwin Authrydd∗ (J, 26 y.o.)
A skilled, experienced swordsman.
Dundur Inbryth∗ (I, 23 y.o.)
A trained shipwright; also a mute.
Eigern+Merethane Quine (J, 22+25)
The most recent recruits, these two
cousins are secretly spying on the
pirates for the Geldestaars.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
9

9
6
9

5
1
2 4b

4a 4d

4c

8 7
8

9
SEA OF IVAE 33
1. Balhafen Harbor This refers to the
shape of the only
Three medium-sized, shallow-draft, single sail
south-north
square riggers are pulled ashore here. A group of
flowing stream
very dilapidated wooden huts are clustered a few
on the island,
hundred feet from the beach. Two of these have
which resembles
been fixed up and are clearly being maintained
a lightning bolt.
with some regularity. This is where Esobran’s
pirates hide out.
d This is the
2. Balkirke burial location of
the treasure, under
These are the stone ruins of a small Sarajinian
a big boulder
chapel which was partially destroyed in the freak
located at the
storm of 707 , but the walls are still standing. See
source of the stream.
page #36.
It requires a combined STR of 40 to move. The
3. Pirate Cave treasure is beneath: a 3x2x2 foot very sturdy
iron-banded chest locked with a single heavy lock.
This is a well hidden cave a few hundred feet up
The lock, however, is rusted and broken and cannot
the side of a boulder-strewn ridge where the
be opened even with the key. PCs will need to force
pirates store their loot before offloading it. It is
the lock open, which will require a very strong tool
very hard to find if you don’t know where to look.
that they likely do not carry with them. The PCs will
need to bring the chest with them and this will
4. Ivinian Treasure Clues
hopefully give the GM time to develop the contents
These are clues left by the Ivinians to aid clans-
before PCs are able to open it.
men in retrieving a treasure buried on the island,
intended to fund the 707 attack on Thay. PCs will 5. Ivinian Ruins and Shipwrecks
need to chart Keron to identify the landmarks.
Remnants of the Ivinian settlement, thoroughly
a Buried 3 feet deep in the center of the island Yrg devastated by the freak storm.
in the middle of Lake Belden, marked by a stone
with the same symbol as in the chapel ruin, is a 6. Old Jarin Tribal Village (long abandoned)
3x2 foot granite slab with two carvings (see illus- Very old and scattered ruins of a primitive Jarin
tration), referring to points b) and c) on the map. tribal settlement, several hundred years old.

b This marks the burial spot of the key opening 7. Fishing Camp
the treasure chest buried at point d) on the map.
Harnic east coast fishermen periodically camp here
The key is located in a ceramic carafe filled with
in the summer months, seeking larger catch off the
dirt, buried in the center of a path intersecting
shelf east of Keron.
three hills. The path mirrors the first shape carved
on the tablet. 8. Fishing Nets & Crayfish Cages
c At this point, the final clue – shown on the Infrequently visited nets and cages belonging to
tablet as a point on the tallest of three peaks – is Harnic fishermen mostly from northern Thay.
located which shows the way to where the
treasure is buried. The clue is a piece of wood 9. Shipwrecks
nailed to a tree at the highest point of the island. It These are locations of shipwrecks sunk by the
has a carved message in Ivinian: pirates after having stripped them of anything
valuable or useable.
”Where Flowing Lightning Strikes”

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
5

3
2

4
SEA OF IVAE 36
1. Pirate Encampment 3. Pirate Ships
These two A-frame, turf-roofed wooden buildings Three Karejian model shallow-draft boats are
are the only habitable structures left at Balhafen pulled up on the beach here. The masts have been
after the destruction of the 707 storm. The pirates taken down and the sails removed for repairs. This
have fixed them up and made some basic repairs, means the pirates are reliant on two small skiffs
but they don´t exactly provide luxury kept by the main building (map key #1) if they need
accommodations. The roofs leak badly and the to set sail and take off quickly. They are relaxed and
rooms are difficult to heat. The pirates quickly perhaps a bit over-confident that nobody will find
turn moody and descend into bickering and them here. They are all looking forward to the
infighting if they have to stay here more than a arrival of the Hulthards, who typically bring plenty
week or two, especially in the winter. The only of mead and cured meats.
upside with the encampment is the relative ease
with which food can be procured: the river
4. Path to the Cave
provides plenty of fish and the lake contains lots This path leads off in the direction of the cave
of crayfish. The thrall Trask One-Eye is typically where the pirates store their stolen goods for
chained to a tree south of the buildings. transportation and later hawking in Melderyn. See
regional map (page #31). Locating the cave requires
2. Ruined Harbor Stockade either tailing the pirates, or interrogating one.
The old Ivinian stockade is in a sorry state, the
palisade almost completely collapsed and all the
5. Balkirke
wooden buildings are all but obliterated and This small Sarajinian chapel
buried in sand. The main structure, constructed by was partially destroyed in
stacked flagstones and a thatched roof, is the freak storm of 707 , but
structurally still somewhat intact but shifting the walls are still standing.
sand dunes have partially filled the rooms and On the eastern wall, a
buried whatever was left there. 1d4 hours worth of charred symbol can be
excavation would uncover some axes and a pair of detected. It represents a
swords and a few wooden shields but they are in visual reference to point
bad condition. 4a on the regional map (see page #31).

BALKIRKE, VIEWED FROM THE NORTH

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Chapter 2
SEA OF IVAE 38

Campaign The theme of the campaign


The story is told in the style of the
old Icelandic sagas where destiny
HE SAGA OF GUNDAR GREEN-EYE hangs in the balance, where family
THIS IS A STORY which begins on the shores of the Oslufjord and reputation are everything, and
in the frigid early spring of 719, but whose actual beginnings where ill deeds must be repaid in
date back almost a full generation. full. The campaign is specifically
written for the Harn and Ivinia role
The story chronicles the life and violent death of a secretive Harnic refugee, playing settings, but can be adapted
Gundar Green-Eye, who came to Ivinia to escape his past, and the story arc to any fantasy role-playing
follows the adventures of his heirs. environment, and any system.

GUNDAR’S HEIRS How to play this campaign


You can run this campaign in one of
At least one and as many as three players will be playing the heir(s) of
three ways: as a series of quicker,
Gundar Green-Eye, seeking to discover who he really was, where he came
sequential sessions where players
from, and why he was killed. They will need to journey to Harn for answers,
are actively pursuing their parents’
where their exploits will take them all over the island, and the GM can
murderers, and are solving the
introduce them to new clues and directional pointers as they explore.
mystery with greater speed and
More about the PCs’ backstory can be found in the previously published deliberation, OR in a freer form, as
module Raldlund – Land of the Majestic Fjords (which contained Chapter 1). a background campaign with a
cohesive theme and a longer story
arc, connecting other adventures
THE STORY SO FAR together. These other adventures
The PCs were chased out of Raldlund by the Rald clan, whose scion Arn was may serve as red herrings or even as
slain by Gundar Green-Eye’s daughter. They are now sailing towards Harn parallel tracks, not necessarily with
in pursuit of answers, and to explore their heritage. any tangible connection to the saga.
Finally, you may choose to
WHERETO NEXT? integrate this campaign with other
Harnic material, specifically the
GMs can move PCs along either by nudging and leading them by the hand, or
Panaga Trilogy (published by
leaving decisions entirely up to the players. The choice comes down to
Columbia Games) – see The Panaga
preference. Running the story on rails, at least in this early stage, gets PCs to
Connection below.
Harn with fewer distractions or delays, and allows the GM to ramp up the
campaign faster. Once on Harn, which is basically one giant sandbox, GMs
Structure of the campaign
can allow the storyline to develop in any direction the players prefer. Letting
The campaign plays out in 5
players drive where the campaign is going next requires a lot of preparation
chapters (the first of which was
and patience on the part of a GM, but can be immensely rewarding when
included in the Raldlund article):
exciting narratives evolve organically. This campaign can be run either way.
❖ Chapter 1: Raldlund (pregame)
WHO ARE THE MURDERERS? ❖ Chapter 2: Sea of Ivae
❖ Chapter 3: Arriving on Harn
The mystery of who murdered Gundar Green-Eye and his wife will be
❖ Chapter 4: Orbaal & Beyond
revealed in this chapter, with more details to come for the PCs to discover in
❖ Chapter 5: Bejist
future chapters.

❖ Venril Sherwyn: The leader of the murderous party The Panaga connection
❖ Aarad Sherwyn: Eldest son of the Sherwyn valhakar As GM, you have the option of tying
❖ Aurean Sherwyn: Venril Sherwyn’s second son this campaign into the Columbia
❖ Renaaka Thardith: Tenaka of the Agrikan fighting order Crimson Dancer Games Panaga Trilogy (The Staff of
❖ Merlak of Tusran: A sailor from the Kingdom of Rethem Fanon, Kiraz and The Curse of Hlen).
❖ Tenebrys of Chun-Jabad: A mysterious stranger whose involvement and This was how the campaign was
motives are thus far unclear originally written and playtested.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The Saga Of

Gundar Green-Eye

Game Master Version


G undar was born in 668 TR, in the little village of Aselt, not far from Sherwyn Keep in
the region which at the time was called Jara, but which is now known as Orbaal.
He grew up under growing Ivinian oppression, and saw many friends and relatives fall victim
to the ravages of the lawless Ivinians who had fled Seldenbaal, and who would become the
Sherwyn clan.

This clan, consisting largely of fierce and ruthless Sarajin followers who, having emigrated to
a foreign region, still maintained their viking customs and ways. They plundered, murdered
and raped the same way as they later would when the Melderyni port of Thay was sacked in
705 TR. Not many Ivinian women had followed these barbarians to Harn, so the men took
what they could find: innocent, peaceful women and girls of Jara.

A t the age of fifteen, Gundar lost his father and three siblings. His mother had then
been dead for many years. Ivinian clansmen broke into the small stone cottage of the
family in a drunken stupor, and killed Gundar's father, Kelt of Aylne, the peaceful village
blacksmith. When they attempted to drag the family's two daughters, Laeryl (*660) and
Enedwyn (*673), Gundar's eldest brother, Fewrain (*662), resisted. Fewrain, twenty-one years
old at the time, succeeded in killing one of the hateful vikings, and then fled to lure the
clansmen away from his siblings. He was eventually caught and killed, but the others
managed to escape. The siblings were separated, but Gundar later managed to locate and
rejoin his middle brother, whose name was Kaemr (*666). Kaemr was only two years older
than Gundar.

For three years, Kaemr and Gundar lived in the Jahl Mountains. They subsisted mostly on
hunting and fishing, and were often forced to steal to stay alive. Their experiences fused them
together more tightly than steel, and their bond became stronger than that of brothers. Their
lives were often in danger, because there is no hospitality or quarter offered in the Jahl
Mountains. There is only survival, or death.

In 687, the two brothers came into contact with the bandit leader Gweffryn Seylnes and his
men, who roved the area near Lorkin, south-east of the Jahl Mountains. The brothers joined
up with Gweffryn and participated in many escapades, even if they refrained from stealing
from their own compatriots.
Kaemr became one of Gweffryn's most trusted men, and the brothers stayed in the group for
two full years, growing increasingly bold and daring in their calculated taunts of their Ivinian
oppressors. In 689TR, they participated in the formation of the Aenghysa, the Jarin resistance
movement. They were in the front line of the attacks against the Ivinians, and helped in the
excavation and continued construction of the old Ilvir Temple at Gedan, which later became
the group headquarters. In addition, they retrieved Kelt of Aylne's body in order to bury him
with full honors among the other tombs at the "Lodge of a Thousand Souls."

ineteen and twenty-two years old respectively, they reached the dreaded day when
N they were forced to separate. Young and reckless, they tried to steal a big loot from a
Sherwyn viking party returning from a far away land. It was winter at this time, and the ice
lay thick all over the northern coast of Orbaal, so the vikings had to transport the treasure
(which included plunder from many distant countries) cross country, and across the ice to
Sherwyn. Kaemr, Gundar and two other compatriots succeeded in a cheeky nightly raid, and
fled with a substantial portion of the booty. In order to distract and escape their pursuers,
they went their separate ways, and Gundar fled inland with the loot, intending to bury it.

Gundar immediately went to Gedan, and hid the treasure in his father's grave, without telling
anyone about it. The following day, he found his brother and the two others killed, mounted
on stakes outside Shese.

Heavy with grief, sadness and despair, thinking himself to be the last of his family, he erected
a memorial stone over his family on a small island in the Anoth Delta. He then decided to
leave Jara.

He had heard that there was a kingdom called Kaldor further south, and set off along Noron's
Way to seek shelter there. Eventually, after two days’ journey, he came to Noron's Keep, a
place he had never heard of before.

Noron, the giant immortal Pradeyalkri who had been exiled from Ivinia, took pity on Gundar,
and let him stay as a guest. After his time with Aenghysa, Gundar could tell a lot of wild
stories about life as a fearless bandit, and these highly entertained Noron, who had no love in
his heart for the Orbaalese. Gundar eventually became so close to the great one that he
revealed his story. Noron understood why Gundar had to leave Jara, and suggested that he
sail east to Ivinia, convinced that the Sherwyns (who themselves had fled to Orbaal to escape
persecution) would not dare to follow him there. He helped Gundar build a small but sturdy
square-rigged Pinda, furnished with a single sail that was virtually indestructible.
G undar set sail to the north-east. He sailed for ten days, landing at Kap Hayet in
Seldenbaal in 690TR. Subsisting on a small portion of the viking loot he had buried, he
managed to survive until he met Jofrid, daughter of the poor-born farmer Ralk, in 692TR.
Jofrid and Gundar took to each other, and Gundar then lived at the farm, working the
unforgiving land together with Ralk, who was widowed and without other children.
Ralk died that same year in a snowstorm, only 51 years old, and Gundar and Jofrid then
managed the farm alone. It was hard times and the work was taxing on both of them. Ralk
had always been a solitary man and had not had many friends, and the farm was very
isolated, so contact with other people was extremely limited. To make matters worse, Gundar
hailed from another place, and did not look like other Ivinian men: he was short and stockily
built, his hair was dark and his eyes were green – something that was seen by some as a
supernatural feature. People shunned the young couple and began to talk about them as odd
and suspect. Jofrid had some knowledge of the arcane arts, and such abilities were not liked
in Ivinia at this time. They were forced to fend for themselves.

I n 696, Jofrid gave birth to a son named Béairn. He grew up to be much like his
father, both in appearance and manner. Gundar was very proud of the boy and taught
him many useful skills. Fearing that his past would come to cast a shadow on his children
made him never reveal to them who he was, where he came from, and what he had done.
Even Jofrid never knew Gundar's entire secret, though she was wise enough to understand
that her husband only sought to protect their family.
Only one year later, Hélgya was born, a girl who would be as beautiful and wise as her
mother. She took after both of her parents, thus gaining great knowledge of many a thing.
The strange gift her mother possessed had also been bestowed upon her, possibly with an
even stronger power.
Gundar's and Jofrid's third child saw the light of day on the first year of the 8th century in
Tuzyn’s Reckoning. A son named Ysbrydd, he would continue to surprise his parents
throughout his childhood, for he did not look or act like either of them, with his fiery temper
and constant searching for excitement. Gundar found him most similar to his own brother,
Fewrain, both in mind and appearance. This son evinced a restlessness that Gundar had
never carried within him, even in his youngest years.
For sixteen years, the family was happy, albeit barely surviving on the husbandry of the small
farm once owned by Ralk the Empoverished. The children were taught to help out in any way
they could, and pull their weight, and all grew up to become strong, healthy and kind.
Gundar never disciplined or lectured them, even if there were certainly times when he should
have probably done just that.
A n overcast day of Saraju in 719, a small ship anchored off the rocky beach of the fjord
below Gundar's homestead, which by now had expanded into a farm of considerable size.
On the ship, six passengers accompanied the rowers. They were Venril Sherwyn and two of his
sons, a sailor from the kingdom of Rethem, a female member of the fighting order Crimson
Dancer (who was Venril’s mistress), and a tall, gaunt, mysterious figure in dark flowing robes
who was never heard speaking.
They sought, and had finally found, the man who had robbed the clan Sherwyn of the big
viking loot in 687 TR. The purpose of their visit to Ivinia was not a pleasant one.
They climbed the hill up to the farm and called for ”Gundar blacksmith’s son", ordering him to
step outside.
Gundar refused, and pleaded with them to leave his family alone. The leader of the invading
party laughed mockingly, but promised to spare Gundar's family if he would only come out
and reveal where the treasure was hidden. Gundar accepted the offer, though suspecting that
the crude viking would not be true to his word.
Jofrid, who understood what was about to happen, led the children quickly through the main
lodge to a storeroom, which was partially built into the mountain wall, and showed them a
secret underground hideout that Gundar had dug in anticipation of this very day.
Gundar never revealed the location of the viking loot, even as the evil Orbaalese dragged Jofrid
out into the courtyard. His lips were sealed and he revealed nothing, for the booty was hidden
in the grave of Gundar’s father, in Orbaal, and Gundar’s pride would not allow those who
killed his father to also defile his grave.
The heavily armored Crimson Dancer warrior, a female Tenaka by the name of Renaaka
Thardith, brutally struck Gundar with her blade, severing his right arm so that he could not
raise his axe against her. The Sherwyn scions continued to stab, cut and mutilate his body
until he lost consciousness, while the wretched sailor assaulted, sadistically tortured, and
finally killed Jofrid. The Sherwyn valhakar observed the slaughter with great enjoyment, and
finally set fire to the entire farm. Then, the attackers departed, and left behind a scene of
horrific carnage.
The siblings found their mother dead, but Gundar's spark was not yet completely
extinguished. His last words were:
"Seek your heritage...
Locate the grave ...
Do not follow the way of the sword…
Shhh...sh… Shese ..."

With these last words, he handed over an exotic looking medallion in sparkling gold, as well as
a blood red string of twine he had worn around his wrist.

And so perished Gundar of Aylne.


SEA OF IVAE 44

Characters of interest
❖ Jem Landlang (see: Lokis): Jem is a young enterprising
mercantyleroriginally from Thay, who is just starting out and is
beginning to make a name for himself. He may be able to find PCs
room on a ship headed for Harn, as he is looking to open up a new
trade route to give him a leg up on the competition.

❖ Torald Einarson (see: Lokis): Torald is the captain of the trading


nivik The Narwhal, which is being repaired in Lokis. He is in
negotiations with Jem Landlang to sail westward to Harn with some
local goods to trade in Thay, and to bring back exotic wares that will
help boost Landlang’s business. He may be willing to take the PCs on,
either as paying passengers, or as extra deck hands, as he is sailing
with a bit of a skeleton crew currently.

❖ Trask One-Eye (see: Balhafen): A Jarin serf in the service of a


merchant in Lorkin, who has been kidnapped and enslaved by the
Anoth delta pirates. He might be of general use to the characters in
finding their way around Orbaal, and getting in and out of locations
without arousing attention. If the PCs liberate him, he will be forever
grateful and will offer his life if the situation demands it.

❖ Esobran (see: Balhafen): The leader of


the pirates of the Anoth delta. If the
characters manage to get close to
him, and win his trust, he may be
able to supply some information,
given his peripheral involvement
with the Jarin rebellion. However,
PCs will first have to find him
(or someone who can take
them to him), which won’t be
easy, as the pirates are no-
toriously secretive and
many of them live secret
lives outside of their
pirate activities. Eso-
bran himself also leads
a double life, which will
make him less likely to
trust and engage with
the PCs.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 45

Events at Lokis LEAVING LOKIS


Assuming the characters
have arrived in Lokis by
ARRIVING
shallow-draft coastal
Characters could have many reasons for visiting vessel, as is typically
Lokis - pilgrimage being the most obvious one, at the case with island-
least for characters of the Sarajin faith. For other hopping visitors
characters, given the nature of the Oracle of Lokis from the Ivinian
and the Elkyries at Kyriheim, GMs might want to mainland, they
consider playing on more supernatural strings to may need to secure
get the story going. Plant the seed of a Lokis visit transportation on a
through a recurring nightmare where the sturdier, more seaworthy
characters (either a chosen one, or the entire ship that can survive a passage over open water.
group) are passing through a violent storm and a The GM may introduce them to Torald Einarson,
giant whale appears from the depths, swallowing captain of the nivik The Narwhal, which is
the characters whole. The last thing they see currently being repaired by Kimal Darsyn (12).
before they wake up are the two burning eyes of Einarson will consider taking the characters to
the whale as they hear the echo of a ghostly voice: Kyriheim if they so desire, but going further will
require an offer of substantial remuneration (to
”Of fortune seekers brave and bold the tune of 200d). The characters may be able to
Njehu’s Maw must have its fill join with Jem Landlang in making a trade deal,
Footsteps trace the path of stones shooting for a more distant port. Landlang hails
Dance to have thy fate foretold from Melderyn and can tell tall tales of the busy
Enter deep ’neath Bronwyn’s Hill port of Thay. He is extremely motivated and
Blood must stain the ancient bones” interested in developing a trade route between
Thay and Lokis, something that would put him in
This dream prophecy, through its reference to a better position to compete with Agnar Thoryn. If
”Njehu’s Maw” (the Lokis harbor), directs players the characters don’t have sufficient funds to
to sail to Lokis, which a consultation with a secure passage to wherever they want to go,
Sarajin priest would reveal. The GM can then let striking a deal with Landlang may be their best
characters discover the meaning of the rest of the option.
prophecy if they visit the Sarajin temple in Lokis.

KYRIHEIM
The prophecy ultimately directs the characters to
visit the Oracle in Kyriheim, to learn their fate
through an ancient ritual where they must drizzle
their own blood over old relics kept by the Oracle.

MARUCHOM
GMs will need to develop this Earthmaster
destination further. It may be the fate of which the
prophecy speaks… or it may not. Creative GMs can
plant further story hooks for an entire campaign
in the Oracle’s reading of the relics.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Nivik illustration by Eric Hotz
SEA OF IVAE 46

Events at Kyriheim
ARRIVING
Approaching the island is an eerie experience. The
grim looking statues Faces to the Sea (which line the
beach of Alaryr’s Cove) stand silently observing, while
the wind produces odd, ululating sounds as it passes
through nearby Njehu’s Cauldron and the small caves
perforating the limestone rock. PC’s will have to wait
for the tide to allow passage through to the lagoon.

STAYING AT KYRIHEIM
Visitors will be greeted by members of clan Mulder,
whose hospitality will be greatly increased, should
PCs have the foresight and wherewithal to offer up
suitable gifts to the Oracle. Greeters will look quizzi-
cally at Gundar’s daughter, as if she is not supposed
to be there, and they will continue to treat her with
curious awkwardness throughout the PCs’ visit: a
respectfull and even a little fearful distance. (The
reason for this is related to the Misyn portion of the
prophecy, see illustration to the right. The Cult of the
Elkyri can pick up on the spiritual Ilvir connection, but
will be unable to determine whether the presence of an
individual with a connection to the Craven One is a
good or bad omen). If the PCs ask outright, and they
may have to press the matter, representatives of the
cult will mutter something about “Suerlji’s unclean
presence” and how “it is not meant to be”.

If PCs are unable to pay for lodging at Gresalyne Hall, they


will be offered simple accommodations in one of the small
guest houses of clan Mulder in return for performing minor
chores, which are framed as “sacred tasks to honor the
Elkyri”.

SEEING THE ORACLE


If PCs do not specifically ask for an audition with the
Oracle, one of the priestesses will eventually approach
them with caution, saying “the Oracle, in her eternal
wisdom, may Sarajin bless her immortal soul, has
requested to speak with you. She has expected your arrival
The Oracle
from afar.” PCs will be whisked through the preparation
The Oracle will be waiting for the PCs in the cave and
rituals and taken directly to see the Oracle.
once they kneel before her, she will gaze at them silently
The Dance for a good five minutes, before raising her eyes to the
PCs will be lead through the Dancing Stones toward the ceiling of the cave, extending her arms dramatically, and
Oracle’s cave, stopping every eleven steps to spin around, loudly and slowly reciting the prophecy as written out
bow towards each Elkyri’s barrow, whisper the phrase “In above. This is all she will say. No questions will be
[Elkyri’s] Name” (proceeding through the list of named answered, no courtesies will be extended, no farewells
Elkyries), and spill a drop of blood on the ground. spoken. PCs will be expected to see themselves out.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 47

Events at Tavu THE WAGES OF FEAR


Under the meticulous supervision of clan Weygar,
EXPEDITION TO WULFSHAFEN work is being completed on the first dragon ship
The Sweigert clan have discovered signs that point of the Tavu kingdom. However, the hull needs
to their destroyed former clan seat at Wulfshafen, sealing and for that, only Ygenborn tar will do.
on nearby Kiitavu Island, being used by parties Problem is, the Ulrin kiln has gone out and the
unknown. They have petitioned the valhakar nearest supply is in Middevold, on the other side
Odrin Aalden for support in sailing over there to of the Ulrin river. The tar, which is transported in
investigate. PCs may be asked to come along. Once barrels, is too heavy and too physically unstable to
on Kiitavu, the expedition will have to contend be hauled safely across the rather turbulent river,
with a band of armed and quite capable men under so it has to be transported around the entire
the command of sea captain Jari Haab; a man who island. Because of the sometimes difficult terrain,
is on a quest to avenge his dead father, whom he the barrels – eight in total – have to be pulled two
believes was slain by the mythical creature by two in hand-drawn carts. PCs are hired to do
Garelon. Haab is a man possessed and has scoured the job, and must get the tar safely to Ulrin,
the seas for a good decade in search of Garelon. He without losing any of it, and without getting any
is closing in on his prey, having been pointed of the burning hot tar on themselves.
towards nearby Gly Island as a possible habitat of
the aquatic Pradeyalkri. GONE WALRUS HUNTING
A ship owned by Terve Geldemaar is leaving for
QUEST FOR GARELON the skerries east of Kiitavu, to go walrus hunting.
Depending on how the confrontation at Wulfs- PCs can enlist and will earn a handsome bonus for
hafen plays out, adventurous PCs may be invited each pair of walrusk tusks they bring back.
and choose to join in with Haab’s men to sail to
Gly. If PCs don’t have a way to get from Tavu to TERVE GELDEMAAR MUST DIE
Harn, Haab may agree to take them there if they The very obvious success of Terve Geldemaar, and
help him capture and kill Garelon. Of course, an his constant flaunting of his wealth, is getting on
expedition to Gly is fraught with danger and valhakar Odrin Aalden’s nerves. He wants
Garelon, if it can even be found, is not a creature Geldemaar gone, stat. Aalden’s chamberlain,
to be trifled with, or one that can be subdued or Vertu Sharptongue, is secretly hiring a few able
killed easily. On the other hand, success would swordsmen to break into Geldemaar’s mansion,
bring instant notoriety to the victors. torch the place, and slay the obnoxious man.

WE HAVE THE MEATS ONWARD TO KAMERAND!


Clan Ygenborn are the ones chiefly responsible for Legendary Tavu captain Bjari Herjalsen, the
bringing wild boars to Tavu. The boars are threa- subject of many tall tavern tales, has gone
tening to completely overrun the island, and have missing. Herjalsen claims to have sailed to
especially become a nuisance around Middevold, Kamerand, and brought back a few new crops to
the Ygenborn clan seat. Luckily, the pesky (and prove it. He planted some of these on Tavu -
quite aggressive) animals fetch a handsome price potatoes being but one example. His son Sverri is
in Ulrin, where the boar meat is highly sought- looking for a crew to sail westward to try and find
after. The Ygenborns are recruiting fearless people Bjari, or at least figure out what happened to him.
who are willing to venture out on the island, and PCs can perhaps reach an agreement to come
face the boars. They are willing to pay up to 3d per along, and be dropped off on Harn. Or they may
head. have to jump ship when in sight of the Misty Isle.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 48

Events at Balhafen observe the pirates as they unload or pick up some


of the wares, or they could possibly kidnap one of
the pirates and attempt to gain the information
CASTAWAYS
through interrogation. At the GMs discretion,
An attack or even just bad weather might result in
there may also be a classic treasure map in play.
a shipwreck where the PCs have to swim ashore on
Keron or one of the smaller nearby islands. From BURIED TREASURE
there, they could easily spot the pirates or the
Esobran is far too smart and too greedy to risk
Hulthards when they arrive (see below).
burying any of his ill-gotten gains, but there is
actually treasure on the island, left by the Ivinians
THE PIRATES to fund their 707 TR attack on Thay. GMs could
At the time the PCs arrive on Keron, the pirate
easily stage a treasure hunt based on the many
leader Esobran and his men are camped out at
remaining references to the location of the
Balhafen, waiting for a delegation led by the
treasure (see map).
one-eyed Sarbrand Hulthard, Zaarli Hulthard’s
only son. He will arrive in a single ship together TRASK ONE-EYE
with ten heavily armed and quite capable men. A Jarin thrall known as Trask One-Eye, who was
The purpose for the visit is to negotiate the terms kidnapped off one of the pirates’ latest prizes (a
of the continued partnership. The parties are very Nivik going from Thay to Geldeheim), is chained
keen on maintaining secrecy and would not look up outside the pirate camp. The PCs would easily
too keenly on eavesdropping or even just an spot him if they survey the activities at Balhafen.
outside presence on the island during their Trask harbors no love for the pirates and would
negotiations. If the PCs are on the island when the take any viable opportunity to escape. If the PCs
Hulthards arrive, they will have to make sure they help him out, he might prove a valuable ally, as he
stay hidden and cover up their tracks, or they will does have knowledge of the Hulthard connection
face some potentially grim consequences. Should (see The Geldestaar Feud above). If the PCs are new
the PCs get captured, their only options for to Harn, Trask might also be able to serve them
survival is either to flee, to fight the pirates and well as a guide. He knows Orbaal fairly well.
their allies, or to convince them to let the PCs join.
PIRATE MAN-HUNT
THE GELDESTAAR FEUD PCs with a strong sense of right and wrong might
The Hulthards are involved in a bitter rivalry with want to indict the pirates and bring them to
the the Geldestaar clan of Lorkin. They have been justice. To do this, they will have to follow the
strategically directing the pirates´ attention pirates to where they live. Most of them have
especially towards Geldestaar shipping and were established secret lives in north-eastern Melde-
the Geldestaars to be made aware of this fact, a ryn, near Lyf, and should their secret piratical
full-blown feud could erupt. Scheming PCs might careers be exposed, they would most certainly
find lucrative opportunities in this scenario which have to face Melderyni justice. The GM could
could be exploited for either financial or political develop this storyline into a full campaign, where
gain, if they manage to walk the line. the true identity of Esobran may be revealed.

HIDDEN LOOT THE RIDDLEMASTER


Esobran and his men are hiding stolen goods in a If the PCs come to Balhafen looking for answers,
cave on the island, waiting for the right time to they will not find any here. However, NPCs they
fence them at the right price and without the risk may interact with could, if the GM so desire, point
of the goods being identified as stolen. The hiding them towards Anrist Point, suggesting that the
place is not easy to find; PCs will either have to mysterious Riddlemaster may be of help.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 49
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 table (Common Knowledge, Rumor,
Information and Fact). 1-50 No information
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

❖ Ignorants Loosely Associated


❖ Rumor Mongers People who are in a position to know something about
❖ Loosely Associated the nature of the inquiry, for instance through their
❖ Acquaintances profession, or background.
❖ Relations 1-50 No information
51-75 Common Knowledge
Then, roll 1d100 to specify what kind of information the
76-85 Rumor (false)
characters are receiving. At your discretion, you can
86-90 Rumor
modify the roll based on how the players are interacting
91-98 Information
with the NPC’s.
99-00 Fact
No information can either mean that the requested Acquaintances
person does not want or is unable to provide People who may have known or met a person directly
information. associated with the subject of the inquiry.

Common Knowledge means, for example, geographical 1-25 No information


references or general cultural information. 26-50 Common Knowledge
51-60 Rumor (false)
Rumors are generally vague information or directly 61-75 Rumor
misleading falsaries, deliberate or not, and are best 76-95 Information
improvised by the GM, preferably based on the materials 96-00 Fact
found below, or any canonical Harnic source.
Relations
Information and Facts represent relevant and People who are directly connected to the subject of the
reasonably accurate information, further detailed in inquiry, through blood, marriage, or friendship.
below sections on Gundar, Tenebrys, the Sherwyns, 1-10 No information
Renaaka Thardith and Merlak of Tusran, based on the 11-25 Common Knowledge
specific inquiry made by the characters. These pieces of 26-30 Rumor (false)
information can be disseminated in any order the GM 31-50 Rumor
sees fit, in order to maintain the mystery and sustain the 51-90 Information
players’ interest. 91-00 Fact

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 50

INITIAL INFORMATION The Prophecy


PCs who choose to commune with the
Common Knowledge Oracle of Lokis will be bestowed the
❖ Southwest of Ivinia is a place called Harn following prophecy:

Rumors Mine eyes have seen the doom that’s wrought


TRUE: People of Harn worship a living god who creates new beings On both your kith and kin
FALSE: Harn is ruled by evil sorcerers And for your vengeance you have fought
The fury grows within
Information
❖ The murderers sailed toward Harn From whence you came a sea of flames
❖ The northern part of Harn is called Orbaal, but was once known as Jara For this your hearts seek names
❖ It is occupied by clans from Ivinia
❖ Misyn is somewhere on Harn Though with injustice it may reek
A tomb holds answers that you seek
Facts
Amongst you one who yearns for plunder
❖ Gundar was of Jarin heritage
Bloodthirst tore the family ‘sunder
Learn from this and change your ways
INFORMATION AT LOKIS Set your sight on peaceful days
No direct information will be available to PCs at Lokis, but they will be
encouraged to venture to Kyriheim to see the Oracle. Also, see “Events I see one who quests to learn
at Lokis” on page #45. Lokis is an excellent place and time for the GM to Do not mundane matters spurn
begin implanting dreams and visions of destiny and purpose. Bring the news of kindred slain
Look for signs on Misyn’s plain
INFORMATION AT KYRIHEIM
Firstborn son feels hatred burning
(See sidebar)
Heart and mind for vengeance yearning
Seek your foes in Jarin land
INFORMATION AT TAVU Where they rule with unfair hand
Tavu and the rumor mill of its rowdy taverns offers a way for the GM to
sprinkle in some basic information that may help the PCs home in on where Westward lies your righteous path
they need to go. While all people on Tavu would qualify as either Ignorants or Seek the sunset, quench your wrath
Rumor Mongers, the GM may choose to introduce a Loosely Associated NPC to
reward players for their diligence. This may even offer an opportunity to The prophecy points to the tomb of
introduce a new player character to the mix. Gundar’s father, the location of which
they will need to figure out by
INFORMATION AT BALHAFEN following clues sprinkled through-
Asking the pirates out the upcoming chapters. The tomb
Should PCs be able to win the trust of the pirates (which won’t be easy), and contains what’s left of the viking loot
get close to Esobran, he might be able to point them to Shese, among other stolen by Gundar and his brother,
things. Consider him “Loosely Associated”. Kaemr. Part of the loot is an ancient
scroll sought by one of the murderers
Asking the Hulthards who killed the PCs’ parents.
The Hulthards will be very suspicious of the PCs presence, given the clan-
The prophecy also references Misyn
destine nature of their visit. Also, the PCs will look Jarin to them, which will
which is the location of Araka-Kalai, a
yield even less information. In fact, if the PCs ask questions that help the
place of special importance to
Hulthards determine that they are the offspring of a known Aenghysa
followers of Ilvir, Gundar’s chosen
resistance fighter, they will insist on killing the PCs on the spot.
religion. While not important to the
Asking Trask One-Eye actual plot of the campaign, discove-
Should the PCs choose to free Trask, he will be forever in their debt and will ring the Ilvir faith and their Jarin
answer any questions they may ask, though his knowledge is limited. He culture will be important for PCs to
qualifies as “Loosely Associated”. connect with their heritage.

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Garelon CREATURE PROFILE
___________________________________________

Name: Garelon| Pradeyalkri | (Gender unknown)


Appearance: A frightening fish-man creature of the
deep, with a maw full of sharp teeth, sporting octopus-
like appendages and scaly exoskeleton parts.

STR 50 AGL 35 SML 25 WIL 20 CML –

STA 40 EYE 4 VOI – AUR 23 END 39

DEX 7 HRG 20 INT 5 MOR – MOV 50

Habitat: Sea of Ivae; Gly Island (fights without penalty


in either environment)
Height: 7’3’’ | Weight: 400 lbs | Size: 12
Diet: Omnivore, carrion
Lifespan: Nearly Immortal
Group: Unique Creature
Medical/Psyche: Aggressive, predatory
Physical Skills: Climbing 80 | Jumping 90 | Stealth 80
Throwing 15 | Swimming 95
Communication Skills: Awareness 60
Combat Skills: Initiative 80 | Unarmed 60 | Dodge 80
Punch 60* | Squeeze 50 | Bite 80**
Money/Valuables: None
Armor/Weapons: Scales, tentacles, maw/teeth
Other Equipment: None
Load: 0 lbs Encumbrance: 0

Melee Wpns Wt. WQ AML DML HM B |E |P


Punch* - - 806 65 - 6 | • | •
Squeeze - - 0 55 - 8 | • | •
Bite** - - 90 - - • | • |9
*Twice/round ** Must first Squeeze using both tentacles

Location Armor Layers AQ B | E | P | F


Head Scales +0 3 | 5 | 4 | 4
Shoulder Scales +0 3 | 5 | 4 | 4
Arms Tentacles +0 2 | • | • | 1
Thorax Bones, cartilege +0 2 | 4 | 3 | 3
Abdomen Bones, cartilege +0 3 | 5 | 4 | 4
Hip None +0 3 | 5 | 4 | 4
Groin Bones, cartilege +0 3 | 5 | 4 | 4
Thigh None +0 • | • | • | •
Foot None +0 • | • | • | •
All others Scales +0 3 | 5 | 4 | 4

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Esobran CHARACTER PROFILE
___________________________________________
Culture: Jarin
Name: Esobran of Geltyne* | Human | Male
Social Class: Clan head (outwardly), Outlaw (secretly)
Occupation: Pirate Born: 22 Larane 679 (Angberelius)
Obvious Medical Traits: Facial scars
Appearance: 41 y.o, height 5’ 7”, heavy. frame, 165 lbs,
Apparent Occupation: Warrior size 6, medium skin, shaved head, brown eyes
Apparent Wealth: None
Companions: Fellow pirates STR 15 AGL 12 SML 11 WIL 11 CML 10

STA 14 EYE 14 VOI 8 AUR 12 END 13

DEX 11 HRG 9 INT 14 MOR 7 MOV 12

Medical/Psyche: Facial scars, sociopathy


Physical Skills: Climbing 58 | Jumping 45 | Stealth 67
Throwing 56 | Swimming 20
Communication Skills: Awareness 59 | Intrigue 62 |
Oratory 51 | Rhetoric 42
Languages/Scripts: Jarinese 65 | Ivinian 32 | Runic 12
Lore/Craft Skills: Seamanship 72 | Tracking 55 |
Survival 60 |
Religion: Ilvir | Ritual: 15 | Piety: 24
Combat Skills: Initiative 80 | Unarmed 55 | Dodge 60
Dagger 76 | Sword 72 | Shield 63
Money/Valuables: 20d in silver
Armor/Weapons: Cloth shirt, quilt tunic, quilt kilt,
mail shirt, cloth leggings, leather boots, dagger,
sword, shield, shorkana
Other Equipment: None
Load: 57.2 lbs Encumbrance: 4
Melee Wpns Wt. WQ AC DC HM B |E |P
Dagger 1 11 5 5 • 1 | 2 | 5
Broadsword 3 12 15 10 -10 3 | 5 |3
Roundshield 6 13 5 20 • 2 | • | (3)
Missile Wpns Wt. WQ Short Med Long Ext
Shorkana 2 10 3/5 6/4 12/3 24/3
Location Armor Layers AQ B | E | P | F
Skull None +0 • | • | • | •
Shoulder Cloth+quilt+mail +0 8 | 12 | 8 | 6
Upper Arm Cloth+quilt +0 6 | 4 | 3 | 5
Thorax Cloth+quilt+mail +0 8 | 12 | 8 | 6
Abdomen Cloth+quilt+mail +0 8 | 12 | 8 | 6
Hip Cloth+quilt+mail +0 8 | 12 | 8 | 6
Groin Cloth+quilt+mail +0 8 | 12 | 8 | 6
Thigh Cloth+quilt +0 6 | 4 | 3 | 5
Foot Leather +0 2 | 4 | 3 | 3
All others Cloth +0 1 | 1 | 1 | 1

*Real name: Brannen Geledain

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The pirates COMBAT PROFILES
___________________________________________
Culture: Jarin, Orbaalese, Kaldoric
Graigor Smydd – 5’4” | 121 lbs. | 52 y.o.
Social Class: Outlaws Skills: Seamanship 79, Initiative 51 | Dodge 45 |
Obvious Medical Traits: Misc. Unarmed 55 | Sword 60 | Longknife 70
___________________________________________
Apparent Occupation: Rabble
Eiran Bwyfydd – 5’6” | 163 lbs. | 44 y.o.
Apparent Wealth: None Skills: Seamanship 55 | Initiative 50 | Dodge 55 |
Companions: Pirate brethren Unarmed 50 | Longknife 55
___________________________________________

Lodin of Velium – 5’9” | 223 lbs. | 29 y.o.


Skills: Seamanship 45 | Initiative 70 | Dodge 55 |
Unarmed 60 | Sword 65 | Morningstar 70
___________________________________________

Dorenn – 5’8” | 321 lbs. | 33 y.o.


Skills: Seamanship 65 | Initiative 60 | Dodge 30 |
Unarmed 70 | Axe 60 | Longknife 60
___________________________________________

Kelebwin Authrydd – 6’0” | 266 lbs. | 26 y.o.


Skills: Seamanship 45, | Initiative 70 | Dodge 60,
Unarmed 65 | Sword 75 | Longknife 70
___________________________________________

Average pirate (x13)


Skills: Seamanship 60 | Initiative 55 | Dodge 55 |
Unarmed 60 | Axe 55 | Longknife 45

All named pirates wear cloth and quilt tunics except for
Lodin of Velium, who also wears a chainmail tunic.
Average (un-named) pirates wear cloth. Weapon of choice
is indicated by the combat skills.

Melee Wpns Wt. WQ AC DC HM B |E |P


Morningstar 5 11 20 5 • 0 | • | 5
Longknife 1 12 10 15 • 1 | 3 | 5
Handaxe 3 11 10 5 • 4 | 6 | (4)
Shortsword 2 12 10 5 • 2 | 4 |4

Location Armor Layers AQ B | E | P | F


Skull None - • | • | • | •
Shoulder Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Upper Arm Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Thorax Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Abdomen Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Hip Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Groin Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Thigh Cloth +0 1 | 1 | 1 | 1
Foot Leather +0 2 | 4 | 3 | 3
All others Cloth +0 1 | 1 | 1 | 1

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
The Hulthard Party COMBAT PROFILES
___________________________________________
Culture: Viking
Sarbrand Hulthard – 5’7” | 180 lbs. | 36 y.o.
Social Class: Clansmen Skills: Seamanship 72 | Initiative 65 | Dodge 50 | Axe
Obvious Medical Traits: Misc. 70 | Dagger 65 | Shield 60
___________________________________________
Apparent Occupation: Viking
Vyrtegorn Hrofgaard – 6’6” | 291 lbs. | 28 y.o.
Apparent Wealth: None Skills: Seamanship 50 | Initiative 85 | Dodge 75 |
Companions: Other vikings Unarmed 70 | Pole Axe 75 | Dagger 70
___________________________________________

Sifmar Tjaaven – 6’1” | 247 lbs. | 32 y.o.


Skills: Seamanship 55 | Initiative 75 | Dodge 60 |
Unarmed 65 | War Hammer 60 | Dagger 65
___________________________________________

Average viking (x8)


Skills: Seamanship 50 | Initiative 50 | Dodge 45 |
Unarmed 55 | Handaxe 60 | Dagger 55 | Shield 50

All named vikings wear a helmet and chainmail shirts over


quilted tunics and carry a roundshield. Average (un-
named) vikings wear helmets, cloth shirts and leggings,
quilted tunics and also carry a roundshield.

Melee Wpns Wt. WQ AC DC HM B |E |P


Roundshield 6 13 5 20 • 2 | • | •
Dagger 1 11 5 5 • 1 | 2| 5
Handaxe 3 11 10 5 • 4 | 6 |(4)
Poleaxe 8 11 25 5 -15 6 | 9 |6

Location Armor Layers AQ B | E | P | F


Skull Helmet+cap +0 7 | 11 | 7 | 3
Shoulder Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Upper Arm Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Thorax Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Abdomen Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Hip Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Groin Quilt+cloth/mail +0 6/7 | 4/11 | 3/7 | 5/5
Thigh Cloth +0 1 | 1 | 1 | 1
Foot Leather +0 2 | 4 | 3 | 3
All others Cloth +0 1 | 1 | 1 | 1

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Trask One-Eye CHARACTER PROFILE
___________________________________________
Culture: Jarin
Name: Trask One-Eye | Human | Male
Social Class: Thrall
Occupation: Thrall | Born: 21 Peonu 694 (Wands)
Obvious Medical Traits: One-eyed
Appearance: 26 y.o, height 5’ 5”, light. frame, 115 lbs,
Apparent Occupation: Farmer size 5, medium skin, sandy hair, brown eyes
Apparent Wealth: None
STR 7 AGL 13 SML 8 WIL 8 CML 6
Companions: None
STA 9 EYE 12 VOI 10 AUR 6 END 8

DEX 13 HRG 13 INT 13 MOR 14 MOV 13

Medical/Psyche: One-eyed
Physical Skills: Climbing 50 | Jumping 55 | Stealth 75
Throwing 35 | Swimming 10
Communication Skills: Awareness 60 | Intrigue 35 |
Oratory 25 | Rhetoric 15 | Singing 45
Languages/Scripts: Jarinese 40 | Ivinian 20 | Runic 10
Lore/Craft Skills: Seamanship 52 | Agriculture 28 |
Tracking 40 | Survival 45 | Foraging 42 | Hideworking
30 | Fletching 26 | Animalcraft 27 | Woodworking 15 |
Embalming 12
Religion: Ilvir | Ritual: 12 | Piety: 45
Combat Skills: Initiative 55 | Unarmed 35 | Dodge 65
(Dagger 45) | (Handaxe 35)
Money/Valuables: None
Armor/Weapons: Cloth shirt and leggings
Other Equipment: None
Load: 8.8 lbs Encumbrance: 1

Melee Wpns Wt. WQ AC DC HM B |E |P


Dagger 6 13 5 20 • 2 | • | •
Handaxe 1 11 5 5 • 2 | 3 |6
Location Armor Layers AQ B | E | P | F
Skull None • • | • | • | •

Shoulder Cloth +0 3/2 | 9/4 | 6/3 | 2/3


Upper Arm Cloth +0 3/2 | 9/4 | 6/3 | 2/3
Thorax Cloth +0 3/2 | 9/4 | 6/3 | 2/3
Abdomen Cloth +0 3/2 | 9/4 | 6/3 | 2/3
Hip Cloth +0 3/2 | 9/4 | 6/3 | 2/3
Groin Cloth +0 3/2 | 9/4 | 6/3 | 2/3
Thigh Cloth +0 3 | 5 | 4 | 4
Foot None • • | • | • | •
All others Cloth +0 1 | 1 | 1 | 1

Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 55

The Narwhal
Nivik Vulenheim 08-720

24’ 8 tuns
8’ 4 tuns
4’ 1 tun
3’ –
1’ Pinda (1)
1’
1 24’ 2 tuns

4 65 31 70
7 55 33 – 7
– 68 50 55
70

65 57 68 Square/c
– 18 9 3

13 39
– 26 52 - – –
1
1 ton
Owned by Torald Einarson

Copyright © 2020 N. Robin Crossby and Columbia Games, Inc


SEA OF IVAE 56
The Narwhal
Vulenheim

70 Pt. Vulenheim Einarson


AB Mate. 5d 65 Pt. Vulenheim Nils
AB Chippy. 4d 60 Pt. Fuehreling Baldar

Copyright © 2020 N. Robin Crossby and Columbia Games, Inc


SEA OF IVAE 57
The Narwhal 8
Vulenheim 2

H1. Provisions L 1
719-12-11 Lokis H2 Supplies L. 1 150d Destination: Kyriheim

Copyright © 2020 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

1.3 days 1 day

4
4

1 day 1 day

5
5

(For more detailed


movement rates,
see HarnMaster
SEA OF IVAE 58

6
6

(Columbia Games
#4001) and Pilot’s Lokis
Almanac (Columbia
Stimby

7
7

Games #4002)

8
8

Gly

9
9

Tavu

10
10

Copyright © 2020 N. Robin Crossby and Columbia Games, Inc


Sherwyn

1
1

Quimen

2
2

Geldeheim Gedan
Shese

3
3

Leriel Anrist Point


Noron’s Keep

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
arn
tm

Sea of Ivae
Realm of the Rovers

Sea of Ivae is one of the most punishing environments on Kethira. The


hardy men and women who ply their trade on this vast expanse of ice,
frigid waves, and barely liveable chunks of rock, are uniquely resilient
people.
This module describes this ocean, some of the locations around it, and
the conditions under which it can be navigated.
This module also contains Chapter 2 of The Saga of Gundar Green-Eye; an
expansive Harn campaign which will take the characters from the fjords
of Menglana to the shores of Harn and beyond, in search of the culprits
who murdered their parents.
Note: Some of the contents in this module were previously published
independently, as fanon articles Lokis – The Holy Kingdom, Balhafen – The
Pirate Harbor, and Tavu – Haven of the Freebooters.
This fanon article builds on: Ivinia (Columbia Games #5101), Harn
(Columbia Games #5001) and Pilot´s Almanac (Columbia Games #4002).
It also references numerous individual articles, called out in the text.

fanon fanon

http://tiny.cc/TheSagaOfGundarGreenEye

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy