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Anyana's Vale (Final)

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Anyana’s vale 1 Anyana’s vale 1

Anyana’s Vale
Location: Somewhere in the mountains
of Hârn
Holder: Anyana Alamaer
Liege: None recognized
Population: 1

nyana’s Vale is a remote, secluded valley in the Hârnic


wilderness. Once the home to an ancient Sindarin clan, it
is inhabited today by a lone Sindarin woman. The valley
is well hidden from the outside world and is a haven for
animals of all kinds. Many species of plants flourish,
including some found nowhere else on Hârn.
The valley was settled by Clan Alamaer, an ancient Sidhe clan.
Although the Sidhe are commonly believed to be Sindarin whose bloodline
has not been mingled with that of humans, others hold that the Sidhe are
more a product of virtue and philosophy than good breeding.
In the centuries after the Sindarin retreated to the Shava Forest
following the Battle of Sorrows (683BT), the number of Alamaer who CREDITS
remained in the valley slowly diminished. Today, the valley is home only to Author: John S. Daniel II
Anyana Alamaer, a centuries-old Sindarin woman who still grieves for her Interior Maps: Thomas Shook
beloved husband, who was killed in the Battle of Sorrows. Area Map: David St-Pierre
Anyana sees herself as caretaker of the valley and maintains its Artist: Richard Luschek
tranquillity as tribute to the Alamaer and her fallen husband. The valley is Editing Layout: Brent Bailey
rarely seen by outsiders. Anyana welcomes the occasional visit by other Special Thanks: Kerry Mould
Sindarin and maintains a friendly relationship with the Uthriem Roliri, the
The illustrations on pages 1, 4, 6 (window
mysterious brotherhood of Siemist woodsmen. and diagram), 9 (stone), and 10 are by
Possessed of powerful magics and not-inconsiderable skill at arms, Richard Luschek. Those on pages 3, 6
(wren), and 9 (trees) are © Florida Center
Anyana is quite capable of protecting her home. She is also helped in this for Instructional Technology.
regard by Byaga, her faithful Dracofelas (Dragon Cat) companion.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 2
History Anyana understood that she could no longer ignore the
The valley now known by the Sindarin as Anyana’s world at large. She also recognized that if the gargun had
Vale originally settled by the Sidhe clan Alamaer around found the valley once, they would do so again, and that
9,000 BT. The Alamaer, a small clan of about a dozen she would be hard pressed to fight them alone.
veteran warriors and their families, chose the valley as a Anyana mentally cried out to the creatures of the
place where they could live in peace and tranquility. After forest for a guardian companion to aid her defense of
settling into the valley, the clan was able to concentrate the valley. Her call was answered by a rare and powerful
on their other skills, including magic, healing, and Dracofelas, or Dragon Cat, a species known to the
herblore. The Alamaer introduced a number of trees and Sindarin as a Feyorl. Using her Sindarin magic, Anyana
plants into the valley that would not otherwise be found linked her life force to that of the cat, creating a bond
on Hârn. that would keep the great cat alive through the centuries.
During the Codominium, the clan traded with the Anyana named the cat Byaga.
Khuzdul and Jarin, providing medicinal draughts, herbs, When gargun next entered the valley, it was a swarm
and medical training in exchange for the things they of Gargu-viasal, or Red Orcs. Anyana and Byaga would
needed. To a select few Sindarin and Jarin warriors, the have found it difficult to defeat such a large number of
valley was a premier school of the sword and bow. The gargun on their own, but the swarm was being pursued
Khuzdul who traded with the Alamaer believed that the by a band of Uthriem Roliri rangers. With the aid of
clan had come from a different world or even a different the Siemist rangers, the swarm was defeated and only a
time than the other Sindarin on Hârn. Only a few Sindarin handful of survivors escaped back into the mountains.
of Evael remember that the Alamaer were a clan of Sidhe Since then, the valley has entered the gargun racial
who came to Hârn from Sherem, another world in the memory as a dangerous place. None have braved
Kethrian family, roughly a thousand years after the first entering the valley since.
Sindarin arrived on the island. Initially suspicious of her human allies, Anyana
In the years leading up to the Battle of Sorrows, the came to trust them as she helped treat their wounded.
Alamaer first counseled for a peaceful solution to the She even allowed them to lay their slain brothers to rest
barbarian problem. But when it became obvious that this within the valley. Since that fateful meeting, the Uthriem
was not possible, they returned to their original role as Roliri have become Anyana’s primary connection to
elite warriors. When King Daelda began gathering his the outside world. Only a very few members of the
army, the Alamaer answered the call, leaving behind only brotherhood know the precise location of the valley
those too young or too inexperienced to fight. and the identity and nature of its inhabitants. Anyana
The Alamaer clan fought bravely and well. In the has shared with them her knowledge of healing and
end, however, many of them perished, including the herblore, and provides a steady supply of medicinal
clan head and her three eldest children. Those who herbs and preparations. The local rangers have also been
survived gathered their dead and returned to the valley. allowed to maintain a cache of supplies and specialty
With Daelda’s passing and King Aranath’s abdication items within the valley. A few of the rangers have heard
of sovereignty over Hârn, the surviving clan members Anyana’s Lament, some listening uninterrupted until they
were faced with the difficult choice of remaining in their collapse. The Uthriem Roliri consider Anyana to be a
valley and risking the inevitable human incursion alone, representative of a Golden Age on Hârn and will protect
relocating to the Shava forest, or leaving Hârn forever. her at all costs.
The eldest remaining Alamaer refused to take the title of Roughly 40 years ago, Anyana had to run off a
clan head and decided that each surviving member would Fyvrian mage named Bognor who claimed to have
have to make their own decision. Over the course of the found the valley by following leaves that had floated
next 200 years, the Alamaer quietly slipped away until downstream back to their source. The mage was
only Anyana remained. fascinated with the plant life in the valley, especially the
Home Tree, but Anyana found him to be irritating and
soon sent him away.
Recent History
In the summer of 175 TR, a band of gargun entered There is little that Anyana needs that the valley
the valley. They caused a great deal of harm to the cannot provide, but there are a few things that are
forest before Anyana was able to destroy them with her not available to her. Visiting Uthriem Roliri know that
magic and bow. The appearance of the gargun served bringing her a bolt of Sindarin-made cloth, a bottle of
as a wake-up call. Once aware of this new evil on Hârn, Sindarin wine, glass trinkets, or flowering plants from afar
are good ways to earn her favor.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 3 Anyana’s vale 3
The Valley
The entrance to the valley cannot be seem from outside and is difficult
to find. A small, swift-moving stream cascades down a forested hillside.
From the base of the hill, it cannot be determined where the stream comes
from. A game trail beside the stream leads to a cleft in the side of the
hill that cannot be seen from below. The stream and game trail continue
through the narrow cleft and enter the valley after about 20 yards.
The valley itself is approximately two miles (.8 leagues) long by one
mile (.4 leagues) wide at its widest point. It is surrounded by cliffs and
steeply sloped hillsides and is filled with trees that appear older and larger
than those found in the surrounding area.
The stream that connects the valley to the outside world originates
from a small lake in the center of the valley, the lake is in turn fed from a
small spring and stream emanating from the head of the valley. The lake is
approximately a quarter-mile long and an eighth of mile wide and very deep
for its size. The stream both above and below the lake averages five feet
across and from two to four feet deep. It moves slowly for most of its length,
only gaining speed as it approaches the cleft and exits to the wider world.
The valley is a haven for animals; deer, rabbits, squirrels, and birds of
all kinds live within its confines. The lake is full of fish. Many migratory
birds stop over in season. There are no Ivashu in the valley, nor are there
any wyverns or yelgri—none of these would find welcome here.
Medicinal herbs abound within the valley. The Alamaer healers made
use of plants native to the valley, introduced plants from other areas of
Hârn, and cultivated additional herbs and spices. The following plants can
be found in the valley (see Herblore): Arva, Berilik, Danistor, Doshenkana,
Homura, Kargele, Lavaryctia, Leortevald, Olrui, Perigwar, Rasakile,
Tasparth, Teranya, Tirageyth, and Uthwyll. Anyana knows the properties of Unique Trees
Anyana’s Vale is home to two species of
each plant, and may (at the GM’s discretion) have alternate uses for some of
trees found nowhere else on Hârn. There
them beyond that known by human herbalists. are only a few specimens of each species,
The Alamaer introduced strawberries, flax, and parsley to the valley, all within a half mile of the lake.
as well as a plant called Jewel Flower. Jewel Flower is a creeping vine with The first is a maple tree that produces a
small heart-shaped leaves and tiny red flowers in the spring and summer. In sap that can be tapped and turned into a
the fall, it produces a small, dark red berry. When dried and powdered, the sweet syrup. There are places outside of
berries can be used to make a tea with healing properties similar to Tirrala’s the valley that this tree could survive, but
Pillow (see Potions 18). This plant is rare, even within the valley, so Anyana none have been transplanted so far.
has a limited supply of the powder. If stored carefully, it retains potency for The second species was known to the
approximately two years. Alamaer as the “Weapons Tree,” as it
produces a surprisingly strong yet flexible
Much like in the Shava Forest, the weather and seasons in Anyana’s dark-colored wood. This was the preferred
Vale are much milder than they are in the surrounding wilderness. This wood for Alamaer bows, arrows, spear
effect is centered on the Home Tree and extends for about a mile. The shafts, and other weapons. Without the
entrance to the valley is outside the area affected by this magic. influence of Sindarin magic, the trees
would not survive on Hârn, needing a
more temperate, drier climate to thrive. A
competent weaponcrafter using this wood
can make a weapon of superior quality.
Weapons made from the wood are also
easier to enchant.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 4
Anyana
Born in 1327 BT to a noble family in the Shava Forest, Anyana was
only in her third century when she met Myoshi Alamaer, the eldest son of Anyana’s Lament
the Alamaer clan matriarch, Myora. Their courtship lasted for more than a Every year, Anyana sings a haunting
century before they were married in 900 BT. melody simply known to the Sindarin as
On their wedding day, Myoshi gave Anyana a rare and valuable piece of Anyana’s Lament. The unearthly beauty
of her singing acts as a siren’s song,
Sindarin magic crafted in ages past. The Amulet of Memorarae has proven
drawing all the creatures of the valley to
to be both a blessing and a curse to her. The amulet aids a Sindarin in listen in rapt attention. It can be heard up
remembering significant events of their past. Because of the amulet, Anyana to a league outside the valley and carries
remembers her life with Myoshi as if the centuries had never passed. She through the Barasi Point in the Taur-im-
remembers the happiness of their life together in the valley and the tragedy Aina when conditions are right. Her lament
of his passing. Anyana has tried to lose the amulet many times over the continues uninterrupted for three days and
centuries, but cannot bear to be parted from Myoshi’s gift, no matter the nights, ending on the morning that marks
pain it brings with it. the anniversary of the Battle of Sorrows.

Before he left for battle, Myoshi gave Anyana another gift, a rose
enchanted to remain fresh and beautiful forever. By the standards of the
Alamaer, Anyana was not a skilled warrior and stayed behind in the valley
when the clan marched to join King Daelda. She was holding the rose when
she felt her husband’s mental anguish and death across the intervening
leagues. In her misery, she snapped the stem between her fingers. Still fresh,
still broken, she keeps the rose nearby as another reminder of all that she
has lost.
Anyana mourned her loss for centuries, spending years in a sort of
half-life reliving her memories while trying to forget her tragedies. Over
the decades that followed, the remaining Alamaer quietly left, until only
she remained. It was during this period that Anayna came to see
herself as a caretaker of the valley. Clan Alamaer was no more,
with unmarked graves scattered throughout the valley and the
few living members gone away to join Siem in the Uttermost
West. Anyana has spent centuries maintaining the valley
as a place of peace and tranquility as tribute to the
Alamaer and the husband she lost.
Throughout the centuries, other Sindarin have
visited the valley. At first, members of Anyana’s
family from Elshavel came to persuade her to
return to Evael with them. In the spring of
347 TR, the last of her blood kin came to tell
her that he was leaving Hârn for the Uttermost
West and invited her to go with him; once again
she refused. Other Sindarin travelers have come
over the years. Her story is known in Evael and
some have come to hear the annual singing of her
lament. Melas Renier (FFF4) is the only Sindarin who
regularly visits the valley, doing so once every five
years or so.
Through the centuries of solitude, Anyana’s skill with
telepathy has grown in unprecedented ways. She can
communicate with all manner of animals, from the lowliest
frog in the lake to deer, birds, bears, and the great cats. All
of the animals in the valley know her and will come without
hesitation at her mental call. They serve as her eyes and ears
and will alert her to any intrusions into the valley.
Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld
GM Map Anyana’s vale 5

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 6
Area Map

1 The Home Tree


On the west side of the lake is an immense tree
unlike any other tree on Hârn. Originally the home of the
Alamaer clanhead, Anyana moved in after the last of the
Alamaer had left the valley more than 11 centuries ago.
The tree has bark that appears to be almost silver
in color, with leaves that are pale green in spring and
summer and turn gold in fall. In late winter, just before
spring, the tree produces small golden flowers. In the fall,
it drops small nuts with a silvery gray shell. These nuts
will not grow anywhere else on Hârn. Sindarin magic was
used to shape the Home Tree into its current form.
The tree is almost an ecosystem unto itself. The
annual harvest of nuts provides food for Anyana; what
she does not collect is readily consumed by squirrels,
birds, and other small creatures. Edible mushrooms grow
in the shade of its branches throughout the year, some
of them reaching a size rarely seen elsewhere. Recently,
hornets have built a nest hanging from one of the lower
branches. This has occurred before and does not concern
the other residents of the tree.
Crevasses and hollows apparent on the trunk open Within the trunk of the tree is a cistern filled by a
into the interior to provide fresh air and light. Each combination of rainwater and capillary action from the
window has vertical wooden bars or latticework that root system. The cistern provides running water to both
are part of the live growth of the tree. These prevent the kitchen and Anyana’s quarters and can provide up to
anything larger than a squirrel from entering or exiting. 50 gallons daily. The water has an earthy, mineral-laden
Each window has a pair of cloth curtains made from taste. The small animals inhabiting the tree, especially
layers of flax fiber. Anyana rarely closes the curtains the squirrels, help keep the chimney and water-collection
except in the harshest of weather. system free of clogs and debris. The cistern has never
overflowed, even in heavy rains, as excess water is
absorbed back into the tree itself.
Countless generations of birds have
been born and raised within the branches.
Many of these birds become attuned
to Anyana’s telepathic presence
and serve as her eyes and
ears both within and
outside of the valley.
Wood wrens raised
in the Home Tree are
especially receptive to her mental
communication and she has
developed a series of spells that
allow her to use them as telepathic
messengers.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 7
[3] Guest quarters: These two rooms are used as
guest quarters. A curtained alcove contains a
single bed and space for two bed rolls. The second
guest room is separated by solid wooden walls
and contains a double bed, a small storage chest
with extra bedding, and an elaborately decorated
wooden chair. This room was once the bedroom of
Myora Alamaer and is seldom used. With a mental
command, Anyana can seal the door, causing it to
grow into the wood of the floor and walls.
[4] Stairway: A set of stairs growing from the inside
of the trunk lead up to the chambers above, while
a trap door leads to the cellar below. The door to
this area can also be sealed by mental command to
the tree. The floor here is more like cork and gives
slightly underfoot. Byaga has been known to sleep in
this area during inclement weather or any other time
she chooses to remain in the Home Tree.

Main Level
[1] Entrance: A long staircase guides visitors to the
entrance to the Home Tree. The stairs are part
of the tree itself, the wood steps burnished from
countless years of use. The door is also part of
the tree and was shaped with a delicate filigree
pattern over its surface. There is no knob or locking
Lower Level
mechanism to the door; the tree opens only to those
The ladder extends down for 15 feet before opening
it recognizes.
into this small cellar. Although the depth places the
[2] Main room: Inside the door is a large open space chamber underground, it is still within the tree; the
partitioned by curtains, with a central pillar of living walls are living wood and the floor is the same cork-like
wood growing out of the floor and into the ceiling. material as the area above. The cellar serves as a cool
The floor is wood polished smooth from use. The storage area for preserving food and herbs used for magic
entry area contains a loom and an ancient brazier and medicines. Numerous bundles can be found hanging
of Khuzan metalwork that is seldom lit. The window from the walls and the low ceiling. The boxes found here
overlooking the loom is home to a family of wood contain some of the ancient treasures of the Alamaer,
wrens. The interior wall forms a basin filled with Anyana’s armour, spare weapons, and anything else
water about three feet off the floor. The curtains of the GM considers important. On occasion, Anyana has
flax fiber divide the front room from the kitchen and loaned weapons from this cache to the Uthriem Roliri,
the guest quarters. The kitchen is used for both food returning them here when the rangers returned from their
preparation and dining. The brazier in this room, mission.
another piece of Khuzan craftsmanship, is often
in service and can keep embers and coals banked
almost indefinitely. The small pile of firewood is all
dropwood collected in the surrounding forest. Very
little food is kept here, as most of it is brought in
fresh daily.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 8
The doorway opens onto a wide branch and stairs
leading up to the gazebo. The door is a living part of the
tree similar in appearance to the entry door and will also
only open for those recognized by the tree. The gazebo
serves as both an observation post and comfortable
resting area. Anyana has decorated the approach to the
gazebo with hanging wind chimes, pieces of Sindarin
glass, and other trinkets. She has also “planted” a number
of useful and decorative flowering plants by using a
Sindarin spell to merge their roots into the tree itself. The
gazebo provides a commanding view of the surrounding
Upper Level valley. Byaga often sleeps here, especially in the warm
The upper level is Anyana’s bed chamber. Screened summer months. She can jump from the gazebo to the
from the stairs by a thick curtain, the room contains an branch below and then to the ground in a heartbeat; this
elaborately carved oak chair, a small desk, and a bed, is also her favorite route up to her resting area.
all with woodland motif, as well as a plain wooden chest
with iron bindings of Khuzan manufacture. The table
holds three books on magic written in Sindarin. The
books include a wide variety of Sindarin and commonly
known Fyvrian spells, as well as unique spells created by
Anyana. Unless she is carrying it, this is where her broken
rose will rest. The room always has a faint scent of roses.
The chest contains Anyana’s clothing, a few pieces of
Sindarin jewelry, and the keys to the storage area in
the cave and the chests stored there. The elaborately
carved bed is a four poster made of a light-colored wood.
Anyana keeps a Sindarin hartbow, a quiver of arrows, and
a longknife in a compartment that slides out from under
the bed. These weapons were all gifts from the Alamaer
and are enchanted.
The water basin is similar to the one located on the
main level. The window above the desk includes a small 2 The Cave
The entrance to the cave is at the base of a
tall cliff roughly 500 feet west of Anyana’s tree. The
alcove that is currently home to a family of squirrels.
entrance is only 5’ high and is under a slight overhang
Another heavy curtain opens onto a small balcony.
of the cliff face. During the Codominium, Khuzan
Although visible from the ground, the balcony would be
craftsmen expanded on an existing cave to create
a difficult climb. Any intruders attempting to climb the
quarters for visiting Khuzdul. They added a lockable door
tree and enter from the balcony would encounter a rude
to the entrance, effectively concealing it from casual
surprise. The balcony is enchanted with both Silme’s
observation. There is a faint trail from Anyana’s tree to
Ward, and a variant of Verdant Hand. If Silme’s Ward
the entrance. The door is enchanted and can only be
is triggered, the second spell would cause the trunk to
opened by the proper stone key or by psionic attunement.
rapidly grow and seal the entrance. Anyana added the
Anyana has the key in her chamber but does not require
balcony after she moved into the Home Tree, but her
it to open the door. Just inside the entrance is a carefully
mastery of the magic used in the creation of the tree was
constructed stone wall that looks like a natural rock fall,
incomplete at that time and she was not able to include
but in fact provides good cover and firing positions for
a living door. The use of spells was her compromise. Her
anyone defending the cave entrance.
mastery of the inherent Sindarin magic of the tree is
complete enough now that she could add a door, but she Anyana allows the Uthriem Roliri to make use of this
has not done so. Only Anyana knows that the balcony cave to store supplies and spare equipment. Against the
faces directly towards the site of the Battle of Sorrows. wall of the cave is a pile of dry wood that most people
She has been know to spend hours here reliving her would assume to be firewood or such. These branches
memories of happier times. The hollow space in the trunk and sticks are, in fact, dropwood from the weapons trees.
near the balcony is home to an owl of great age and foul Many of these pieces are well cured and would make
temper. excellent weapon hafts. There are a few longer pieces

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 9
that could be used to make quarterstaves, spears, lances, The exact purpose of the standing stones is left to the
or other pole arms of superior quality. The Uthriem Roliri GM.
use this dropwood to make bows or to trade to friendly
weaponcrafters.
A locked stone door is at the back of the cave, 4 The Weapons
Tree Grove
The dozen large
concealed behind a curtain of spider webs. Behind the
trees in this stand were
door is the real purpose of the cave, a storage space for
imported to Hârn by
Khuzan trade goods. The small chamber has four niches
Clan Alamaer from their
cut into the walls where small items are stored. Four
native Sherem. Each
large stone chests rest on the floor. Two are magically
tree is more than 100
locked and appear to be of different construction than
feet tall and upwards of
the other two. Anyana has the keys, but has never opened
eight feet in diameter.
them. The contents of these two chests is left up to the
They have smooth gray
GM. The other two chests are of Khuzan construction
bark and long, narrow
and were placed here during the Codominium. One still
olive-green leaves, and
contains a small amount of gold and some well-preserved
produce clusters of
Khuzan metal goods (at GM discretion). The Uthriem
white flowers every
Roliri do not enter the back room.
year. The trees survive

3 The Standing Stones due to the ambient


Situated in a small clearing are three enigmatic Sindarin magic present
obelisks of black stone. The standing stones are about in the valley, as well as
seven feet tall and arranged in a rough triangle. The the continued presence
stones are carved in a manner similar to that found of ancient Sindarin
at Earthmaster sites. The carvings themselves are so spells cast on the trees
weathered as to be almost unreadable. Anyana believes as seedlings. During the Codominium, the magic was
that the standing stones were one, if not the main, reason strong enough that new seedlings would take root in the
that the Alamaer settled in this valley, although she does grove, but all of those trees have since died out and only
not know why this would be. The stones give off a slight the original 12 remain. The wood of the weapons trees
psychic noise similar to Earthmaster sites. Anyana rarely can be used for crafting weapons of superior quality
goes closer than 30 feet of them, as approaching closer and durability. The nature of the wood also makes these
causes her some discomfort. The clearing is where the weapons easier to enchant. The trees produce seed pods
bodies of gargun were that would grow naturally in a warmer climate such as
disposed of after both that of southern Lythia. The seed nuts are also edible and
incursions. Anyone form a portion of Anyana’s diet. Anyana stores any drop
digging will easily find wood she finds from the trees in the cave.
gargun bones and
rusted armour and
weapons. The ground
5 The Maple Grove
North of the Home Tree is a small clearing
predominantly surrounded by maple trees. A small lean-
in the clearing is
to building holds the buckets, taps, and other equipment
covered with
for the annual sap collection during the winter.
stinging nettles

6
and poison ivy; Taur-im-Aina (off map)
indeed, these are One half league south of the Home Tree is a
the only plants Taur-im-Aina, or holy grove, that also forms a Barasi
that will seem Point. This grove was the site of Anyana’s wedding and
to grow is where she sings her annual lament. It is said that her
within 20’ singing can be heard faintly emanating from every other
of the holy grove on Hârn, although most consider this to be a
stones. fable. As a Sidhe, Anyana has the ability and skill to use
the Taur-im-Aina to travel to other places on Hârn, or
even to Faya, but to date she has not used the grove for
this purpose.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 10
Adventure Hooks The Minstrel
The PCs are asked to
The Hunter investigate the disappearance
A nobleman known for his skill as a hunter, his of a minstrel named Baumli of
drinking, and his bragging, has opened his mouth once Markan. In her youth, Baumli
too often. One night, he bragged to his liege lord that he was a musical prodigy
could hunt and kill anything. Tired of his boorishness, whose wealthy family
his liege told him to bring him the hide of a Dracofelas. was able to pay for
When the man started to waffle, his liege gave him a year her to be trained in
and a day to bring him the requested animal or forfeit Evael. During her
his land holdings. It has been some months and he has stay in the Sindarin
had no luck. He has heard rumor of a Dracofelas in the kingdom, she was
mountains and has hired the PCs to help him find the inspired by the story
beast. He may find more than he bargained for. of Anyana and wrote
an epic ballad, “The
The Dearly Departed Eternal Widow.” She
Two weeks ago, Anyana discovered the body of a later wandered the
human knight not far from the entrance to the valley. He civilized kingdoms of Hârn performing her ballad, which
appeared to have died from injuries sustained in a battle. proved to be quite popular. Baumli has been eagerly
An arrow wound to the chest was the most likely cause telling folks that the tale is true and that the eternal
of death. Not knowing exactly what else to do, Anyana widow, Anyana Alamaer, resides “not too far away” in the
buried the man not far from where she found him. She mountains. Her enchanting tales of the ancient Sindarin
buried him in his armour, but kept his shield, weapons, wonders and treasures that the valley may hold have
and a ring he was wearing. These items have been stored caught the public imagination. Now she has disappeared.
in the cave as a means of identifying him. Anyana intends Has she been kidnapped by treasure seekers wanting a
to bring these items to the attention of the Uthriem Roliri guide, or has the Uthriem Roliri decided to silence her?
the next time one of the rangers visits. In the meantime, Perhaps she decided to seek out Anyana’s Vale on her
Byaga has reported a group of humans bumbling about own. Baumli’s family is offering a substantial reward for
in the mountains. They appear to be searching for her safe return.
something or someone.
The Stray
The Ghost of the Past A group traveling through the wilderness is faced
The PCs have come into possession of a Sindarin with a problem when one or more of their horses (or
sword looted from a mass grave near the site of the dogs, goats, etc.) wanders off in the night. The trail is not
Battle of Sorrows. The sword once belonged to Anyana’s hard to follow and leads them to Anyana’s Vale, where
husband, Myoshi. His ghost is tied to the sword and only the missing animals can be found. Anyana has tended
by returning it to the valley will he find peace. Using to their needs and conversed with them. Woe be to the
the sword in battle opens the user to possession by the owner who has treated their animals poorly.
ghost of the ancient Sidhe warrior. The host will not
be completely controlled by the spirit, but will have a A Tiny Messenger
significant increase to sword-related skills and will always PCs traveling through the wilderness are approached
react with the best response, regardless of what they by a small bird that some might recognize as a wood
planned to do. The ghost of Myoshi will plant suggestions wren. Anyone with an Aura of 12 or higher will hear an
in the sleeping host’s mind, compelling them to return the unearthly voice asking for aid and saying that the wren
sword to its rightful place and guiding them to the valley. will guide them. PCs with an aura of 16 or more will get
Myoshi will reveal himself completely only if necessary a mental image of Anyana along with the message. The
to complete the quest. exact nature of the danger is left to the GM.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


player map Anyana’s vale

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 12 Player handout

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’sFoes,
Friends, vale 13
& Followers

General Information
Species: Sindarin
Sex: Female
Apparent Age: Early twenties
Culture: Sindarin
Social Class: Unguilded
Height: 5’ 6”
Frame: Light
Weight: 130 lb
Appearance: Beautiful
Complexion: Fair
Hair Color: Blond
Eye Color: Blue
Voice: Unearthly
Obvious Medical Traits: None
Apparent Occupation: Noble Lady
Apparent Wealth: Wealthy
Weapons: None
Armour: None
Companions: Forest creatures
Other Obvious Features: Flowers in hair

Special GM Comments:

Author: John S. Daniel II


Artist: Richard Luschek

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 14 Sindarin Woman
Anyana Alamaer Name: Anyana Alamaer Race/Sex: Sindarin/Female
Noble Lady, Sidhe Sindarin Occupation: Noble Lady Born: 20 Azura 1230BT (Hirin)
Not all Sindarin retreated to the Shava forest after the Appearance: 5’ 6’’, 130 lb, light frame, beautiful appearance, blond hair,
blue eyes, fair complexion.
Battle of Sorrows, and not all of those who stayed behind
Str 09 Agl 15 Sml 14 Wil 16 Cml 18
are Morsindar. A few Sindarin chose to remain behind in Sta 12 Eye 18 Voi 19 Aur 18 End 12
the quiet, hidden places of Hârn where few of the race of Dex 15 Hrg 14 Int 12 Mor 14 Mov 15
men have ever gone. Anyana is one these, a Sidhe woman Medical/Psyche: None.
of great magical talent, she chose to remain in her clan’s Physical Skills: Climbing 60, Condition 75, Jumping 64, Riding 40,
Stealth 105, Swimming 80, Throwing 60.
valley home.
Communication Skills: Awareness 112, Intrigue 45, Oratory 50,
Anyana’s husband and many of their family joined Rhetoric 45, Singing 102.
King Daelda’s army to fight the barbarian invasion. Languages: Sindarin 95, Hârnic 60, Jarin 45, Khuzan 40.
Scripts: Selenian 80.
Be-fore he left he gave her a rose enchanted to remain
Religion: Ritual: Siem 19; Piety: 46.
for-ever fresh and beautiful. Anyana was holding the rose
Craft Skills: Astrology 48, Dancing 75, Drawing 60, Fishing 60, Foraging
when she felt his death in battle, breaking the stem in 112, Heraldry (Sindarin) 30, Herblore 90, Physician (Veterinary) 75,
shock. Still fresh, still broken, she keeps the rose with her Textilecraft 50, Textilecraft (Needlework) 60, Weatherlore 80.
as a reminder of what she has lost. Combat Skills: Initiative 65, Unarmed 60, Bow (Hartbow) 112, Sword
(Longknife) 78.
Deep in the forested mountains of Hârn is an Esoteric Skills: Mental Bolt 90, Sensitivity 80, Telepathy 96,
isolated valley where Anyana makes her home. She spent Transference 60, Charm 90. Charm works through her singing; anyone
hearing her sing must pass Will test or be compelled to follow sound
many centuries alone with her thoughts and memories. to the source. Coming within sight of her singing forces another Will
Only the coming of the gargun to her valley home broke test. Subjects failing will test will stand rooted in place until she stops
her out of a deep reverie and endless cycle of mourning singing.
Armour/Weapons: Cloth dress, flowers in her hair, amulet. Add a cloak
for all that was lost with the coming of men. in inclement weather. Hartbow, arrows, and a variety of weapons and
After driving off the first incursion of gargun into armour are also available as needed.

her valley, Anyana realized that the world had changed Esoteric Item: Amulet of Memorarae: Both a blessing and a curse, this
amulet increases the attuned wearer’s ability to remember the details
and brought new threats to her home. Using her skill of significant life events.
with ancient Sindarin magic, Anyana bound her life force Convocation: Sjari (Sindarin Magic) 98
to that of a great Dragon cat or Feyorl in the Sindarin Spells Known: Aeric’s Whisper I, Azure Hand I, Balm of Gresan I,
tongue. This cat, named Byaga has been her constant Dispell I, Figure of Aestras I, Power of Valdon I, Tongue of Pvara I,
Hand of Iliam II, Verdant hand II, Feel III, Dream of Galega IV, Veil of
companion, aiding her in the defense and protection of Iros VI, Shared Life VI. Other spells as required, including all Fyvrian
the valley. spells dealing with plants, animals, and healing.
Shared Life is a unique spell that blends the life force of a person or
The remoteness and isolation of the valley mean creature with that of the caster. The subject creature ages at the same
that Anyana has few visitors. The rare Sindarin that rate as the caster and shares any immunity to disease. Caster may
only share life with one person or creature at a time. The caster may
come to the valley are treated politely, but few stay for break the spell, at which time the subject will begin to age normally
long. The Uthriem Roliri know of the valley, and are the again. If either the caster or subject dies, the other must make a shock
roll or die as well.
only humans that Anyana holds any trust in. Any other
humans entering the valley are quickly driven out. If they
bring harm to the valley or its inhabitants they are dealt HookS
with more harshly, and most are never seen or heard
from again. The local barbarians have legends about the The Siren’s Song
forest spirit that inhabits the valley and consider the place PCs are traveling through a forested area when they
sacrosanct, and best left alone. The valley has entered the hear a beautiful voice singing in an a language unknown
Gargun racial memory as a dangerous place best avoided. to them (unless they speak Sindarin). Following the
The valley holds a Taur-im-Aina that can provide sound leads them to a grove of ancient trees. If any of
transit to both the Shava forest, and the forests of the PCs have an Aura of 14 or higher, the Barasi Point
Yashain and Midgaad. Anyana is attuned to the gate but may activate and take them to the source of the singing.
views it as a temptation, a test of her commitment to Depending on where they were, this could be a journey
keeping this valley pure for the length of her days. The of some distance. Anyana may or may not be able to
valley is the last place she was ever happy, and so there send them back, depending on how easy the GM wants
she remains. to make it.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’sFoes,
Friends, vale 15
& Followers

General Information Special GM Comments:

Species: Dracofelas
Sex: Female
Height: 3’ 6”
Length: 7’
Weight: 480 lb
Color: Dark brown, silver
Obvious Medical Traits: Scars

Author: John S. Daniel II


Artist: Richard Luschek

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld


Anyana’s vale 16 Dracofelas
Byaga
Name: Byaga Race/Sex: Dracofelas/Female
Dracofelas Born: 15 Larane 175TR
Byaga was only a year old when she answered Appearance: Height 3’ 6’’,; length 7’, 480 lb. Dark brown,
Anyana’s call for a companion. She has lived in the valley almost black fur, with silver highlights.
with Anyana since 176TR. The species of large felines Str 25 Agl 19 Sml 20 Wil 19 Cml —
known as the Dracofelas has been in decline for centuries. Sta 14 Eye 11* Voi — Aur 14 End 19
Dex — Hrg 20 Int 09 Mor — Mov 40
Climate changes and competition with mankind has
*At night, EYE is 16.
reduced their numbers to near extinction. Byaga has not
Medical/Psyche: Numerous scars.
encountered another of her kind since her last pair of
Skills: Awareness 90, Jumping 80, Stealth 90, Tracking 85,
cubs left the valley more than a century ago. None of this
Intimidate 90, Swimming 40.
is of great concern to Byaga, as she is content to live in
Combat Skills: Initiative 95, Dodge 95, Bite 95 (10p), Claw 85
comfort with Anyana. (8bp).
Byaga spends four or five days out of each tenday Notes:
patrolling and hunting outside the valley. She only takes • To reflect the size of the Dracofelas, use d8 instead of d6 for
animals in the valley when they are old and near death damage.
• +25 to AML when the cat matches speed with fleeing prey
by natural causes, thus maintaining the balance of nature. and jumps up from below. Can aim for the lower body
Other predators of various species will occasionally without penalty.
wander into the valley, but Byaga’s presence keeps them Armour: B5 E3 P2 F3 GAC 1
from staying long. Strike Locations:
Through her link with Anyana, Byaga shares the 01–20 Head
21–24 Neck
longevity, rapid healing, and immunity to disease of the 25–50 Fore Leg*
Sindarin. Despite this, her hide shows every scar she has 51–63 Thorax
earned through fights with bears, gargun, or men. Her 64–68 Abdomen
69–80 Quarter (Hip)*
fur has darkened over the years to a deep brown color, 81–93 Hind Leg*
almost black, with silver highlights. In full moonlight, her 94–00 Tail
appearance is almost ghostly. * Odd= Left, Even = Right

Byaga is intimately familiar with the terrain within


and surrounding the valley and uses it to her advantage.
Primarily an ambush hunter, Byaga patrols for gargun and Hooks
other threats to the valley. When she does find something An Unexpected Ally. The PCs have been traveling
interesting, she tends to watch it for a while before taking through the wilderness and have run afoul of a band
action. Her link with Anyana allows her to communicate of gargun. Forced to run, they are hard pressed and
over the distance between them. She can provide Anyana things are looking bleak when help comes. Byaga bursts
with mental pictures of what she has seen and follow from cover and attacks the gargun, turning the tide of
whatever course of action Anyana instructs. They have the battle. When the last of the gargun are gone she
worked together for so long that both know what needs disappears into the forest. Do the PCs follow or do they
to be done with little discussion. count themselves lucky and move on?
In combat, Byaga fights differently than when she The Hunted. The PCs are lost in the wilderness.
hunts. Hunting is for food, fighting is for protecting the Byaga is keeping an eye on them from a distance as they
valley. When she fights, Byaga attacks and moves away, blunder about in the vicinity of the valley. At Anyana’s
often trying to hamstring and cripple one opponent and direction, Byaga allows herself to be seen in order to
quickly moving on to the next. She will also make use convince the PCs to go another direction. If they fail to
of terrain and cover to ambush and harass. Unless she pay heed, the level of harassment will escalate. Anyana
is protecting Anyana herself, Byaga will run away rather herself may get involved.
than stand and fight a losing battle.

Copyright © 2011, John S. Daniel II and Columbia Games, Inc. HârnWorld

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