TRADING POST 1
Peran, north of Rethem, is home to one of Hârn’s larg-
est and most powerful barbarian tribes, the Kubora. Un-
der the leadership of Arlun the Barbarian, they conquered
the Theocracy of Golotha and established the Kingdom of
Rethem. After his death, many of the more traditional
Kubora returned to the north. “Since the foundation of
Rethem, the Kubora have been more tolerant of outsiders.
Traders travel up the Scarlet Ribbon to Kustan to trade for
hides, wild beasts, and on rare occasions, for human
slaves (usually captives taken by warring tribes); the latter
two exports are destined for the Pamesani arenas. The
favoured items of exchange in Peran are weapons and
metal artefacts. One of the best known traders is Daquer
of Iyesin, a half-Kuboran mercantyler from Golotha.”
[Kubora 5]
“Something of a loner, “Scarlet Dak” is Golotha’s most
successful Peran trader, bringing hides, pelts and wild
beasts to Golotha in trade for metal artefacts and weap-
ons. He will not deal in barbarian slaves since his mother
TRADING was Kuboran. Iyesin is not popular with the Warriors of
POST Mamaka; he employs three trusted Kuboran warriors as
bodyguards.” [Golotha 31]
A third generation mercantyler, Daquer inherited the
franchise from his father who was also a well known and
successful Peran trader. His mother was a member of the
Kobean tribe and renowned for her beauty. After meeting
TRADING POST her in Kustan, legend has it that his father courted her for
Location: Obodu/Kobean Border, Peran three years, finally paying a bride price of 20 swords for
the right to marry her.
Holder: Factor Ryal of Breneh
Most mercantylers only trade with the Kubora during
Size: 11 the Annual Moot at Kustan, limiting their profits. Being
half-Kobean has given Daquer an “in”. His mother’s tribe
INTRODUCTION has allowed him to establish a small, semi-permanent
This small trading post is suitable for use in any wil- trading post on the coast. The post was deliberately lo-
derness area. All that is required is a local barbarian tribe cated on the border between Obodu (population 1800)
willing to trade and a dozen men (preferably including a and Kobean (pop. 1300) territory. The tribes have
woodcrafter or timberwright) a few weeks to construct. reached a formal agreement between themselves that de-
Thus, it can be easily inserted into any campaign, even in clares the trading post to be a neutral territory, which both
locations where the PCs have been before. The men who
operate these trading posts are tough and resourceful,
much like PCs.
CREDITS
WRITER
HISTORY Kerry Mould
“Hârnic tribes are usually able to find enough food and
other essentials to survive. However, trade with civilized PROOFREADER
mercantylers is common for tribes on the edges of civiliza- Dan Buter
tion, or those located along established trade routes like
MAPS
the Salt Route or the Fur Road. The tribes trade furs, wild
beasts for the arena, slaves, and rare herbs and minerals Patrick Nilsson
like amber and jade, in exchange for metal tools and ARTIST
weapons, woven textiles, jewellery, and most other spe- Richard Luschek
cialized products of civilized technology.” [Barbarians 1]
© 2005, N. Robin Crossby & Columbia Games Inc. HârnWorld
TRADING POST 2
tribes may visit. This gives Daquer access to two of the counter, including highly desirable metal weapons
largest tribes of the Kubora. (swords, axes, knives etc). Fine wool blankets, linen and
This is the first semi-permanent trading post the cloth hang on the walls. Most negotiations take place
Kubora have allowed to be established in their territory, here. The trader’s assistants can bring additional trade
although many other barbarian tribes on Hârn have simi- goods from the warehouse. Once a deal has been
lar arrangements, including the Pagaelin (Oselbridge), the reached, the heavy bundles of pelts and hides are taken
Chelni (Trobridge Inn) and the Taelda (Naniom Bridge). upstairs to the fur loft.
Daquer hopes that if this trading post becomes successful, 3. Warehouse – This room is full of barrels, crates and
other tribes will allow him to establish further outposts. chests. They are filled with trade goods (mostly metal
He is currently courting the Belmeddi and the Iorzu, ask- items, but also glass beads, blankets etc). Most of the
ing them for permission to build a trading post south of weapons come packed in crates carefully coated with a
Kustan, where their tribal ranges meet. This second out- layer of grease to protect them from rust and the salt air.
post would give him year-round access to the four largest The inventory varies greatly over the season, but is al-
tribes and even greater influence over trade. ways greatest after the visit of the resupply ship.
4. Yard and well – The small lane between the two
GENERAL DESCRIPTION buildings is usually muddy or dusty. There are always a
The trading post has been here just under two years. few people present, Kubora waiting their turn to trade or
The palisade is made of peeled logs and the buildings are the factor’s employees, wife or children. The large stack
timber-frame, with waddle and daub infill and thatched of firewood and shallow well are for the convenience of
roofs. The outpost was obviously built very quickly. The the post’s occupants.
workmanship is rough but serviceable. The woodcrafter
5. Factor’s chamber – The only private room in the
used green, undried timber. As it has dried out, gaps have
post, this is the home to the factor (mercantyler’s agent),
begun to appear in the pallisade and walls of the buildings.
Ryal of Breneh. He is married to a local barbarian
The post will need to be rebuilt, in anticipation of this Ryal
(Obodu) woman and they have three children. The five of
has had his men cut and stockpile a large number of logs,
them share the chamber and the bed. The room is quite
allowing them to dry naturally.
spartan aside from the bed and a couple of chests for
The trading post was deliberately placed on the coast clothes. There is very little money here, as the great ma-
to make it cheap and easy to resupply, eliminating the jority of transactions are in barter or trade.
need for a stable. Several times a year, Daquer charters a
6. Hall - A very simple and plain two-story room, the
ship to deliver new trade goods and pick up the hides and
hall has a simple trestle table and benches. There is a
furs. This is safer and cheaper than transporting them
stone hearth with a smoke hole. There is no fireplace
through the wilderness and greatly improves the post’s
here; that would be far too expensive and fancy for such a
profit margin. The mercantyler has succeeded in buying
simple semi-permanent structure. The kitchen is just the
off the Orbalese and Tiraen pirates in the Gulf of Pendos
end of the hall nearest the hearth.
by making special trading stops at their coastal
communities and giving them first choice of the new trade
SECOND FLOOR
goods at a considerable discount.
7. Lookout tower – There is a simple watchtower
above the door. It has no back to it. The trader’s guards
FIRST FLOOR
use it to watch for arriving customers and give the factor
1. Palisade and gate – A 10-foot high log palisade sur-
warning so he can be prepared to trade.
rounds the trading post. It is only intended to keep out
wild animals and the occasional drunken barbarian, as the 8. Fur loft – Once the trader accepts the barbarian’s
trading post could never withstand a serious attack. furs in trade, they are taken upstairs to be sorted by type
There are simply too few traders to defend it and the and grade. Then they are baled for transport. This loft
wooden structure is vulnerable to fire. Instead, the post can get quite full when the factor is waiting for the trans-
depends on the enlightened self-interest and good will of port ship. It can also smell quite foul as many of the pelts
the local tribes to keep it safe. The gate is built of rough- and hides are tanned with urine.
hewn planks, with wooden hinges and drawbar. It is left 9. Sleeping loft – This is where the servants and guards
propped open during the day and secured at sunset. sleep. The factor has two assistant factors (journeymen)
2. Mercantyler’s store – This is where the trader ex- and two apprentices. There are also two longbow men.
changes finished goods for the barbarian’s furs and hides. They work as guards, but there main function is hunting
Many attractive trade items are on display behind the for food (with the blessing of the local chief). All six men
work as longshoremen when the ship comes by.
HârnWorld © 2005, N. Robin Crossby & Columbia Games Inc.
TRADING POST 3
TRADING
1 POST
2 5
6 1ST FLOOR
2ND FLOOR
© 2005, N. Robin Crossby & Columbia Games Inc. HârnWorld
TRADING POST 4
goods were worth. Few people can stay
mad at him for long, however, because he
soon has them back at the negotiation ta-
ble to “make it up to them” with an “even
better” deal. Buyers beware, indeed!
When their father died, Daquer inher-
ited the franchise. With the help of Ryal,
he established a small trading post on the
Kobean – Obodu border. Ryal was the
natural choice to run it, as he is the only
person Daquer trusts with such a delicate
task. Ryal’s family ties to the Kobean have
greatly eased the difficult task of establish-
ing the outpost. His half-Rethemi blood
and political marriage to the daughter of
the war-chief of a nearby tribe have ingra-
tiated him with the Obodu. His father-in-
law is a frequent visitor to the post and en-
Peran traders Scarlet Dak and his half-brother Ryal… joys preferential trading privileges. He and his wife have
three children, two boys and a girl.
FACTOR RYAL OF BRENEH Over the last couple of years, Ryal has proven himself
to be a jack-of-all-trades: diplomat, mercantyler, carpenter
FACTOR RYAL OF BRENEH and soldier. Almost single-handedly, he has build the
Bonded Mercantyler – born 6 Ilvin 681 trading post from nothing into a thriving business
Str 11 Eye 13 Int 17
Sta 13 Hrg 09 Aur 14 delicately balanced between completing tribes. He is
Dex 11 Sml 15 Wil 15 actively assisting Daquer in the negotiations to build a
Agl 09 Voi 16 Mor 10
Cml 07 Sunsign – Skorus
second trading post close to Kustan.
Combat Abilities: End 13 Mov 09
Skills: Tracking 58, Stealth 46, Foraging 45, Survival 46, Hidework 62, ADVENTURE HOOKS
Fletching 32, Rhetoric 89, Intrigue 88, Mathematics 52, Law 36,
Brewing 69, Cooking 67, Woodcraft 29
Guard cargo. Daquer is planning to deliver the lat-
Languages: Harnic 50, Kubora 76, Jarinese 51, Scripts: Lakise 54 est shipment of trade goods to the trading post. He hires
Ritual: Kemlar 16, Halea 13, Piety: 13/24 the PCs as addition guards. During the unloading, a group
Combat Skills: Initiative 58, Dodge 45, Unarmed 50, Riding 41, Hand
axe 52, Round shield 53, Short bow 43 of barbarians attempt to steal some of the cargo.
Daily Armour / Weapons: Average long sleeved cloth tunic and cloak;
Leather leggings and calf boots; Eating dagger
Missing brother. As above, but when the ship ar-
rives, the trading post is empty. Daquer fears his brother
has been taken captive. He offers the PCs a large sum to
find him and stage a rescue.
Ryal of Breneh is a bastard, the half-brother of Daquer Act as factor. Daquer has finally got agreement to
of Iyesin (“Scarlet Dak”), a well-known Peran trader. Like establish a new trading post. He is sending Ryal to run it.
his brother, Ryal had a Kuboran mother. His father met He needs a temporary factor to run the first trading post
her during one of his many trading expeditions to Kustan. for the rest of the summer.
His Kobean mother and grandparents raised him until he
was sixteen, when his father agreed to take him to Golo- Guard trading post. Sympathetic members of the
tha. Daquer was surprised to find that he had a half- Obodu tribe have warned Ryal that a small group of
brother, but the two get along well. young warriors are planning to attack the trading post.
Daquer hires the PCs to reinforce the outpost. On arrival,
Their father’s influence was strong. Both men are the PCs will have four days to make the place defensible.
short, heavy-set, with a strong nose and a fast receding
hairline. Ryal has bad teeth, a result of his love of sweets. Pirate raid. Daquer’s business rivals are tired of him
He is quick-witted, friendly and seemingly eager to please. having all of the advantages. They hire the PCs to raid the
However, more than one customer has walked out of a trading post in the guise of Orbalese pirates. They may
negotiation thinking they got a great bargain, only to dis- keep anything they can carry. One of Ryal’s sons gets
cover he talked them down to a fraction of what their away and goes for help from the nearest Kobean village.
HârnWorld © 2005, N. Robin Crossby & Columbia Games Inc.