Horn of Larken

Steel Realms

Lord Lharken was a warlord of Dundaria and a fervent protector of his people. He was a follower of Whelm, and his war horn was well know for its
powers of protection stemming from that god – though he sometimes gave the horn to his subordinates who followed others who were able to use some of its minor powers themselves. It is known that the horn serves those who seek to defend others in a good cause.

Item Platform: iCore 2.0
Value: ? silver crowns


Chronicle of Horn of Larken

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Lord Lharken was a warlord of Dundaria and a fervent protector of his people. He was a follower of Whelm, and his war horn was well know for its
powers of protection stemming from that god – though he sometimes gave the horn to his subordinates who followed others who were able to use some of its minor powers themselves. It is known that the horn serves those who seek to defend others in a good cause.

Around 9164 In a trip to Porte Town, Sir Galumet Farnway encountered “Books” of The Gallants while recruiting soldiers for the Red March and service in the north.
Books presented him with a letter signed by the leadership of The Gallants and Tanner Holmraf – herald to the Duke of Dunstrand, which explained that the horn was discovered in the ruins of a castle of a dead lord Sir Wendel Tarly – who retrieved it from the north hundreds of years ago. The horn was formally gifted to and turned over to the Lords of Northgate.

Common Knowledge / Easy Difficulty

i20™ Horn of Larken Details

Item Purpose:

Lesser Attunement (1 Essence)

iCore iCore™ Horn of Larken Details

Requirements: Kinetic Faculty 5 and CHA > 5; Connection to the horn costs 1 synergy permanently; the blower does not need it to get the benefits.

Common Effects: A short low note (cost 5 synergy) grants all those attuned to gain +1 to any resistance checks for 10 rounds. Alternately, a follower of Whelm can spend a blessing from that god to activate the common power – regardless of aptitude or charisma.

Effects available for followers of Whelm

  1. Code of Conduct: Evil or Malign is prohibited (it will become bright in their hands and will not function).
  2. A short high note (10 synergy) dispels darkness 20m. radius, and any allies under fear get to check resistance again.
  3. Its major power is a long high note (20 synergy) dispels darkness and fear 50m. radius and 1 level of incapacitation (not cumulative) in 100m. radius; connected characters also are Toughened (gain = VGR) for 10 rounds.

Uncommon Knowledge / Average Difficulty

Lharken’s ultimate fate is wrapped up in the fall of the north – he is presumed to have died fighting for his people. When Wendel Tarly and his companions were adventuring in the fallen northlands, they took the horn from a ghoul warlord – who kept it as a prize. He was slain on the “feast day” of the death god – in a stupor from gorging on meat he and his henchmen fell easily to the blade of the adventurers. Wendel kept it, though he could use few of its powers. The last confirmed sighting was in his great hall in Castle Tarly outside of Braddon Bog in Dunstrand. It was said to be the centerpiece, surrounded by massive antler racks and a beautiful relief carving. Rumors have it that eventually an adventuring band known as The Gallants removed the curse and made off with it around as a prize. They tried in vain to use it themselves, though managed to get some use out of it, ironically, in a campaign against the Umbakians during their crusade in Dwindor Swamp – some of the minor officers they recruited from the populace were able to use it.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic