Encyclopedia Harnica - Sea of Ivae v2
Encyclopedia Harnica - Sea of Ivae v2
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
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).
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.
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.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 6
SEA OF IVAE 7
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.
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
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.
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.
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.
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.
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
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
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 25
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
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.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Maps by Jay Sojdelius and Eric Hotz.
SEA OF IVAE 27
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
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).
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Chapter 2
SEA OF IVAE 38
❖ 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
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.
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.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 45
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”.
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 47
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 48
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
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
SEA OF IVAE 50
Copyright © 2020 Jay Sojdelius, N. Robin Crossby and Columbia Games, Inc
Garelon CREATURE PROFILE
___________________________________________
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
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
___________________________________________
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.
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
___________________________________________
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
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
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
H1. Provisions L 1
719-12-11 Lokis H2 Supplies L. 1 150d Destination: Kyriheim
A B C D E F G H I J K L M N A B C D E F G H I J K L M N
1
1
2
2
3 days 1 day
3
3
4
4
1 day 1 day
5
5
6
6
(Columbia Games
#4001) and Pilot’s Lokis
Almanac (Columbia
Stimby
7
7
Games #4002)
8
8
Gly
9
9
Tavu
10
10
1
1
Quimen
2
2
Geldeheim Gedan
Shese
3
3
4
4
Balhafen
Misyn
5
5
Elkall-Anuz
6
6
Golotha Pesino
7
7
Bejist
8
8
9
9
10
10
A B C D E F G H I J K L M N A B C D E F G H I J K L M N
arn
tm
Sea of Ivae
Realm of the Rovers
fanon fanon
http://tiny.cc/TheSagaOfGundarGreenEye