Hero Wars

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Celestial Court Rune

Copyright © 2001
Issaries, Inc.

The Harda Pass

By Greg Stafford

It is called Harda after the hero who stood off the armies of Gbaji after the Battle of Night and Day. He and his wounded companions delayed the huge army for days, first by outfoxing the scouts and then by burning the forests that were there, and finally by pushing rocks on the lead forces. They were killed, but their souls still encourage any Orlanthi raiders who defend this precipitous pass and trail. In the bush range is even a clan that are his descendants, and when they do their magic he throws huge boulders off of Kero Fin at the targets in the pass.

Here is how to reach Maranaba by the Harda Trail.

Harda's Pass

Start at Runegate.
You must either go with an Issaries caravan or by small boat.
The Issaries temple at Runegate organizes the caravans. Unless you have a small army, have made previous arrangements with the dragonewts or enjoy risking a dragonewt encounter you should avoid crossing he Dragonewt Wildland at all costs. Issaries-protected caravans have arrangements to travel the wilderness.

Caravans sacrifice at Old Top to Orlanth the Traveler. They ford or ferry at Two Sisters, travel another fifteen miles to River Inn Ford. The land is gentle, wooded with several landmark trees. Because caravans are often slowed by ox or the elderly, an overnight stop is often required. This is usually done at Tink, a ruin partially inhabited by a band of outlaws, lost souls and strangers who have been granted permission to live there by the dragonewts. Travelers are encouraged to avoid them.

To go secretly, or without Issaries escort, go to Old Top and sacrifice to Orlanth the Traveler.
Descend to the Creek, and go downstream until you find the Two Sisters. These are two little villages on each side of the mouth of the Creek. If the water it low, it is a ford and the people will help carry through the muck. If the water is high, they have boats to ferry.

Hire a boat there, although it will be costly. Let them tell you how dangerous it is because of the marsh, and ask how much thee charge is. Then tell them you are a great warrior or destroyer of undead, look ferocious, and then offer half the price. That will be fair.

The boat will skirt the edge of the marsh and reach the River where it enters the Marsh. The pure divine waters flow clear and clear into the much and stink of the marsh for some distance, so it is easy to find. The boat can go upriver about 5 miles to the River Inn Ferry. Make sure to get out on the western bank. The whole boat trip ought to be a long day journey.

River Inn Ferry is a little town. A couple of clans dominate, and eke small farms out around the town. They have a stockade wall and lock the gate every night. They pay tribute to the lords in Irist Hold. The area is quite nice and could obviously have many more inhabitants. But the war has stripped it of it former residents, whose ruins and graveyards can be found he the 20 miles of this river, all the way up to Dwarf Run. The site of Salor is to the north there. Little is left now since its stone was taken in Yarandros' time to build a fort and many towns that are now also in ruins. It is still called the Banding Lands after the famous heroic family that lived here then.

Directly westward from River Inn stands Great Kero Finn. Go outside the town and look at it and ask for her protection. Turn your gaze from her to the right and stop at the close, prominent peak there. It is Delvalan Hill, and a sacrifice to the goddess must be made for your safe journey there.

Looking west, you can see three ranges of hills that seek to impede your progress. On your left, the series of hills that are between you and the Great Mountain are the Tamlane Hills. North of Delvalan Hill and stretching to the right are the ridges of the East Bush Range. The higher, steeper hills beyond that are the Dragonspine. When you see its rather regular hump and valley here it is easy to see the long buried bones. The influence of these bones, which Orlanth left here, has created the Bush Range Wilds. The land is not suitable for farming at all, is scarcely usable for sheep. The immensely varied wildlife is profuse throughout it. The residents there are tough, raid and ambush travelers regularly, even those with Issaries guards and blessings. Cover is common, gullies and cliffs are numerous and provide anyone with cover if they are hiding. The residents, of course know it best of all and are a constant danger. If confronted by large numbers don't kill them. They are ruthless in revenge. Remember the phrase, "I have a ransom!" In general, don't even go through it with impunity.

From Riverinn two possible passes are possible, Harda or Dendrogi. Skip Dendrogi pass for these reasons: it is better to approach the Temple from uphill, Harda pass is protected by the chief in Irist, you will be blessed to pass so close to Kero Fin, and the view from Eyefull Crest is the best view of Tarsh you will ever get unless you fly. Finally, whereas the switchbacks of Harda are far more difficult and slow than Dendrogi, the danger of the Falling Ruin far outweighs the relative ease of the ground.

Someone from Riverinn will take you to Irist. It is a compact hill fort on the large hill south of Delvalan Hill. "The chief of Irist is the Pass of Harda." Respect this man, and bring to him the price that he asks for passage: one ewe or two weathers or each person with his entourage. He prefers silver. The chief in Irist owns the sacred hill, and after paying him his fee he will send his priestess up to the hilltop to make the offerings. You do not need to attend this ceremony, but may if you wish. She offers a pig to Maran the Shaker.

The chief usually patrols the entire Harda Path and Pass. He pays off or fights the raiders of the Bush Range so you don't have to. If you sneak past the fort and are found by his patrols upon the trail without a guide, you will be attacked. Furthermore, the area is often the playground for Gornan, and if Maran has not been appeased at Delvalan the threat from rocks slides, trembling paths and similar natural dangers is high.

The Dragonspine itself must be crossed by a series of switchbacks on each side. Though a bird might fly it and cover five miles, travelers must go back and forth along such steep paths that a hearty walker can reach the top and descend in half a day, but most people camp at the bottom and set off for the entire day, and drop exhausted at the far side as the long summer day ends.

At the far side is Tolstead, a little village where Tol used to rest. When traveling from Tarsh to Sartar a priest here must make sacrifice to Maran for safe passage across the pass in that direction. It is at the lower end of Wintertop Vale whose fort lies uphill several miles. Downhill is Goran Pass, after which is Shakeland, where the terrible temple to Maran Gor lies.

 Latest revision: 21 May 2001, new
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