Lost Generation
The Lost Generation
Author
Michael Jung
Editor
C Miles
Acknowledgment
Go to the playtesters of my gaming group
License
This is a selfpublished work and is released for free
distribution according to the BYNCSA Creative Commons
license. (See http://creativecommons.org/licenses/bync
sa/2.0.) Certain names within this work are trademarked or
may be subject to additional Copyright, in particular Hârn and
HârnWorld by Columbia Games Inc. or Kelestia Productions
Ltd. The License above does not apply to these names.
Illustrations
All illustrations are mine and licensed according to the
above.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 1
Foreword area, was held by Tharda, the eastern neighbor of
This is the first of a series of three adventures Rethem, until it was seized by the Red Shadows of
set in and around Rethem, a region considered by Herpa, an Agrikan Fighting Order, 12 years ago. In
many to be the most oppressing on all of Hârn. 714 a new fighting Order called the Cohorts of
A few years ago, Alun Reeves published his Gashang, took Themeson from the Red Shadows
campaign Dark Rethem set in western Hârn that when they seceeded from the original order. The
showed ingenious use of the officially published Cohorts of Gashang do not pass on any taxes to
material, even enhanced official material, and the king in Shostim, but instead seem to consider
generally increased the insight into the «dark» returning the fief back to Tharda.
region of Harn. If you haven't played it, by all The Agrikans ruling the Hundred are notorious
means, do. I can promise that it will be an for the torture, mutilation, and sacrifice of captives
enjoyable experience, even if you do not have the and are in general opressive rulers. The conflicts of
fortune of witnessing Alun gamemastering or the past 12 years have reduced the hundred’s
generally orchestrating events. population considerably. Fallow field are a
This in particular and many other Fanon common sight. Since the split of the Cohorts and
publications have inspired this adventure and I'd the Red Shadows, guildsmen started to leave the
like to thank the authors for them. Specifically, I Hundred. Any possible income, including from
also like to mention the Sidetrek series. If you look mines and quarries is spent on maintaining the
for Fanon references, I am sure you will find them. fighting order.
The general background on Hârn is obviously Two orderial companies are active at all times;
«gritty», infested with social injustice at every patrolling against incursions from Tharda, but also
corner and the setting does not lend itself to warily watching the western border. The Cohorts
adventures for the knight in shining armor, even of Gashang suspect the yeomen in the former
less so in Rethem. This may be one of the reasons Thardic manors of plotting rebellion and have
the region has been ignored in Canon and Fanon disarmed them all.
alike for a long time. The danger in presenting This suspicion is not without cause. In fact,
Rethem as more amicable (in a very loose sense) is restlessness about the situation is boiling in
clear: do not create an adventure, where the heroes Kelmeinar, a village just across the border in
will have saved the day in the end, including more Tharda. The hamlet called Rouhardy now in
or less the future and prosperity of the whole area. Rethem was a family holding and with the change
That does not make sense. Rethem will stay sordid of the province, the latter village was effectively
and bitter, but light will shine in the strangest of lost to the clan. This affair is not considered past
places – without it no shadow can fall. and clan p olitics have turned to fostering unrest
I hope you will enjoy this Rethem setting as I among the local yeomen. The clan sends
know you will enjoy or already have enjoyed Dark «insurgents», with the intent to destabilize the
Rethem. region. In the vicinity of Rouhardy a camp was
Special thanks go to the playtesters and the established with the hope that this becomes a
editor C Miles. Any errors and problems that nucleus of rebellion.
remain are my responsibility alone. Reality looks somewhat different. While the
If you plan on playing this adventure as a PC camp was indeed established, it had to deal with
stop reading now. If you plan to run this adventure several difficulties. The first was that the base of
as a GM, please read its entirety before playing. operation is not close to the border and any
resources must be transported for quite a distance
Background through either hostile territory or wilderness. The
Gerdel Hundred is the general backdrop in second was that the people of Rouhardy only give
which this adventure plays. It is a hundred that support grudgingly. Open support is out of the
has been the battle ground of a power struggle in question and even covert support is dangerous.
the last decade. Themeson, the feudal center of the The camp had yet to serve as base for an operation
© 2020 Michael Jung, Columbia Games, Kelestia Productions
2 Lost Generation
when it met its fate fom the third obstacle – supporters from Kelmeinar, to either increase the
learning about what that was is the main part of forces of the camp, to bring resources or to find
this adventure. out why there has been no feedback. The
connection is one of the Yeomen in Rouhardy. Of
Player Character Introduction course, the emissary cannot use official colors once
There are several ways to introduce players into in Rethem and must keep a low profile.
the scenario. Some are presented in the next
paragraphs, but you can easily make up your own.
You do not need a separate reason for each PC,
some may have the same as others, and some PCs
may just be along for the ride. But whichever you
choose, make sure that the relationship to the
current rulers of the domain (the order of the
Cohorts of Gashang) is not amicable and there is
trust possible with the inhabitants of Rouhardy.
Do not give the players the poetic map until after
they have received the relevant information from
the villagers of Rouhardy. None of the inhabitants
actually own such a map, possessing it would be
dangerous. It is mainly a GM aid.
Where is my brother... the PC has a relation
(brother, cousin) or a close friend that was
travelling to the camp and he hasn't been heard
from since. The PC fears for the life of this person
and is determined to find out what the fates had in
store for him or her.
Looking for group... the PC is a notorious Encounter a Patrol
adventurer commonly known as a vagrant and
looking for some coin. He has overheard that Once you have decided to set up your group,
troublemakers would be employed by «Robin put them on their way to the village. You may
Hood» (an obvious reference to some forestbased spice up the travel with a stop in Themeson or an
bandits with potential political backing). All he interception by a patrol. But remember that the
has to go on is the name of the village Rouhardy odds are stacked against the PCs, so do not kill the
and his reputation of being at odds with the local group the instance they set foot into Rethem.
Agrikan orders. While the Cohorts are not a tolerant bunch, they
Peacemaker... Some people are more also do not kill every peasant idiot because he can't
persuasive than others. If the PC is good with keep his tongue. Give him or them a roughing up
words and has some political conections, he may and let them find themselves in the mud.
be hired to find out about the group of bandits Remember that rural folk can find it hard to insult
before they become active. His patron does not a knight, the social rank and value differences may
want to make a show of this, i.e. violence is to be make it unappealling for a knight to take offence.
avoided, because a show of force would A typical patrol will consist of a mounted
undermine his own plans. A possible patron sergeant, possibly accompanied by another
would be the orderial head that is considering mounted knight and six to ten soldiers on foot.
defecting back to Tharda with the fief – but on his You should scale that group according to the size
terms. A violent interlude would come at a most of your PC group. All men are armed and the PCs
inappropriate time. should not intend to fight them. They should
Official business... The PC is sent by the rather be intimidated. On the other hand, the
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 3
patrol should not be big enough to simply kill the Derrand of Luln, a yeoman, is obviously
group just for sport. It should be clear to both sides disenchanted with the current rulers, but is
that a physical conflict would also give the patrol responsible for the proper behavior of the
casualties. populace. When the reeve needs muscle, he is to
Typical questions from the patrol would be: provide it. Of course, he has no weapons besides
Why are you travelling here? Where are you from and «farm implements». He fancies he will not see
where are you headed? Are those arms you are bearing more than a wild animal or two and should
and why should you? Tharda ever decide to take back the region, he will
Typical responses might be: We are guards for a surely not fight on the Rethemi side. He will keep
merchant. We are en route to our mercenary company a low profile, as most of the other villagers, but he
hired by your Order. We are guild prospectors for a knows what is or should be going on up river and
business in town X. Players may come up with any has been contacted. Should the evil Agrikans come
other plausible excuse. to get him and he has sufficient time, this is where
The challenges may contionue, if the patrol is a he will flee. He has never been there, though. He
bit suspicous: Who is your commanding officer? Who will be the easiest to trust the PCs.
is the guild master you mentioned? Where is the
merchant you are guarding?
Once the patrol is satisfied that the characters
are not spies and not dangerous they can be on
their way. The patrol is more intent on
intimidating the locals and deterring them from
running away than discouraging random
foreigners. The group are obviously not runaways
and escorting them out of the fief or worse would
provide some diversion but that is not worth their
time unless the PCs annoy them.
Reaching the Village
The group will eventually reach Rouhardy and
want to talk with the village folk. Depending on
where they head first or who of the villagers finds
the most courage to talk to the strangers, things
can turn more or less interesting. Most villagers Arion of Stans
will simply ignore the PCs or wish them well on
their journey wherever to that may be. Some Arion of Stans, the other yeoman, is a devout
children may be more playful and that can indeed Agrikan, but considers the hostile takeover an
break some ice with the villagers. But the villagers uncivilized act, time should be better spent
generally know nothing and take some care that it fighting against Kanday or the heathen Kuboran.
stays the way. I.e. they will not engage in any talk But nobody asked him, nor will anybody ever. He
about a hidden camp or other such nonesense and was quite lucky that he survived the change of
break off such conversations. There are a couple of ownership of Rouhardy. He was too young at the
exception noted below. time to be of any consequence and he now plays
The local lower class have establshed the term the bully for the evil Agrikans as cover and enjoys
«evil Agrikans» for the various Rethemi orders the brittle trust of the steward when he visits.
and lords that currently rule them to distinguish Actually, they despise each other as weak. Arion
them from the former good Agrikans. Whenever has visited the camp before, since he also keeps an
there is need to make a difference without the eye on the forest. He will not betray them and his
presence of the former. trust is not easy to gain.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
4 Lost Generation
Toban of Kurl, the reeve is in his fifties and substance, she makes up in devotion for the
remembers the rule of the Thardans. He also «Thardan cause».
knows that nostalgia is not going to keep the Any of the NPCs that are willing to talk to the
village alive. He is thoroughly opposed to what is PCs can confirm that for a few weeks no news
going on up river and thinks that the folly idea have been received from the camp. On the other
will get the whole village killed by the angry hand, it is not unusual to have no information for
Cohorts. Of course, he also realizes that telling the extended periods of time, since such information
lords about this camp is also going to get everyone poses a danger to both sides. However, some
killed. His life is miserable, he sees no way out of minor errand is often exchanged in an irregular,
his dilemma. He is deeply suspicious of all weekly fashion. That anybody who has no
strangers and will rather send them away than tell business in the woods would go seek them out is
them anything, let alone the location of the camp. not possible. Everybody is up in work for the
On the other hand, every minute people poke fields and traveling to the camp would take two
around and ask dangerous questions regarding the days there and back. In other words, the people in
camp makes it more likely that the evil Agrikans the know would start worrying if they had the
stumble in and find out so he will send them on time.
their way, if they persist long enough. He has While the two yeomen are slightly in favor of
never visited the area since the camp was someone checking out the situation, Fiorina is all
established there but he knows the area from his for it and Toban is decidedly against it. «Let them
youth. rot, that's the best for all of us» he says. «They will
sweep from the hills one day to drive out the
Cohorts. Give them our warmest greetings» she
replies.
Some players may think that it is an easy route
by telling the Cohorts of this camp and ask for a
reward. Possibly a poster in Themeson said
something to that respect. Remind them that the
knights of the order may simply kill them instantly
and even consider that a reward because they are
not handed over to the Eight Demons for torture.
The males in the village undoubtedly would. This
should discourage the PCs from switching sides.
In the back of this adventure, you will find the
village described in more detail and accompanying
maps.
Fiorina of Aldon
Finding the site
Fiorina of Aldon owns a patch of land by the The stream running south of Rouhardy flows
river that was intended to be the location of a mill. through the fields and upriver finally crosses into
That plan never came to fruition when the the forest. This forest quickly engulfs the
Shadows of Herpa took over. The miller she was to characters. They follow the meandering stream
marry never came to the war zone when he heard through a few smaller clearings but after an hour
of the situation, nor did any builders show or so of travel the woods are much denser.
themselves. Thus Fiorina needs help from the Depending on the time of day, the woods may
other clan members now, when she was destined even give them the «spooks». Strange noises are
to give them more wealth. She is most willing to heard and sometimes awkward silence. Seasoned
tell the PCs that there is a camp, but she knows wilderness travellers may not be impressed, but
little of practical importance. What she lacks in the PCs should get the idea that this area is well
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 5
A refreshing glade
chosen for a bandit camp and they consider the feeling may well be a magical metaphor of what is
townfolk wiser now than they did earlier for not coming up.
traveling here. Close to the spring the forest widens into a
PCs with premonition or general sensitivity for larger clearing, roughly circular with a diameter of
the supernatural may get the feeling that the forest approximately 50 yards. The other end of the glade
area feels like a fence or ward for something, converges to a small waterfall cascading over a
particularly once the scenery changes when they rocky outcropping of about 14 feet. The cliff
reach the site. But this need not be no more than a extends another 4 above that. In fact, the region
feeling, no actual spirits or other supernatural seems to funnel into the small pool at the end and
entities haunt this forest. On the other hand, if the in order to proceed a little climb may be involved.
GM likes to play with magic beyond the rules, the The cliff face gets higher and harder to scale
© 2020 Michael Jung, Columbia Games, Kelestia Productions
6 Lost Generation
further from the stream, even if less wet. If the PCs A hastily scribbled note. The author was not
decide to take a detour to reach the upper side of accostumed to writing and hid the note between
the cliff with less climbing, this is possible, but leather sheets to keep it from becoming
will require probably an extra hour or so. unreadible. It also looks like an attempt was made
The cliffs seem to get higher as they angle off to hide the note from cursory examination of the
into the woods away from the pond. The whole area, it is fixed by stone and cannot be seen
area is filled with dense underbrush, brambles and extending from underneath from afar. See the
thickets of blackberry vines crawling up at the reference section for the text in the form of a
edge of the cliffs. Sensitive PCs may find this place handout.
foreboding. Except for an expert woodsman, it is This note was not written with the last dying
impossible to find the hidden passage that the breath, but was intended as a genuine warning
insurgents use. Below some thorny brushes here while there was still time. If one of the PCs had a
and along a fallen, cracked tree trunk there, it is literate relative in the camp, this note should be
not a fast trail, even if found. The GM may from him and the PC can recognize the hand
consider any number and types of skill rolls writing.
appropriate before this obstacle course is
mastered.
For a particularly hardy group, a small
wolverine den may be in the way, but be careful
not to turn this passage to the hilltop into a suicide
mission. The dangerously sheer cliff and the
menacing look of the foilage may be sufficient for
the PCs to be unnerved and figure out that this
may indeed be a good location for a hideout. Very
perceptive characters may wonder why they
haven't noticed a lookout.
When the upper end of the ravine is reached,
the camp is within sight. When the camp was still
manned, the insurgents kept a watch here, as the
clearing can be monitored quite easily from this Various unspoiled food containers lie about.
point. Further along the way, the spring as well as Some may have been picked by wild animals, but
makeshift houses are nearby. Wood has been cut the PCs should conclude that whoever attacked
and the site shows all signs of human activity. the compound was not interested in food. This
Someone was turning this area into a light fort. includes some salted meat, nuts, even a few casks
Looking through the camp, various signs of of ale. Originally a total of 56 people could live on
fighting can be found, including bodies. Details the food for at least a month, but not all is
are given with the map below. This map can be preserved. Those that were opened have indeed
handed to the players, running the numbers is not been scavanged by animals so there is no evident
discouraged. In fact, the points noted on the map fear regarding the food being poisoned.
can easily be spoted as points of interest. The GM
can opt to place some other piece of information at Also a few coins and other valuables can be
an unnumbered spot to ensure that the PCs do not found. They serve only to indicate that the
simply rely on the numbered areas and show some attackers were not interested in mundane wealth.
initiative when analyzing the clues. For this the How much and in which form such items are
following clues should be found somewhere but available depend on the type of camapign you are
not without some work and not on the first spot running. The money should be able to keep 56
they visit just be accident. people afloat in civilized surroundings for a few
days. These are the savings of the insurgents that
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 7
© 2020 Michael Jung, Columbia Games, Kelestia Productions
8 Lost Generation
died here. Most cash will still be on the bodies but Local Map Key
some may have been hidden in the vain effort to
stash them away and pick them up later. Whether
they have Thardan or Rethemi currency and in
what mix is left for the GM to choose.
1 This is the lookout over the clearing below.
There are positions here that allow surveillance
of almost the complete clearing and its border
without being seen. Setting up an ambush is also
The well should be addressed at last and that is quite easy. The drop below is almost 10 feet. Foot
why it was not labelled, although it certainly is of marks can be found, as this post was manned
interest. Characters may find it curious that a well throughout the day.
was built here. The reasoning by the occupants of
the camp was that since the spring is out of reach
in case of a siege or attack from the lower lying
glade, it would be good to have a water source
2 This building was supposed to be the central
hut, crude maps of the surroundings can be
found here, provisions and lists with names (a
within the camp. Whether this was sound random assortment. People to look out for but also
reasoning or worth the effort can be debated. people to trust; the meaning cannot be decoded).
Certainly Toban would have considered it foolish, Possibly some trader itinary can be found, but
but the damage was done. After 23 feet stone was much of the material will be unintelligible. The
reached and that quickly gave in after some provisions are mostly spoiled and what is not will
serious hacking. (Can you hear Toban say «the become so soon, unless care is taken immediately.
sounds will make you audible for leagues»?) This Lots of boots have been walking around here. The
provided an exit for the morvin (see below) and hut has a wooden wall and a preliminary tarp
still does. The morvin will be encountered, either cover that is torn.
when entering the underground or when camping
in the ruins.
3 A shelter for most food and material that need
to be kept dry. This building also has a wooden
frame, with a torn leather tarp. Construction for a
better roof was underway. Material that needed to
be kept off the damp ground were hung from the
beams, i.e. dry cloths. The assorted materials prove
that the insurgents were in for a longer stay.
4 This is the attempts of a barracks and where
the insurgents slept. This is also where they
made their last stand. The building has battle
marks all over and any bunks, stools or tables are
in ruins. Several bodies are strewn around from
the battle and vermin have started to devour the
remains already. Observant characters can
decipher the battle. The defenders were barricaded
behind the door, but that was broken down
eventually. Then close counter melee ensued. The
are five dead militia types and three indescript
humans. The latter however look like they have
been dead much longer and their clothing consists
only of leather(!) rags.
5 This is another gruesome sight. Two dead
bodies lie here, apparently waiting to be
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 9
A hole in the wall
buried. From the decomposition it looks like the only found later or burning the bodies takes its
men died at about the same time as the ones in (4). time or should be done by night, when the smoke
In fact, they died earlier and the survivors had cannot be seen from afar. Or maybe the travel itself
more pressing matter at hand than to properly conincidently requires them to camp just now. (In
bury them. fact, the attack can even take place before they
search and find any clues.) Make them believe that
The Underworld the body count here, including the Morvin, is so
The characters have various options, once they high that the remaining enemies cannot be a
see the ruins and have investigated some hints. match for their stalwart band. But don't construe
They can continue searching until they have found any deusexamchina, if they insist, they can leave
enough. Or they can dig in other areas that seem in broad daylight. The range of the Morvin is
to have been molested. But besides the clues limited and they are still searching for a sacrificial
presented, neither digging nor the wider area victim, so they will attack. Since the glen and hill
provides any further clues. They can stay and top is surrounded by thick woods, which includes
camp, maybe trying to improve the barricades thorns and low branches and other obstacles, the
after seeing what has happened or reading the living are hindered quite significantly in their
note. They can bury or burn the bodies. This is a travel speed. The morvin on the other hand will
suggestion that the GM may make, because it is not mind any minor cuts from thorns or sprained
hinted in the Morgathian folk tales («evil stories») ancles from stumbling over roots and will catch
that burning would kill any Morvin. They may up.
even try to flee the vicinity in the hopes of The reaon why the Morvin have been wakened
avoiding an encounter with the Morvins. is the slow entrance of water into their crypt. The
Whatever the PCs do, the Morvins will attack crypt had been sealed for centuries but erosion has
before they leave the general area. If the GM can taken its toll. The type of Morvin that are buried
time it that the attack takes place at night this here are awakened by water. So when the
would be the best option. This can be done by Hemorvus (see below) was finally touched he
extending the search such that crucial evidence is awoke, he was startled to not find any sacrificial
© 2020 Michael Jung, Columbia Games, Kelestia Productions
10 Lost Generation
victim. Not being fully complete but also confined I
to his crypt, he was only able to wake his
Gulmorvin and wait until such a sacrifice
presented itself.
When finally the unhappy wellbuilder created
1
o
an entry to the small pool cave, he also created an b
exit through which the Morvin could escape and G
consume a sacrifice. Little did he know that the T
first person he killed was not «blessed» as a c
sacrifice and therefore did not complete the ritual. d
Since he is not fully aware of the situation, he T
continued his quest until all potential sacrifices
were dead – and he will continue until he finds
one. He has lost many of his guards, the standard
Gulmorvin. Depending on the size of your group,
you should scale the number of survivig
Gulmorvin. Three seems a typical size, always
counting the Hemorvus, of course. See the
reference section for the stats of the Hemorvus.
In the end the Hemorvus will be killed
permanently. When this happens, the crypt will no
longer be protected by the rituals that where put in
place for exactly the purpose of keeping it intact.
This does not mean that it will crumble
immediately, but anybody in the crypt at the time
should immediately notice cracks that weren't
there before. Roots, and earth may fall through
and muddy pools will soon follow. The crypt will
remain hospitable for a while, so if the Hemrovin
is killed outside, it can still be visited for several
days. Only as weeks pass by, the structural
integrity is compromised and large chunks from
the walls are lost or broken off. After a month or
so, any of the writings or drawings will become
unintelligible even if someone were able to read
the script – which apparently noone alive is.
The «treasure» listed in the key below is
described in the value terms I used above. You
need to turn this into concrete coinage values that
suit your campaign. Through the officially
published material values in pennys vary widly
according to what reference you choose. In my
campaigns a person can survive in civilized
society on 3d5d per day. I then round according to
whim to keep calculations simple.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 11
Interior Map Key «falls» from the opening in the crypt wall. Four
smaller and one larger engraved goldcovered
1 The rear part of the crypt has the main
sarcophagus of the Hemorvus and the support
of four Gulmorvin, three of which have already
cups lay on the floor, which in total would yield 80
mandays worth as jewelry. They originally stood in
the foot region of the sarcophagi. The opening to
been killed (assuming this to be the ratio that the the previous room is not locked, the door is simply
GM chooses for his group as the right challenge). a revolving wall on stonehinges. 20 strength
The resting place of the Morvins has the stench of points total suffice to move it. The Morvin did not
centuries of slow decay and the feeling of do so. The walls are plain and not covered with
dampness from the recent slow influx of water. scripts or pictures – this chamber would not have
There is a small trickle from where the water been used for rituals.
An ancient mural
2 The exterior exit is almost completely covered
through erosion and unless extensive
measurements are taken, is lost. The doors cannot
3 This passageway twists and turns for about
300400 feet. A small rivulet carries almost no
water but it is moist enough to be noticed. At the
be openend from the inside nor from the outside far end the wall has initally been damaged by
unless at least a ton of earth ist moved. The room water but later torn to a bigger opening by greater
is covered in pictures and scripts which remain force. Sometimes the passage is narrow enough to
incomprehensible to the uninitiated. The scenes only allows a single person to crawl through while
seem to show a ship sailing from a «land with at it widest, two people could almost pass each
sun» and the people from the ship fight strange other crouching. Doing so, however, would give
monsters (PCs may imagine these to be unique some annoying bruises and cuts from the hard
Ivashu) and people, most likely barbarians. stone wall.
In the center of the room stands a metal 5 feet
long staff inside a short stone shaft of about 1 foot.
It has incomprehensible scripture on its surface all
4 This room is halfway covered in pictures and
script. It symbolizes the passage between life
and death; this can be discovered from the scenery.
around it and gold plating. It is worth 20 mandays Enbalming techniques are shown and with a guess
as jewelry and possibly twice as much to Shek a Morvin may be identified. (It would still be a
P'var or interested priest of any religion. If you guess.) Specifics cannot be deduced.
play with magic radiance, it registers slightly, as it
could be used in a long lost ritual, even through
the magic has almost completely been drained.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
12 Lost Generation
Intermezzo results are news to him and extremely interesting.
The plan of the Thardans was foiled by a third It tells of a journey further north in the Rayesha
party, or at least had a significant setback. Any mountains that should be investigated. Are the
relatives that were supposed to be at the camp are PCs willing to travel there with him?
dead. So what is the party going to do now? Whether they immediately visit a major city or
Rouhardy itself will come to peace at least for a let years pass, a revisit to the crypt already
while. The insurgents are dead and any danger for discovered will not reveal any further information,
the local rulers is gone. The village no longer holds By now, erosion has corroded any materials and
a secret that it needs to keep to stay alive. On the while the ruins may still be identified as such and
other hand, they don't haste to tell anybody about even the entrance through the well may be intact,
the camp. Effectively, the fate of the village does the grave has fallen into such decay as to render it
not change, whether the PCs tell the residents useless for investigation.
about the situation at the camp site or not. If they Stats, motives and other particulars for the
do, some anxiety is lifted, but the actions do not Hepekerian visitor are found in the next adventure
depend on this knowledge. They will all keep their called The Lucky Few.
tongue and stick to their usual business.
The PCs hopefully have some of the Hemorvin The Lost Generation
information from the crypt and their curiosity In a time, when Morgathianism was young,
should inspire them to seek some help indeed when most early religious institutions were
deciphering it. That could be attempted in any of only beginning to be formed, another type of free
the great cities. If they lack interest, their willed undead, the Hemorvin, existed. The oaths
employers or sponsors, such as the Thardan clan and rituals by which such undeads are created are
from Kelmeinar, will want them to check it out. A no longer known to man.
trip to either Golotha or Coranan, where they Hemorvin are mostly embalmed and preserved
would visit the Guild of Arcane Lore, should be as the Dalkeshi Gumora. They preserve attributes
next on their list. The church of Save K'norr may like Amorvin and engage in combat in a similar
also be a viable option to look for explanations. fashion.
Whether they undertake that voyage As with all Morvin, the singular for the new
immediately or at a later date is not important, the type is Hemorvus and the plural is Hemorvin. The
following adventure is not tied to any date or relationship between a Hemorvus and his
season that it must take place in. Of course, the Gulmorvin is the same as for an Amorvus and
dead of winter would be a bad time. Gulmorvin. The Shadow of Bukrai plays a
But when they do, they will be introduced to different role in the sustaining this type of Morvin.
Moc'alm, a strange visitor from a distant land. This There are no scholars yet that would have any
scholar has come from a far away place, that not theories what this role is.
many Hârnians have even heard of: Hepekeria. The Hemorvin have three states: dormant, semi
The local scholars of the guild will not know what dormant and awake. After the initial ritual the
the script and drawings mean, but they will show Hemorvus becomes dormant until a certain
it to him. Moc'alm has a very dark skin and condition is met. Usually this meant entering the
generally looks quite different than any regular inner crypt. But enacting part of the secondary
Harnian, be they of Pharic, Jarin, or Ivinian stock. ritual like sprinkling water on the dormant
That is immediately obvious. undead would also bring him into the semi
He will reveal that some centuries ago a ship dormant state. In this state the Hemorvus will
sailed north from his land towards a coast wake his guard Gulmorvin and seek his sacrifice.
unknown to his people, which turned out to be He has no other purpose and during that time is
Hârn. The writing is hard to decipher and he is not equivalent to a Gulmorvinm except that excerts
a master of the script that has only survived power over his honor guards. Once the secondary
through sheer luck. The story of the travel and the ritual is completed, he is awake. The secondary
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Lost Generation 13
ritual does not require special knowledge, a details will be given in the next installment of this
handful of water and a willing sacrifice is all that series.
is needed, the Hemorvus will intuitively do the
rest. References
The rules regarding AUR and SHA apply to The following background material, available
Hemorvin as they do to Amorvin. The extent of from Columbia Games and Lythia.com, can provide
the Bukrai from an Hemorvus is six feet during his more insight into the setting. The adventure is
dormant and semidormant phase and zero after written such that you do not need to read any of it
the ritual of awakening. but the colorful atmosphere can greatly add to the
Hemorvin use Shadow Conflict as Mental enjoyment of adventures such as this.
Conflict, a separate Shadow Strength does not Canon material: Kingdom of Rethem, Themeson
exist. Neither do they use Bukrai Points (BPs). A Keep, Agrikan Orders (in particular the Cohorts of
resting place is only needed during the dormant Gashang and the Eight Demons), The Republic of
phase, after awakening they live regularly. During Tharda
the semidormant phase, they engage in classical Fanon material: Dark Rethem Adventures (all)
Morvinlike combat immediately. Hemorvin do
not use Bukrai blades nor are they reincarnated
should they be killed in any phase.
The Hepekerian Gulmorvin still have INT and
WIL and do not serve Klyss directly but the
Hemorvus they have sworn to defend. Should they
survive their Hemorvus, they will turn into
regular Gulmorvin immediately. Otherwise they
have regular human senses.
They do not engage in Shadow Conflict unless
explicitely ordered. Any results thereof are as for
the Hemorvin itself, except that they cannot
extend their own life or the life of their master.
They engage in conflict as they did in their original
life. Due to their servient nature, they appear to
lack personality and they appear sullen and
sometimes even lethargic.
Encounters with the Shadow for these Morvin
is the same as for the classical ones, except in its
dire consequences when the Shadow is victorious:
Accept the Shadow: the character's soul is sent
to Bukrai and the Hemorvus has the choice to take
any attributes from the body as his own. The
Hemorvus can then complete the «life» the
character has given as his own.
Refuse the Shadow: regular death, the soul can
receive (and indeed requires) the usual rites of safe
passage to its deity's realm.
Hemorvin do not require Bukrai points to
maintain their existence. But without having a new
life to complete, they remain either dormant or in
the halfconscious, semidormant state seen in this
adventure, seeking only a willing saccrifice. More
© 2020 Michael Jung, Columbia Games, Kelestia Productions
14 Lost Generation
Gulmorvus Hemorvus
Str 11 Eye 10 Int 10 Str 13 Eye 14 Int 14
Sta 13 Hrg 10 Sha 10 Sta 11 Hrg 11 Sha 11
Dex 11 Sml 10 Aur 12 Dex 12 Sml 11 Aur 14
Agl 11 Voi 06 Mor 10 Agl 13 Voi 09 Mor 12
Cml 06 End 13 Mov 10 Cml 11 End 11 Mov 13
Skills Skills
Awareness/62,Climbing/57, Condition/71, Awareness/62,Climbing/57, Condition/71,
Jumping/60, Shadow Conflict/61, Jumping/60, Shadow Conflict/71,
Throwing/65 Throwing/65
Languages/Scripts Languages/Scripts
Old Hepekerian (Language)/76, Khuzdul/10, Old Hepekerian (Language)/89, Khuzdul/12,
Runic/10, Old Hepekerian (Script)/83 Runic/12, Old Hepekerian (Script)/86
Combat Combat
Dodge/40, Initiative/46, Unarmed/40, Dodge/60, Initiative/77, Unarmed/47,
Spear/80, Dagger/60, Sword (Falchion)/60, Dagger/46, Sword (Falchion)/55, Shield
Shield (round)/65 (round)/50
Armor/Weapons Armor/Weapons
Kurbul Halfhelm, Leather Coif, Cloth Tunic, Fine cloth robe and leggings, leather calf boots,
Leather byrnie, Linen Surcoat, Linen Breaches, Kurbul cowl and breastplate, round shield,
Leather Calf Boots falchion, dagger
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Rouhardy 1
Locations Map Keys
Village of Rouhardy
Population: 278 (64 HD)
1 This «villa» has a stone base and a second
story made of wood. The rural builders only
had a very vague idea of what a villa should look
Holder: Telmen / Cohorts of Gashang like and the building was constructed accordingly.
Acres: 3190 Rouhardy was considered a secondary holding.
The hedge that surrounds the villa used to enclose
Rouhardy has a long history of being ignored. an apple orchard as well. When Rethem took
Its origin have been lost to civilized records, but control the clan members where either put to the
the river widens a bit here, which is why passage sword or had fled before. The garden was
is usually sought higher up or further down river. destroyed as an example of the new authority.
Since the soil is fertile here, the region itself grew Today the stewardship resides with Themeson, but
prosperous nonetheless, trade was not necessary. the responsible figure is rarely seen. Three
When mining came to the vicinity, Rouhardy was household servants keep the mansion in repair for
mainly left alone. It was too far away from the those occasions.
mines themselves and any travellers would rather
continue their trek than rest here.
The economy was therefore rural only. When
Tharda became aware of the village it was put
2 Derrand of Luln, 38 years old, is a yeoman
since Tharda had to relinquish its rule. He has
lost the right to bear arms, but still needs to
under the financial control of a clan originally provide protection to the village. While the village
located in Kelmeina. The clan built a villa here but sympathizes with him, the Agrikans regularly
basically left the village to its own devices. Since ridicule him, His smouldering hate is hard to
the Rethemi have taken over, this freedom was contain. He has a wife 4 years younger than he is
severely curtailed. and two children, aged 14 and 10.
The Cohorts haunted the relativily rich village
for a while. Trying to extract any potential revenue
as quickly as possible lead to a rapid decline of the
village in the years 714715. A more sensible
3 The HalfVillein Tennu of Denell, 39 years old,
is a huge man and the brother of Angfil (7),
and is married to the sister of Zumlik (8). They
management was installed and the focus of the have a 19 year old daughter, who has her eyes on
Cohorts has shifted more to the mines. The village Arion (6). Nobody in the village suspects this,
has recovered in the last five years but resentment including Arion himself.
for the new rulers is palpable.
Most existing vegetable patches have been
hedged by thorny brush. While outwardly these
hedges should protect against animals grazing off
4 The cottar Gerrin of Snill, 29 years old, is
trying to improve his meager livelihood by
selling information to people in the «North». They
the commons, they are actually grown, because the are agents from Menekai, who are interested in the
mounted patrols would make it a sport of situation of this shaky fief. Of course, he has little
trampling the patches down when patrolling. The to give nor are they willing to pay much. Derrand
throrns are now a sufficient deterent for this of Luln (2) suspects the cottar and plans an
pasttime. «accident».
The village extends toward the north of the
map provided, where it tends to be a bit more
clustered. Only 17 households of the total are
shown on the map. There are no free tenants in the
5 The HalfVillein Thorram of Unfir, a sturdy 58
year old man, has lost his second wife during
childbirth last year. He is a hotheaded old man,
town, all are endentured. The village is in dire his first son was abducted 20 years ago by
need of a mill. (Thardan) Agrikans for the fire that runs in his
family. A 16year old boy from his second marriage
is helping him with the farm.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
2 Rouhardy
6 Arion of Stans (26) is another yeoman for
Rouhardy. He has been single for quite a while
now and lives somewhat isolated, if this is
with a smith in Menekai. This makes him very
proud. In particular this eases his feudal
obligations, since he only has to feed himself and H
possible in such a small rural community. He his wife (aged 34). Besides his eldest son, however, l
inspects the surrounding woods as part of his none of his children have survived the first 3 w
feudal duties. He is a devout Agrikan and not years. His wife is currently pregnant. o
trusted a lot by the rest of the village; and w
therefore seems to be the person most trusted by The cottar Idomes of Reta has recently a
the current steward. However, he all but openly
despised him and the order from which he hails,
12 moved here with his wife. They are both 20
years old and hope to gain a larger lot through
1
f
because he expected more civilized behavior from hard work. Idomes is optimistic about the future,
them. Not being able to bear arms makes him
furious, but he will not join the Cohorts.
thinking, if he doesn't upset the lords, things will
look good. However, his somewhat opportunistic
view has not gained him the trust of the other
1
b
7 Angfil of Denell is the younger and smaller
brother of Tennu (3). He is 33 years old and
will probably not marry, his cottar status barely
villagers. His wife is pregnant and due to deliver
in two months,
s
w
v
keeping him alive. Of all oddities, he has learned
to play a simple string instrument, which he
sometimes plays in the evening. Most villagers
13 The widow Arike of Lehk, aged 36,
officially keeps a HalfVillein lot, which she
maintains together with her son Ofgwal, who is
o
h
4
consider him weird and unlucky, but Tennu aged 19 and trying to take over as the male heir to w
protects his brother from any jests getting out of his father, who was killed 5 years ago in some w
hand or worse. Agrikan «sporting» event. The Steward is reluctant
to grant the lot, because the son will probably bear
8 HalfVillein Rian of Zumlik and his wife and
two minor children struggle to make ends
meet. His oldest son that had only become of age
illwill towards the Agrikans and seek revenge.
But there is nobody else to give it to and what
harm can a simple peasant do?
2
h
last year was recently abducted by the Agrikans a
for unknown reasons. Rian is too busy keeping the
rest of his family alive for him to have time
harboring hatred.
14 This hut remains empty and the villeinsize
field lot falls fallow this year. The family of
five that kept it died last winter. It was a
m
s
w
combination of disease, bad luck, and the harsh s
9 Kerem of Fulgren is a HalfVillein and
supports his small family of 3. Kerem also feels
responsible for Jalya (10), which is almost
levies by the Agrikans that caused this. It is one of
the main signs for the steward that the lands of
Rouhardy are not effectively used and therefore
m
s
a
impossible. He tries to keep a low profile and not generating enough «revenue». He hasn't a
doesn't like being included in this roster. found anyone to take this lot, in particular, since it s
obviously brings bad luck. b
10 Jalya of Turan, aged 48, is the widow of the
brother of Kerem (9). Since she has a lame
left leg, she can hardly tend the fields her former 15 The Villein Heenu of Aldon, aged 48, is one
of the influential people in this village. He
v
husband has left her. Even though Kerem helps as is the brother of Urlika, who is married to the
best as he can, she will probably be relieved of the reeve (16). His other sister is Fiorina (18), who is T
fields soon. Her prospects for the future are bleak supposed to be married to a miller. He is well i
and that makes her bitter. respected and has no trouble holding his clan t
together. His family consists of his wife of age 42
11 Fridof of Menet is a HalfVillein. His eldest
son has managed to gain an apprenticeship
and two sons and one daughter, of age 20, 10, and
13, respectively.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Rouhardy 3
16 Reeve Toban of Kurl, aged 46, has a villein
holding and is married to Urlika, a sister of
Heemu (15). He has held the reeve position for a
The village is desparately in need of one. While
the Agrikans are divided about this, the millers
guild has not found a willing candidate. The
long time and is well respected, He is constantly original candidate that was to marry Fiorina (18)
worried that the smouldering discontent of the was appalled by some violent outbreak of the
other villagers with the Agrikan lords will put the Agrikans and chose not to take the charter.
whole village into jeopardy. He has two children
aged 7 and 14 living with him. An elder son (aged The cottar Tryn of Onsel is aged 62 and
18) has left the household the previous year and
found a holding in a village further north,
21 probably going to die in the next year or so.
He lives close to a small trench that only has
standing water that has also not been maintained
17 Harek of Lethim is the «richest» villein in
terms of land held and would like to
become reeve. This political move is very difficult,
for years, since evidently there is no time for that.
Originally built for drainage, nowadays only
(surplus) waste is dumped there and it has
since trying to gain the trust of the Agrikan lords become a breeding ground for diseases. It
would immediately lose all his trust with the probably has played a significant role in the
villagers. And that he cannot afford. He is 40 years demise of one family living close by (14). Tryn
old and his wife has given birth to a another enjoys a exceptionally hardy constitution, but now
healthy son last spring. His other children are aged old age has joined the filthy trench in assailing his
4, 7 and 12. He is the head of the «greater» family, health.
which includes two more cousins in the village,
whose huts are not shown on the map. Tryn is also responsible for the maintenance of
the bridge, which is little more than a couple of
Fiorina of Aldon is the younger sister of wooden boards. Cart wielders fear this crossing.
18 Heenu (15). She is a young widow, aged
28. When her formar husband died, she took over
Several have proposed to fill up the trench with
earth, since it serves no purpose anyway, besides
his obligations. Since hers is a rather generous hindering the traffic and providing an awful
acreage, but still a HalfVillein lot, she has trouble stench. But the Agrikans won't have it.
maintaining it. Her husband died 5 years ago and
she was supposed to marry a miller two years ago,
who was looking to settle in the area. However,
some recent activities of the Agrikans have left the
miller reluctant to relocate, as well as the Agrikan
steward to bestow the obligations as free tenant
and the mill charter to him. Fiorina is rather vocal
about the destructive Agrikan lot. She also
supports a 11 year old son and is in turn supported
by the numerous members of her clan in this
village.
19 Some villagers augment their diets by
fishing along the river close to the village.
The boats used are moored on this beach. Fishing
is traditionally allowed for a only minor fee and
this rule is upheld by the current lords.
20 This is the site of the prospective new mill
that has not been built for two years now.
© 2020 Michael Jung, Columbia Games, Kelestia Productions
GM Map Rouhardy
© 2020 Michael Jung, Columbia Games, Kelestia Productions
Rouhardy Player Map
© 2020 Michael Jung, Columbia Games, Kelestia Productions
6 Lost Generation
© 2020 Michael Jung, Columbia Games, Kelestia Productions