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Sorkins 1

ince the time of the Battle of Sorrows, the hostile climate Sorkin Mountains
and terrain of the Sorkin Mountains have resisted human Maps: J3, K3, L3, J4, K4, L4,
settlement. The region remains one of the wildest on Hârn. L5, M5, L6, M6
A few Pradeyalkri, the mythical foes of the god Sarajin, have Highest Peak: Mt. Esig (7,586 feet)
made their home in the mountains, as have a number of
Ivashu and many species of carnivores.
The granite spires of the Sorkin ranges stretch along Hârn’s eastern
coast from Jara in the north to Melderyn in the south. They form a
forbidding hundred-league mountain chain that walls Kaldor from the Sea
of Ivae. The terrain climbs from the lowlands of the Kald Valley to peaks
above 7,000 feet. There are higher peaks on Hârn, but few more rugged.
The peaks of the Sorkins are home to aerial predators that use thermal
air currents to glide great distances as they hunt. When they sight their prey
from as far as a mile away, they dive and attack with terrifying speed. Few
can forget the helpless terror of watching a wyvern snatch a fully laden
mule from a narrow mountain trail, and any passing shadow can make
veterans of these hills look up in fear.
Hardy souls come to the Sorkins mainly in search of furs in the
highlands and gold in the icy streams. The foothills are littered with their
bones. Moss-encrusted ruins dot the landscape, some of Khuzan origin
and some of human; several are said to have contained “treasures beyond
value.”
The Anoa tribesmen patrol the north slopes and the Taelda inhabit the
south and west. Wondrous but dangerous beasts roam the east and gargun
are everywhere. The Sorkins tantalize the unwary with the promise of
wealth but they are more often a place of death.

Gargun heads of various stages of


decomposition are found along Noron’s Way.

CREDITS
Writers: Joe Adams, Jonathan
Davidson (Seven Brothers)
Artist: Richard Luschek
Maps: Eric Hotz (page 3),
Dave St-Pierre (page 10)
Contributors: Brent Bailey, Daniel Bell,
Rebecca Downey, Kerry Mould,
Matt Roegner, John Sgammato
Editors: Brent Bailey, Daniel Bell
Grant Dalgliesh, Tom Dalgliesh
Layout: Brent Bailey

Copyright © 2014–2018, Columbia Games, Inc. HârnWorld®


#5890
Sorkins 2
History Present Day
Lake Arain and the surrounding peaks have spiritual The Sorkins are far from uninhabited. The Kingdom
significance to the Khuzdul who dwell beneath them. of Azadmere continues to thrive around Lake Arain.
Over thousands of years, the Khuzdul have explored Khuzdul hardrock miners delve deep into the granite
the depths beneath the mountains, following veins of for gems and precious metals and work the coal
ore and working the natural voids and fissures into seams beneath the Mount Jenzu to provide fuel for the
interconnected complexes of clanhomes, mines, and clanhomes, craft halls, and forges.
craft halls they call deeps. Colonies of Gargu-hyeka fight neighboring nests of
While they carved their fabulous deeps beneath Viasal. Internal strife is resolved violently and there is no
the mountains, the Khuzdul lords welcomed Jarin clans way to know when a nest might swarm. Bandits, yelgri,
to settle in the valleys and take on the agricultural centaurin, and a significant number of Ivashu make their
occupations that the Khuzdul found distasteful. The homes in the mountains alongside the gargun.
humans spread west and south along the steep valleys. The Taelda have started to stir in Noneth. Traders
They soon proved capable of providing more and report being shadowed as they travel east of Naniom
better agricultural products than the lords under the Bridge but no attacks have been reported. Tribesmen
mountains had any inclination to produce. To ensure the occasionally skirmish with Kaldoric troops here but
perpetuation of this trade, the Khuzdul king granted fiefs usually retreat to the forest rather than offer direct battle.
on the surface lands around Lake Arain.
Despite the unforgiving environment and harsh
During the Atani Wars around 1,600 years ago, the terrain, trade trickles through the region along the Silver
Jarin fought alongside their Khuzdul lords against the Way and Noron’s Way. Caravans of mules carry a mix
Pharic invaders. After the Battle of Sorrows (c. 683 BT), of the valuable and the mundane between Tashal and
the Khuzdul withdrew to Azadmere and Kiraz and Zerhun. Kaldoric mule trains haul wheat, salt, and cloth
abandoned their outer settlements. Azadmere provided to Azadmere. In exchange, the Khuzdul export high-grade
sanctuary for Jarin refugees fleeing the Lythians. The silver and iron bars and small quantities of gems, jewelry,
battle signaled the end of the Elder Peoples’ control of and the highest-quality weapons and other metal goods.
the Kald Valley. Furs from alpine elevations command high prices in
Bereft of the support of the Khuzdul, the lowland lowland markets.
Jarin could not defeat the Lythians. The rich farmsteads Bands of outlaws on the lower reaches of the Silver
and manors of the Kald Valley absorbed waves of Pharic Way prey on travelers and small caravans before they can
peoples until the old Jarin culture became diffuse and join the great caravans at Naniom Bridge. Traders that
more identifiable as Hârnic. Only in the Sorkin foothills reach the bridge find that the adventure has just begun.
did the Jarin ways persevere. Unpredictable weather, rock slides, and the crafty, vicious
In the early 2nd century TR, the Khuzdul stayed gargun plague even well-defended caravans. During
behind their locked gates while Lothrim’s hordes ravaged the winter, the poor conditions make the Silver Way
the lowlands. Although the mounted Chelni never entered impassable to all but the most foolhardy.
the rugged mountains, hordes of gargun flooded into the Along the western and northern edges of the region,
Sorkins, infesting caves and Khuzan outposts, some of Noron’s Way runs from Tonot northward past Noron’s
which were overrun before they could be evacuated. Keep and the Rampart to the Anoth Delta near Shese.
The gargun spread in the years after Lothrim’s fall The Taelda rarely molest travelers who remain on the
in 120. The Taelda came from around the Anoth Delta trail. Although Noron’s capricious nature discourages
during the Migration Wars (c. 178–238) and spread most traders, those who maintain good relations with him
themselves across the western slopes of the mountains, use the trail regularly.
forcing the Jarin to compete for ever-scarcer resources.
Noron’s Way is too rough for wagons, so carts and
Most of the manors in the foothills could not be defended
mules carry goods across the hills and streams. Furs and
and were abandoned.
amber from Lorkin are traded for Kaldoric wheat, cloth,
After the Battle of Noneth in 180, the lowland Jarin and preserved food. Baron Pierstel of Tonot and the Earl
came under the protection of the petty states of the river of Neph wish to increase trade along this trail. Patrols of
valleys. These kingdoms expanded mainly along the Kald the Order of the Lady of Paladins issue from Yaltako but
Valley, leaving the mountains to the gargun. The tribes the knights stop far short of Noron’s Keep.
and the gargun have remained in their ranges, giving the
mail-clad knights of Kaldor little excuse to venture off
the trade routes beyond Naniom Bridge.
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Sorkins 3 Sorkins 3
Geography Noneth
The Sorkin Mountains have six peaks higher than Although Noneth has been claimed by Kaldor, the
6,000 feet. The higher elevations experience alpine region is controlled by the Taelda. Mercantylers visit
weather throughout the year but a more temperate Taeldan trading posts to trade for furs.
microclimate exists near Lake Arain. The permanent ice
fields of the peaks contribute to the glaciers that feed the Rampart
rivers of eastern Hârn. Anoa tribesmen and colonies of gargun make the
The prevailing southwesterly winds drench the mountains and foothills their home. The low-pitched
western slopes, and the leeward side is wetter than songs of the Hru are heard at night.
normal due to the nearby sea. On both sides of the
mountains, torrential rains lead to frequent mudslides. Sofyn Spur
Snow is frequent and heavy in the winter; ice coats the The Spur juts out from the rest of the Sorkins to
northern slopes of the mountains until mid-summer. divide Kaldor from Orbaal. The Spur is home to Uvien of
Barsothe Falls and Noron, two enigmatic Pradeyalkri.
The Sorkins are divided into five regions:
Southern Tail
Blue Range
This foggy region was once home to Jarin farmers
Dominated by the peaks of Mounts Tezith, Esig, and
and Khuzdul miners but now only ruins and unworked
Jenzu, the majestic mountains of this range are home
pits remain. Hardy souls can still be found, beset on all
to many hot springs, glaciers, and mythic beasts. The
sides by the Foulspawn but subject to no human ruler.
eastern slopes are truly wild.
The eastern slopes are home to wary centaurin.

Ram
par
t

Sofyn Spur
Blue
Rang
e
Non
eth

Sou
th
Tai er n
l

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Sorkins 4
Sofyn Spur Sofyn Spur
The Sofyn Spur is the region between the needleleaf forests that cover 1d20 Encounter
the slopes of Sofyn Mountain (6,497 feet) and continue past Noron’s Keep
1–10 See Wilderness Encounter
to the Shem River. The weather here is influenced by the Nuthela Gap and Table (HM3, Campaign 12)
the proximity of the Anoth Delta. This region of the Sorkins is wet and
11 Noron and/or one of his sons
often shrouded in fog. The heavy precipitation fills waterways that merge to
form the Kald River. 12 Kaldoric traders
The Taelda say that the prevailing southeasterly wind is the breath of 13–14 Gargun hunting party
the Grandfather of all Hru, who sleeps beneath the peak of Sofyn Mountain. 15 Khuzan miners
Sofyn means “grandfather” in the Taeldan language. It is unknown whether 16 Orbaalese traders
the story predates the mountain’s name or vice versa. In any case, there are
17–18 Taeldan village
many stone giants in this region and the night is filled with the sounds of
their rumbling movements. 19 Hru

Although the Hru are only dangerous if provoked, their massive 20 Ivashu (HM3, Campaign 14,
strength commands respect. These gentle giants have their share of secrets Subtable 15)
as well. Legend holds that they were the last to see Genin the Grey before
his death at the hands of the Foulspawn on the slopes of Mount Sofyn and Taeldan Villages
The eastern Taelda live in defensible,
know where the great mage’s artifacts may be found.
semi-permanent clan holds that crown
Noron’s Keep is the only permanent settlement between Tonot and the foothills. A typical settlement includes
Shese. First-time visitors are taken aback by the peculiar mix of barbarity a seasonal trading center and dwellings
and strange civilization. The burly, seven-foot-tall Noron is a Pradeyalkri, surrounded by circular embankments
one of the semi-divine creatures who battled Sarajin for dominion over topped by wooden palisades.
Ivinia. He rules here with a boisterous wit and a store of strange tales. The inhabitants of the hill fort are typically
Those who have spent the night in his hall often leave more puzzled members of an extended clan. Each
than when they arrived. The Taelda call him “the One,” but Noron never settlement is ruled by a chief. Inside the hill
discusses his divinity. He has an unending hatred of the Foulspawn; the area fort are wooden longhouses, one for each
clan. The roofs are turf or thick thatch.
close to his keep is decorated with dismembered gargun corpses.
A settlement consists of several hundred
A Pradeyalkri known as Uvien inhabits Barsothe Falls and is less adults and children. Cultivated fields circle
benign than Noron. The Taelda regard Uvien as the hill. Livestock is brought inside the
a malignant force that causes them periodic palisade at night.
trouble. The tribe holds its annual moot at A tribe tends to stay in one location until
Barsothe Falls on Yaelah (full moon) every local resources are depleted.
Azura. Although Noron’s capricious
nature has done its part to
discourage travelers
in the region,
the presence
of 900 Gargu-
hyeka at Sokus
presents a more
immediate threat
to unprepared
visitors to the
mountains.

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Sorkins 5
The Blue Range Blue Range
The Blue Range is named for a peculiar haze that colors the peaks of 1d20 Encounter
the tallest mountains with a faint bluish tinge. Whether this is caused by an
1–3 See Wilderness Encounter
atmospheric condition or a supernatural phenomenon is unknown. Some Table (HM3, Campaign 12)
humans believe smoke from the fabled forges of the Khuzdul may be to
4–7 Wild sheep, goats, or elk
blame. The tall Sorkin Spruces that blanket the eastern slopes below the
treeline add a natural backdrop with their blue-hued foliage. Glaciers sprawl 8–9 Nolah, umbathri, or vlasta
on the upper slopes, while the Jarin of Habe enjoy a temperate micro- 10 Dragon
climate around Lake Arain. 11–12 Wyvern
Five of the seven tallest peaks in the Sorkins are here. The Khuzdul 13–14 Yelgri
call this area “The Guardians,” referring to the peaks of Hereb, Tezith, Esig,
15–17 Gargun
Zuth, and Jenzu as warrior spirits that guard Azadmere. Khuzan legend
holds that the spirits will wake when the world is about to end to lead them 18–19 Khuzan lodge, in use/unused
into final battle. The old Jarin saying “when the Guardians walk” means that 20 Hru
the topic being discussed will occur when the world ends and not before.
Tezith (6,488 feet) is sacred to the Khuzdul, who consider it off-limits to Khuzan Lodges
travelers. Mt. Esig is the highest summit (7,586 feet) of the Sorkins. It is The Khuzdul have roamed this area for at
sometimes alleged to be the primal home of the Khuzdul of Hârn. Legends least 60 centuries and have constructed
say a mail-clad, bearded ghost can be seen here during the new moon. many hunting lodges. Some are natural
caves that have been expanded, while
Above the treeline, the crags of the mountains are home to many yelgri others are single subterranean rooms
colonies. These predatory carnivores attack the wounded and the unwary constructed by teams of Khuzan masons.
from nests hidden in the cliffs’ granite creases. The corners of their aeries These are isolated boltholes for hunters,
are littered with clothing, armour, and other inedible remnants of their kills. scouts, or prospectors, not the grand
The gargun complex of Pyxyn is a constant source of danger. The fortifications the Khuzdul built during the
Codominium.
colony’s 150 Gargu-khanu drive their 800 hyeka warriors against the mines
and outposts of the Khuzdul. The large complex has considerable room for Hunters still use some of the lodges for
shelter from the weather and to store food.
growth before a swarm is likely.
The lodges were built for defense and their
The Khuzdul Terrika clan once inhabited a complex beneath the snow- entrances are often protected by traps or
covered peak and glaciered shoulders of Mt. Zuth (7,585’). A Dhiverin wards. Some connect to deeper tunnels but
(frost dragon), known as the Zuthwyrm, has taken up residence in access to abandoned areas has been sealed
an abandoned watchtower above the glacier. The Jarin who live off by masons.
in the mountain’s foothills sacrifice livestock to the dragon
every year as part of the Araksin Festival; none claim
to have entered its lair. The Zuthwyrm plays a
major role in keeping the upper reaches of
the mountain free of the scourge of the
Foulspawn.
Despite repeated attempts by
the Khuzdul to regain Fana, the
gargun continue to be a serious
menace. Travelers along the Silver
Way go well-guarded. The Fana
gargun often skirmish with the
Gargu-hyeka at Pazel to the east.

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Sorkins 6
Noneth Noneth
The western lowlands of the Sorkin Mountains are claimed by Kaldor 1d20 Encounter
and are encompassed by the forest hundreds of Yalten Hania and Kanir.
1–8 See Wilderness Encounter
This area has a very diverse population, including Taeldan clans and Table (HM3, Campaign 12)
Kaldoric outlaws. Wyverns and at least one dragon hunt in these mountains.
9–10 Taelda
The western slopes are mixed woodland. Large tracts of cedar and pine
11 Wyvern (1d4)
cover the foothills and the steeper slopes are dotted with Sorkin Spruce.
Stunted vegetation gives way to bare stone atop the highest peaks. Only a 12–13 Trappers or miners
few of the picturesque peaks here are snowcapped year-round. 14–15 Gargun
The western lowlands are drier and more amenable to settlement than 16–18 Squatters or outlaws
the fog-bound slopes of the Rampart and the Sofyn Spur. Trappers and 19–20 Traders from Azadmere
prospectors work here. Isolated family clusters of outlaws huddle between
the western slopes of Zuth and the Nephen River. These desperate folk The Lost Barony of Axxon
are poor, ignorant, and often violent; they ensure the foresters-royal rarely On the border between Noneth and the
bother to pursue escaped serfs too deeply into these hills. Blue Range, just south of Zerhun, lies the
The forest hundreds of Yalten Hania and Kanir have old Jarin names abandoned Barony of Axxon. This Jarin
and are vestiges of the ancient Jarin settlement in the region. In addition to fief owed fealty to the King of Azadmere
and once covered a large area, including
the ruins of two abbeys, this area contains the site of Medrik of Serelind’s
one of the kingdom’s most fertile farming
victory over the eastern Taelda at the battle of Noneth in 180. regions, the south bank of the Nephen
Abandoned farmholds and manors are found throughout the area. River. The barony also included extensive
These ruins are sometimes occupied by squatters and outlaws and may be pastures and several manors on the
somewhat fortified against gargun attack. Others are occupied by gargun. southern slopes of Mount Zuth and the
western shore of Lake Arain. When the
Latecomers renovated some ruins. Ancient Ilviran decorations were Fana mines were captured by gargun in
defaced and replaced with paintings of Peoni and Larani. These seldom 135, the holdings could not be defended
lasted long, so their decorations are just a veneer over the ancient and were soon overrun.
ornamentation. Serpents and other creatures of the dark are known to make Even if the Khuzdul of Clan Dyrak
their homes in these lonely ruins. recover the mines, holding them may be
difficult without forces on the surface.
King Hazmadul III of Azadmere wishes to
recover the lands above and surrounding
Fana. Silver Way traffic is extraordinarily
expensive, in large part due to the cost of
guards made necessary by the gargun of
Fana. The king considers restoration of
the old barony critical to the continued
profitability of the Silver Way and the best
hope of reducing the kingdom’s need to
import grain. He intends to grant the fief
and title of baron to the human warrior
who can help to recapture the Fana mines
and then clear and hold the surface lands
for seven productive years.

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Sorkins 7
The Rampart Rampart
Called the Rampart by the Jarin of Orbaal, the mountains along the 1d20 Encounter
southern banks of the Anoth Delta have long been a barrier to southbound
1–4 Sudden chill and fog
travelers. This region also includes the eastern shore south to Garvin Bay.
5 Hirenu or other chimerae
Below the treeline, moss-bearded firs cover the foggy slopes of the
central mountains. The lower slopes are forested in oak and hickory with 6–10 Anoan hunters
abundant wild grape and bittersweet. Birches and alders line the precipitous 11 Anoan village
watercourses. The combination of rain and steep, hard slopes results in 12 Mudslide
many waterfalls and fast-moving streams. The sound of rushing water is 13–15 Gargun
ever-present, becoming deafening where icy whitewater rushes and tumbles
16–17 Cougar or other predator
through narrow gorges. Mudslides and landslides are common.
18–20 See Wilderness Encounter
The plentiful salmon and trout living in the region’s glacial streams
Table (HM3, Campaign 12)
sustain a large population of bears and cougars. The Khuzdul hunters and
trappers who frequent this area are forced to compete with yelgri, gargun,
Anoa Bands
and other predators.
Unlike their Taelda cousins, the Anoa leave
The 800 Gargu-viasal of Zedabir and the 1,300 Araki of the Wurokin few permanent signs of themselves in the
nation are frequently hunted by Noron and his sons. Farther east, the colony forests of the region. Their low, domed
at Zhakom infests an abandoned Khuzan mine. The 260 Khanu regularly grass huts are quickly erected and just as
push their 500 Hyeka underlings to ferocious assaults on the Taelda and quickly abandoned as bands of hunters
Khuzdul. The raids have lessened since a recent civil war but the Khuzdul move through the forest.
are preparing for an inevitable swarm by the defeated faction. An Anoa band is a kin-group of 1d6+1
families (10–35 individuals of varying age).
Anrist Point, at the eastern extreme of the region, is reputed to have A tribe consists of 4–6 bands spread across
curative hotsprings. The waters of Anrist are guarded by the Riddlemaster, a wide range.
a Pradeyalkri who is known for asking visitors riddles in exchange for access
If encountered in the forest, the Anoa may
to the pools. The church of Save-K’nor has sought information about the initially act peaceful but are always alert for
Riddlemaster for years without success. signs of weakness. It is not uncommon for
The region is dotted with short, oddly carved stone statues of unknown an Anoa to barter for goods in the morning,
origin. shadow the traders during the day, and
ambush them at dusk to recover their
wares. Anoa bands seldom call for help
from other bands, but this is a matter of
pride; if confronted with a powerful enemy,
many bands may work together.

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Sorkins 8
Southern Tail Southern Tail
The Southern Tail runs from Mount Jenzu southward to the northern 1d20 Encounter
reaches of the Anadel Highlands. Geographically, this region includes the
1–8 See Wilderness Encounter
gargun colonies and nests south and east of Felgoth but not the Ilmen Table (HM3, Campaign 12)
Marsh. The region is sheltered from the northern winds, so the climate is
9–12 Gargun
temperate but foggy. The treeline is higher and agriculture is possible in the
region’s deep valleys. 13 Wyvern (1d4)
The softer contours and lower peaks of the southern Sorkins contain an 14 Centaurin (2d6)
enormous seam of hard anthracite coal. Abandoned mines of all sorts are 15–17 Khuzan miners
scattered throughout the hills and mountains, and traces of stone buildings 18 Squatters or outlaws
and intricate mine works from millennia of Khuzan settlements and mining
19 Ivashu (except aklash)
can be found dotted around the region. East toward Garvin Bay, exposed
surfaces at higher elevations show the rust stains indicative of rock with a 20 Aklash
high iron oxide content.
Centaurin Clans
South of Fana, large cave complexes provide shelter for a wide range
The thick forest valleys are home to the
of creatures. The gargun have prospered in the area. The large colony at elusive centaurin. Small family units of 2d6
Felgoth (1,100 Gargu-hyeka) holds sway over a number of semi-nomadic individuals gather food in the area, careful
splinter bands, most of whom pay some form of tribute to King Lorgath of to avoid contact with man or gargun. Each
Felgoth. The gargun roam the mountains and valleys in search of food. All herd is led by an alpha stallion with a
of these bands are queenless and live in semi-permanent camps of grass harem of 1d4 mares and their offspring.
huts or in small caves. These nomadic bands are predominantly nocturnal The centaurin have little use for humans.
and use their advanced herblore and shortbow skills to fill their bellies. The They occasionally trade herbs, amber, and
gargun in this region coat their arrows with asp venom or poison from the nuggets of gold for metal items and other
Gaethipa plant when they can obtain it. goods. Their simple lifestyle belies an
ancient and complex culture with a strong
In addition to the Foulspawn, many Ivashu make their homes in the spiritual heart; it is difficult to know what a
Southern Tail. Nolah inhabit narrow crevices that sometimes penetrate to centaur will find valuable in trade.
the depths below. Aklash are common; they follow game animals from the Some Taelda have established relationships
alpine meadows in summer to the warmer valleys in the winter. with the centaurin but the clans do not
The valleys of the western slopes were once home to Khuzan outposts speak of the “horse people” to outsiders.
and human villages. A few clans of Jarin freeholders remain, widely The Uthriem Roliri of Kaldor’s Thicesund
scattered and constantly Forest maintain cordial relationships
struggling to survive with some centaurin. They respect
gargun raids. Too small the privacy centaurin crave and
and spread out to be intentionally mislead those who
seek them.
worth taxing, these
Jarin are ignored by the The Order of the Hyn-Aelori has
nobility of Kaldor and no information about the centaurin
in their common archives. They
Azadmere alike. They
publicly deny the existence of any
scratch a hard living such creatures as Jarin legend from
pressed between an ignorant age.
the Foulspawn and
settled lands of Kaldor.

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Sorkins 9
The Seven Brothers
Deep in the densely wooded foothills of the Sorkin Mountains about 18
leagues northeast of Gardiren in Kaldor, a clearing in the woods holds a ring
of standing stones that the Taeldan tribesmen know as the Seven Brothers.
The Taelda hold the stones as sacred and use the site for ceremonies.
Short grass and flowers grow in the clearing, which is roughly 100 feet
in diameter, and three overgrown paths lead into it. The Seven Brothers are
laid out in a circle nearly two-thirds the width of the clearing. Each consists
of a hemispherical mound of white stone. Beside each mound is a menhir,
a standing stone shaped like a leaf blade, each of which is marked with a
primitive carving of a forest beast. In the center of the clearing is a flat-
topped stone of the same rock as the menhirs. The surface is carved with
an abstract spiral and circle design. The Guardians
The Seven Brothers lie within the wooded wilderness controlled by A group of seven Taeldan men guard the
the Taelda. The site is many days’ travel from the safety and civilization of Seven Brothers. These Tuathaich (shamans)
Kaldor. It is a steep climb to the top of the hill where the Seven Brothers protect the site from would-be despoilers
stand. No major paths cross the area and the woods appear to be untouched and lead the tribesmen in sacred rites at
by the hands of men. Cedar and pine trees grow tall on the surrounding solstices and equinoxes.
hills; Sorkin Spruce and stunted underbrush dot the steeper slopes just The Taelda believe that within the Seven
beyond. Herds of deer can sometimes be seen disappearing into the Brothers are sleeping heroes who awake in
distance, accompanied by the alarm calls of the forest birds. times of great danger to the tribe. However,
these heroes will only protect the tribe
The Taelda are nomadic hunter-gatherers, renowned healers and as long as the sanctity of their sleep is
woodsmen who inhabit the vast forests of southern Nuthela. Their legends preserved, rites are sung at dusk, and the
tell of the immeasurable age of the Seven Brothers. They have been part of seasonal observances are maintained.
the landscape before the tribe’s first ancestors walked the land. No one finds When a Guardian dies, a youth from one of
the Seven Brothers unless allowed by the Taelda, and they will treat harshly the nearby tribes is chosen to replace him;
any who despoil the sanctity of the site. the selection is considered a great honor. In
addition to the training given to all Tuathar,
the new Guardian is taught the chants and
rituals specific to the Seven Brothers.
The wizened, gray-haired Tluk is the
current leader of the Guardians. He has
no eyes, having gouged them out to gain
greater attunement to the spirit world.
Despite his disfigurement, Tluk appears
very aware of what goes on around him.
He even successfully goes hunting in the
forest with bow and arrow. Tluk is shrewd
and although his decisions often seem
inexplicable at the time, he seldom leads
the Guardians or the tribesmen astray.

Copyright © 2014–2018, Columbia Games, Inc. HârnWorld®


Sorkins 10
Adventure Hooks
20 Tavern Tales
30 Stories of the Seven Brothers are told in
taverns throughout Hârn. The tales are
40 of fabulous treasures guarded by seven
equally legendary protectors. Every version

50
is different, and each teller adds his own

20
twist. Three popular variants are:
• “Seven marble tombs of Khuzdul
2 1
warrior heroes buried with their rust-free
weapons, armour, and gold.”
• “Seven mounds of earth on which nothing
grows. An ancient king lies buried in each,
30

guarding a great treasure of enchanted


20

20
weapons. Thousands of gold and silver
coins are buried under an unholy stone.”
• “Seven giant oaks, each marking the
burial spot of a Sindarin prince wearing
20

LOCAL SCALE a golden coronet. They are the guardians


30

FEET of the ‘keys to the world,’ enormous gems


10
0 50 100 200 that empower their bearers with great
strength, agility, determination, stamina,
cunning, speed, and wisdom.”
All variations say the buried individuals
Location Key will defend the wealth, that few who seek
The Seven Brothers are mounds 10–12 feet in diameter covered in large the treasure return, and that those who do
blocks of local stone. The mounds are free of weeds, moss, and lichen. return are empty-handed and mad.
The menhirs are made from dark gray crystalline rock. The carvings on The truth of these tales is left to the GM.
each menhir show an aurochs, weasel, badger, wisent, fox, deer, and owl It is likely the Seven Brothers hold nothing
(clockwise around the circle). These designs seem to capture the essence more than a few old bones, broken ceramic
of the beasts despite their crude depiction. The chalk, charcoal, and ochre vessels, and flint arrows and knives.
colors on the carvings appear to be magically preserved.
Missing Heir
[1] Aurochs Stone: The largest mound has a menhir bearing an intricate
The heir of a Kaldoric nobleman recently
carving of an aurochs. went missing while on a hunting trip in
[2] Altar Stone: This flat-topped altar stone is roughly seven feet the Nuthela wilderness with his father. The
long, four feet wide, and three feet high. During communal religious nobleman’s retainers searched for the boy
ceremonies at the change of the seasons, the spirits of the forest’s for days but all returned empty handed.
bounty (hunted animals, birds, nuts, fruit, etc.) are sacrificed on the The nobleman has since returned home
altar before those present consume the physical remains in a large but continues to send search parties of his
men-at-arms, yeomen, and woodsman. He
community feast.
has heard rumors that a group of Taeldan
warriors are known to kidnap boys and
Guardians’ Camp is readying yet another expedition to
About a half mile (off-map location of GM’s choosing) from the Seven investigate this. He wants the kidnappers
Brothers is a large tribal longhouse made from wood and thatch and found and his boy returned if still alive. The
surrounded by a low fence. The longhouse is reached along a complex boy is his only son and heir, so the reward
series of paths that show little sign of human activity. Finding the house is will be generous.
almost impossible even by an expert tracker. There is no sign of farming
nearby. Living in the house are seven men who claim to be brothers. These
are the Guardians of the Seven Brothers. The Guardians are Tuathaich
(Taeldan shamans). They are expert healers and extremely skilled
woodsmen; they eat only what they can hunt or gather in the surrounding
woods. Although generally peaceful, they will not hesitate to defend the site
and will seek lethal revenge against anyone who damages the stones.

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