WHAT PEOPLE SAY ABOUT KAARJALA

“When a man remembers the land, the “They say Kaarjala is ‘a land “It was a thing most bizarre and land remembers him.” apart’…they don’t know the half of it! frightening, brother Hiram. Upon the – common Saamari saying More like ‘a land 1,000 years in the cold night prairie did I espy one of those past!’ Seriously, the place is just a mass nomadic shamans engaged in gruesome “The elk and the bear – the king of the of wild forests and half-frozen bogs, and enterprise – the butchering and devouring forest – are prized and respected by my you can travel for days without seeing of a reindeer for some foul purpose. kinsmen, but they are to be hunted. But anyone! Decent pubs or inns are scarcer “It reminded me very much of that woe befalls he who harms the swan, in than a sunny day in Littonia, too. There’s which we do not speak, so complete was righteous, divine wrath.” really not much of anything that would the devourment. Brother Samuel must be – Lasse Aaltonen, draw a person. mad to want to trade with the Kaarjalans, Saamari expatriate, “But there’s something about the place if these are the things the overland route speaking before a group of that keeps me here. It’s more than the will encounter.” adventurers in Gaudavpils chance to roam a land that’s still fairly – Laradril, Leehan Explorer, pristine, and it’s more than the prospect writing to his brother “The land is not cruel, Aipaloovik; it is of finding some ancient hoard of treasure what it is, and what matters is what we that predates the kingdom itself. Using Kaarjala with “It’s the people. They may not have can see. Men and animals were placed Other Game Systems here to live and die as they might. We much more than a roof over their heads and a plot of land, but they seem at peace The product that you are now holding take what we need, and do what we must, was written with the Classic version of to survive another day. Good hunters and – both with themselves and what they do have. They know who they are and Dungeons & Dragons™ in mind; women may go to either Agelermiut or however, Kaarjala is fully usable as a Agneriartarfik, and the lazy will go to they’re content, and that’s good enough for them. Maybe it’s because the nobles campaign setting for other game systems. Noqumiut, where they will always be For First Edition AD&D, demihumans hungry. It has always been this way. leave them alone for the most part. “Anyhow, I think they know something must hail from lands outside of Kaarjala. “Before the white men came over the The magic-user is rare, and the paladin mountains, life was better. But they took we could all afford to learn, ourselves.” unheard of. The barbarian class is the south from us, and made their lands founded among some Vaarana as well as – Carwen Berdelhin hot. The life flow of the land changed, the surrounding fringe cultures. The Darokinian adventurer, and many of us died as our old hunting kanteleer may be treated either as a bard speaking to a friend in Kaarja grounds became no more. But still they or a fighter/magic-user dual class. The were not done with us. Some came north noaid could be treated as a druid/magic- “If Kaarjala is distant, its people are riding great reindeer, and took many of user dual class. The monk and cavalier doubly so. The founding of their our remaining lands for their own. They classes, as well as psionics, are kingdom, despite great adversity, is one do not fight as we do, but we learned incompatible with the setting. of their main sagas; this is a window into their ways to survive. One day, we will Under Second Edition AD&D, the their soul. Please understand that they go south again.” following kits are appropriate: barbarian see their realm as purely the work of their – Tornarsuk, (Icereach, Shonak and Viaskaland), own hands, and consequently they feel Shonak warrior, outlaw, peasant hero, wilderness warrior they owe allegiance to no one. To them, speaking to his son (mainly Vaarana), noble warrior, Alpha is just as distant as the Sea of adventurer, all thief kits (save buccaneer) Dread – so distant that it is not even “You can keep your cities and castles! – especially beggar, bounty hunter and considered. For me, there’s nothing better than the thug, all priest kits (save fighting-monk) “I do think that they may yet be brought open road and a village inn for the night! with the most popular being the into the fold, if you think of them as a That’s where you’ll meet the real people, “dwarven” kit of craftpriest. Rangers can lone animal in the midst of an open field the ones who built this land and keep it be explorers, giant killers, guardians, – exposed, and having to rely on itself for going. They live close to the land, work pathfinders and wardens. Wizards are survival. One must shelter the animal, hard, and help their communities. The most likely witches or astrologers. and possibly show it where to find more cityfolk in Kaarja, secure behind their Druids typically take the adviser, food, thus satisfying needs of which the walls and obsessed with deal-making, are avenger, lost druid, or wanderer kit. creature may have been unaware. Render forgetting what it means to be Kaarjalan. Specialist wizards are external to them aid and guidance, convince them of Ilmarinen help us if we all end up like Kaarjala proper and are limited to their need for such, and they may come to them!” Illusionists, Necromancers, or Invokers. you.” Pekka Outinen, For campaigns under 3.xE, the sorcerer Saamari warrior, Tarn Oakleaf, is permitted as a character choice among chatting with an Oceansender Druid Representative to Alpha, the Vaarana, Shonak, and Viaskodans. speaking to King Ericall

Unofficial Game Accessory

The Kingdom of Kaarjala Geoff Gander

Table of Contents

Referee’s Handbook Introduction ...... 2 History as the Immortals Know It...... 3 Geography...... 10 Society...... 14 Personalities ...... 22 Creatures of the Autuasmaa...... 24 Artifacts, Treasures, and Hidden Places ...... 27 Adventures ...... 29

Player’s Handbook History as the Kaarjalans Know It ...... 1 Creating Characters for Kaarjala...... 2 Special Rules for Kaarjala ...... 4 The Noaide ...... 4 The Kanteleer ...... 7 Hypothermia...... 12

What People Say about Kaarjala ...... Inside Front Cover Map of Kaarja...... Inside Back Cover

Credits: DUNGEONS & DRAGONS and D&D are registered Design: Geoff Gander trademarks owned by , a subsidiary of Hasbro, Inc. Kaarjala Created By: James Mishler Editing: JTR This book is a work of fan contributions and does not possess Content Contributors: Geoff Gander, JTR, official recognition by Wizards of the Coast. The editor and Klaus Mogensen, Klaus Ole Kristiansen, contributors make no representations to imply otherwise.

Carl Quaif, Marco Dalmonte, the Italian This work may not be sold commercially in the United States MMB of America or abroad. It may be electronically replicated Cover Illustrator: JTR (“downloaded”) in its entirety for personal use. Cartography: JTR, Geoff Gander The contributors retain copyright to their individual Typography: JTR contributions with a fair-use understanding of citation in subsequent works. The artists and cartographers retain all © 2008 JTR, Geoff Gander rights to their works as typically construed for art.

The editor and designer retain all rights to the product “The Kingdom of Kaarjala.”

INTRODUCTION Foreword confines, and the semi-nomadic Vaarana For those interested in epic Welcome to The Kingdom of Kaarjala, who spend much of their time beyond the campaigning, there is the potential for the tenth region of the Classic Dungeons Sampo’s reach. The kingdom is also a war with the frost giants of Frosthaven or & Dragons™ game world of to land in need of heroes, for the perils of western humanoids, but the major, over- receive the “Gazetteer” treatment under the north are ancient and powerful, and arching antagonist of the setting is the the fan-produced GazF line. the kingdom is in many ways the frontier Rimal Hag, an ancient adversary to the The Kingdom of Kaarjala signals an of civilization. So, too, do the legacies of Kaarjalans and now the Littonians. The important point in the Norwold-cycle of Norwold’s ancient past lurk beneath the Rimal Hag is an intelligent and powerful gazetteers, as the attention shifts to the embrace of snow and permafrost. opponent, so parties must slowly work lands around and to the north of the Great through her numerous minions before Bay. Kaarjala explores one of the The Final Goal of the drawing out the Rimal Hag directly. The northernmost realms of humanity – a Campaign featured campaign arc of this book presents just such a scenario that nation on the very fringes of the world Kaarjala lends itself to a number of culminates in a final encounter with the setting faced with its own unique campaign styles, but characters – Rimal Hag once the characters have challenges and adversaries. especially those hailing from the more reached the highest levels. In addition to the standard features of civilized Known World – should get the Finally, Kaarjala can serve as the the gazetteers, this product provides feeling that they are in a realm far setting for a few stop-over adventures as optional information for adventuring in removed from the affairs of their parties make their way to Frosthaven, the the freezing wilderness and introduces homelands, with its own dynamics, strange western peaks, or the Borean the noaid character class, a druid-like challenges, and opportunities. The Valley beyond them. group unique to the people of Kaarjala, atmosphere is applicable to campaigns and the kanteleer, a zither-strumming centering on native-born Kaarjalans or warrior. This work particularly mixed parties, too, but natives should Who Should Play in complements the 2007 release Gaz F6 develop a sense that what affects their Kaarjala? The Amber Shores of Littonia, which also land may also have an impact on the Kaarjala is an overwhelmingly human was written by Geoff Gander. region as a whole. nation, and most characters should be It has been my privilege to serve as Wilderness aspects – be it monster human, too. The demihuman races are editor for this gazetteer, and Geoff and I encounters, sustenance needs or very rare, having only recently arrived hope you enjoy reading The Kingdom of inclement weather – are a recurrent from the south as adventurers or from the Kaarjala and using it in your own element to adventures in Kaarjala. This constellation of small communities below campaigns. land is a veritable island of civilization in the Great Bay. a region that is very much untamed – A Refuge in the wild animals and monsters abound, and Kudos and Corrections Frozen North one does not have to venture very far to James (“Mystaros”) Mishler is credited To those who even know of it, Kaarjala run into something. with the creation of the nation of is considered a land apart. The nation Traditional adventures centering on Kaarjala, which was tied, in part, to his lies around the waters of the Landsplit hunting monsters and locating lost Taymor corpus. To ensure continuity River far north of Norwold’s Great Bay. treasures are setting appropriate. This is within the GazF product line, some It shares no common border with any an old land that has seen many conflicts details of its history and of its people other nation that could be called during a history that pre-dates its current have been changed. The Shonak tribes, “civilized.” Instead, tiny barbarian bands residents, and remainders of those who also appeared in Gaz F5, have roots and other tribal groups following troubled periods – such as haunted in Mishler’s work on the Midlands. In centuries-old, annual paths trek across the battlefields, tombs, and ruins – await writing this product, the impressive work dangerous, half-frozen plains and bogs exploration. on Norwold by the Italian MMB was contained within the Arctic Circle. Players can enmesh their characters in a consulted, particularly where geography Yet in the midst of all this tundra waste, Kaarjalan political campaign either as is concerned. Kaarjala stands as a land of wonder. It is native characters or as representatives of Kaarjala is loosely inspired by the inhabited by a people whose stubborn outside interests. Kaarjala’s closest Finnish Kalevala epic. Marco and straightforward nature have allowed neighbor, Littonia, is hoping to establish Dalmonte’s work on Ilmarinen – a central them to carve a strong realm out of the itself internationally, and the of figure of the Kalevala that appeared as an wilderness, and the land is protected by the Leehashire are expanding their Immortal in the original Master’s Set – the warmth of a magical artifact, the trading ventures, while King Ericall of was also incorporated into this work. Great Sampo. Two peoples comprise the Alpha strives to bring the disparate petty The author is indebted to all of the Kaarjalan nation – the settled Saamari kingdoms of Norwold under his aforementioned individuals. who reside within the nation’s warm authority.

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HISTORY AS THE IMMORTALS KNOW IT Although some details of their early The climate remained unsettled for Ilmarinen’s skill grew, and his creations history survive in folklore, most centuries in the far north, and glaciers became ever more wondrous. The smith Kaarjalans can speak only from the advanced and retreated periodically. This presented his best works to the Saamari founding of the modern kingdom prevented the tribesmen from creating chiefs for the benefit of all. This onwards (BC 105). Forgotten with the any lasting settlements prior to 2400 BC, included a number of weapons that were passage of time, their history began at a when they established a firm hold over a employed to good effect against their great distance from modern Norwold. stretch of foothills and swamps along the enemies. eastern Borean Tier. This land sat During one of his many travels across Ancient History and between the Borean Valley proper and the land of Kainuu, the craftsman The Great Rain of Fire the western reaches of the lands now encountered a woman of incredible known as the Hill and Dale. beauty – a fey creature known as the The Kaarjalans’ ancestors were pastoral The tribesmen called their land Kainuu, Maiden of Pojaara – and had his heart Neathar tribesmen that inhabited what is or “swampy land,” and took the name stolen from him. Ilmarinen followed her now Hyborea and the northwestern Saamari for themselves. Over the next back to her magical domain, where he Midlands, then a cool, temperate region. four centuries, some of the Saamari grew spent centuries in a state of unending They dwelt in relative isolation for ages increasingly settled, herding animals, and bliss with the object of his new-found and avoided the conflicts that embroiled raising crops, and they progressed affections. the outside world until ’s technologically from the Neolithic to the Second Beastman Crusade pushed the Bronze Age. Others, however, preserved protean humanoids into their lands. The The Fall of Kainuu and their semi-nomadic lifestyle; these then tribesmen were hard-pressed, but they the Birth of Isanmaa were the ancestors of the Vaarana. held their territories with the aid of During the craftsman’s absence and a newly-arrived Blackmoorian colonists. period of renewed glacial migrations, the Unaware of the Blackmoorians’ indirect Saamari and the Vaarana were sorely role in their misfortune, the tribesmen tested by the humanoids of King Loark’s openly welcomed the newcomers and fell Great Horde. The Horde’s arrival caught under their sway with the promise of the people of Kainuu by surprise and wondrous technomantic devices to overran many settlements. The Kainuu improve their lives. chiefs banded together and nominated The influence was short-lived, for the one man – Mikko, a seasoned warrior and Great Rain of Fire destroyed the old hunter – to lead them. Mikko organized order, and poisonous energies bathed the his people and called upon the rune north. Blackmoor-era settlements in mages. The people weathered the initial upper Norwold were lost, as were those onslaught, but it became clear that of Hyborea. Only those tribesmen that Kainuu eventually would be lost. Mikko had clung to their ancestral ways in the led his people east, through a newly- western Midlands survived, but they, too opened gap in the glaciers, into the lands carried with them a fascination with just north of what is now known as the magical artifacts over the millennia. Hill and Dale. The bulk of Loark’s Horde had passed Figure 1 Kainuu, BC 2400 The Peoples of Kainuu on to the south and east, but portions remained in the region and continued to The Rain had shifted the planetary axis, Ilmarinen and the and the tribesmen were forced to seek out trouble the Saamari and Vaarana. Mikko a new home whose climate was more Maiden of Pojaara embarked on an aggressive campaign to compatible with their lifestyle. They Around 1800 BC, an inventive secure a new homeland for his people. followed cold-clime wildlife and craftsman named Ilmarinen discovered a By the time of his death in BC 1696, migrated eastward to the taiga along the cache of ancient Blackmoor technology. Mikko’s people had carved out a new hills of the Borean Tier. Over the course After experimenting with it for a time, he domain for themselves between two of their journey, they battled many discovered a means of tapping into the separating glacial expanses. The site was beastman tribes and interacted with other forces of nature to assist in his work. His roughly northeast of the Borean Valley peoples – Neathar, Blackmoorian, and creations were already considered works and west of the Icereach Range. Forests Oltec alike – who were themselves in the of art, but they soon acquired magical had rapidly filled the uncovered uplands, process of migrating in the ever-changing properties. In the process of this the valleys were taken over by swamps, landscape. Among these groups were the tinkering, Ilmarinen developed a system and steep mountains could be seen ancestors of the Shonaks, a tribe that of runic magic that is still practiced today piercing the eastern ice. The newcomers would figure prominently in the future. by the noaide. named the land Isanmaa, or “homeland”.

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HISTORY AS THE IMMORTALS KNOW IT Ilmarinen’s Return The Golden Age of By that time, the humanoid raiding had Throughout the ordeals of the Saamari Vainamoinen progressed to a concerted campaign to destroy Isanmaa. King Saku fell in battle and Vaarana, Ilmarinen remained with Ilmarinen returned to Isanmaa in BC in BC 1035, elevating Vainamoinen to the Maiden of Pojaara and was unaware 1070 as Prince Vainamoinen, the only the throne. The young king personally of all that was transpiring beyond the child of the aged King Saku. The prince led his troops in a determined counter- borders of her semi-mythical realm. His displayed remarkable skill in leadership offensive that regained all previously lost eternal reverie only ended when, one day, and combat from an early age on, but his territory by BC 1030. He then carried the an old man entered the Maiden’s hall impulsive nature aroused concern at the war to his enemies’ lands. In the year praising the young man’s skill and asking court in Kuusamo. By the time he was that followed, Isanmaa’s army broke a his help to repair a wagon. Ilmarinen 20, Vainamoinen was already a famed horde numbering more than 15,000 with accompanied the old man outside and adventurer in his own right and had led a combination of strategy, the weapons followed him down a path that led many victorious campaigns against the and runic magic devised by Ilmarinen, beyond the limits of Pojaara. Repairing neighboring humanoids. During one of and the king’s personal charisma. the wagon reignited Ilmarinen’s passion his journeys the prince encountered the Even after this victory, Vainamoinen to build and invent, and the Maiden’s Maiden of Pojaara, and like Ilmarinen pursued remnants of the horde for the enchantment over him broke. before him, Vainamoinen was lovestruck next 20 years. When he died in BC 998, Ilmarinen recalled his people and and followed her back to her domain. there were no humanoids anywhere in returned to Kainuu, but he found it only a Months passed without a clue as to the Isanmaa, and few in the surrounding desolate land. The old man reappeared, prince’s fate, and King Saku was region. His legacy survived to the and guided the smith to Isanmaa, now increasingly anxious. The frontiers of present among many northern humanoid embroiled in conflict with the humanoids. Isanmaa grew unsettled – the humanoids tribes, who use Vainamoinen as a The craftsman presented himself to displayed increasing organization and bogeyman of sorts with their young. Isanmaa’s King Maunu, and proved his wrought havoc in Isanmaa. The king own legendary identity by revealing pleaded with the Automaton to find and details about Kainuu and Isanmaa’s safely retrieve his son. The Expansion of Isanmaa founder, King Mikko. A convinced Lacking a soul of its own, the construct After the successful campaigns of King Maunu welcomed the inventor, and the was not fooled by the magical defenses Vainamoinen, Isanmaa became a regional young man set himself to creating the Maiden had erected to shield Pojaara power in northern Brun. Successive kings weapons and other devices that would from unwelcome mortal eyes. It located mounted ever more extensive campaigns turn the tide of the war in Isanmaa’s the hall in which Vainamoinen was against the neighboring humanoid tribes, favor. staying, but the enthralled prince was exterminating many and forcing the In the halcyon days of victory, unwilling to leave. In the confrontation remainder into submission. By BC 800, Ilmarinen found himself pining for the that ensued, the Automaton killed the Isanmaa was at its zenith, receiving Maiden of Pojaara. Eager to regain the Maiden. This broke her spell over the tribute from many tribes and culturally happiness he enjoyed, yet unable to leave prince, and Vainamoinen returned to influencing other peoples. Isanmaa, Ilmarinen turned his talents to Isanmaa. fashioning a lover to replace her. After Figure 2 Isanmaa, BC 800 years of toil, he built the Automaton, a golem made from gold and silver shaped in the Maiden’s likeness, but no matter how beautiful his creation was, it could never satisfy his emotional needs. Crestfallen, Ilmarinen presented the Automaton to King Maunu and retreated to his private workshop. During his long period of reflection, the old man that he had befriended years earlier returned and revealed himself as Kagyar the Artisan, an Immortal patron to craftsmen. Kagyar showed Ilmarinen horizons undreamt and inventions inconceivable. Realizing that there was little left for him in his current life, but eager to expand his knowledge and skills, Ilmarinen gratefully accepted the Immortal’s offer to walk a new path.

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HISTORY AS THE IMMORTALS KNOW IT

Eventually the Saamari grew enjoyed. She questioned the policies of Accompanied by a small group of accustomed to their position of absolute King Tuomo and drew to her side like- heroes, Lemminkainen sped through the dominance and became complacent. The minded rune mages. Her own powers enemy territory, entered Lovaara’s ambitions of their kings, however, rapidly grew – unnaturally so – and she citadel, and attacked her there. The Ice continued to grow unchecked. enjoyed dark dreams that showed her a Witch turned her considerable powers In BC 591, King Ville mounted a grand path by which all of her desires could be against the heroes and killed many of her campaign to conquer the Borean Valley, fulfilled. As the visions’ enticement assailants, but she was gravely wounded home to humanoid tribes on Isanmaa’s grew, so, too, did her powers. and fled her domain in disgrace. frontiers. At first highly successful, the The sorceress and her followers staged Lemminkainen and his surviving king’s armies soon became bogged down a revolt in BC 390. They had drawn companions razed the citadel and took as in vicious guerrilla warfare and had to many of the discontented – and a large many of Lovaara’s treasures as they expend considerable resources defending host of humanoids – to her banner. Nine could. the conquered lands. Progress stalled, years later, their army descended on In doing so, the victors unknowingly and King Ville’s resolve crumbled after a Kuusamo, the capital. The city held for a severed many of the mystical links surprise counterattack by a coalition of time, but ultimately the gates were through which Lovaara had accessed her 15 tribes (BC 572). The action claimed breached. Nearly the entire population powers. She lost many of them and was many lives, including that of Ville’s heir, was put to the sword – including the left unprotected from their unwholesome Aarne. The army withdrew in good royal family. magics. The energy quickly corrupted order, but the defeat and the subsequent With the royal line extinguished and the her physical form, and she vowed period of intense border raids signaled capital in ruins, Lovaara conquered many vengeance on her former people for her the end of Isanmaa’s expansionism and towns across the heartland and destroyed fall from grace. its golden age. even more. Thousands of Saamari fled northwards to join their Vaarana cousins The Great Flight The Decline of Isanmaa in safety; Lovaara, busy consolidating her With the destruction of Lovaara’s and Lovaara’s Shadow own realm, was content to leave them citadel and her elimination as a unifying alone for a time. Surrounding humanoid tribes were force, the humanoid hordes fell into The bulk of Isanmaa was transformed emboldened in the decades that followed, disarray and feuded amongst themselves. into a wasteland populated by and raids became commonplace. By BC The Saamari entertained thoughts of humanoids, restless spirits, and corrupted 500, large sections of Isanmaa’s restoring Isanmaa, but over 300 years of souls who had sworn service to Lovaara borderlands had been laid to waste, with brutal occupation and warfare had and the dark powers into which she entire towns and villages razed. destroyed far too much, and they tapped. As the land twisted into a parody Thousands fled to Isanmaa’s heartland, themselves were sickened of conflict. of what it had once been, Lovaara while heroes and rune mages made The Vaarana had suffered less, however, evolved into a monster. She remained a repeated forays to regain control over the and they were eager to push back the beautiful woman, but her eyes mirrored border regions. humanoids. The gulf widened between the evil in her soul as all compassion and Isanmaa also faced difficulties within the two peoples despite Lemminkainen’s empathy drained away, and the coldness its borders – many recalled the past glory diplomatic efforts. in her heart took on a physical reality. of the Saamari and bitterly blamed the Just as it appeared that the people of Everything she touched became coated king for the nation’s current state. Some Isanmaa would fall upon each other in with frost. Among the Vaarana and the began to place greater faith in Isanmaa’s battle, the Automaton reappeared before surviving Saamari in the north, she adventuring heroes, but these were few in Lemminkainen and delivered its counsel. became known as Lovaara the Ice Witch. number and could only delay the It told him that Isanmaa was too gravely Lovaara was not long content with her humanoid advance. Others suspected the wounded to sustain her people, and that dominion, and she attacked the holdouts rune mages of hoarding Ilmarinen’s the humanoids would eventually regroup to the north, which had since become secrets for themselves. The mages under their own leaders, against which more organized. Her crusades slowly withdrew from the public in response to the Saamari and Vaarana would not long pressed northward. Ilmarinen returned this charge, which only reinforced endure. If he wished his people to once more to his people, this time as a popular beliefs. Seeing their cousins’ survive, Lemminkainen would lead them Vaarana hunter named Lemminkainen. kingdom crumble, the Vaarana withdrew to a new home. Lemminkainen regrouped the faltering further north. He presented the Automaton before the Saamari and Vaarana, and led them on a Isanmaa’s declining power might have chiefs and instructed them of what was series of aggressive ambushes and sneak stabilized or even resurged were it not for needed. The Saamari chiefs agreed to attacks to assassinate Lovaara’s generals. the ambitions of a young sorceress named undertake the journey, but those of the The resulting chaos stalled the enemy’s Lovaara. Lovaara resented the loss of Vaarana opted to reclaim their lands. In advance and diverted the Ice Witch’s esteem that she and her colleagues had BC 275, Lemminkainen led a great host attention. north into the mountains. The way was

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HISTORY AS THE IMMORTALS KNOW IT perilous, with many skirmishes with The Birth of Kaarjala helped Risto transform the Saamari’s bands of humanoids and barbarians, but The promises made by Lemminkainen, defensive campaign into an offensive eventually the Saamari reached sanctuary which had been repeated by successive one. Ten years out, the Shonaks had in the fabled land of Pojaara. chiefs, soon seemed to ring hollow. The been driven north, and the Littonians had Lemminkainen revealed to the chiefs Saamari were in the midst of a frigid bog, retreated to the southeast after their king that the lands on the eastern side of a whipped by fierce storms from the north. fell near Lake Isojärvi. The successor to great mountain range would be their new The few regions of dry land they could the Littonian throne, Marīs, offered to home. There they would prosper so long find had thin soil, and the summer was acknowledge the Saamari presence in the as they upheld their spirit and fought simply too short to grow anything but the north in exchange for peace. Both people valiantly for all they held dear. Yet it most meager crops. Morale fell, and signed the Treaty of Valmiera in BC 105, was not time for their passage to the east before long people began to question the and the nation of Kaarjala was to begin, and Lemminkainen commanded intentions of the seemingly legendary proclaimed with Risto as its first king. the Saamari to rest in Pojaara until their man who had led them out of Isanmaa. grief over the loss of Isanmaa had The environment would prove to be Rise of the New Kingdom subsided; a sign would be given when the only one of several adversaries. This With their frontiers secure, the Saamari time was right to leave. Lemminkainen desolate region was the winter hunting began the slow, backbreaking process of named as his successor Eino, widely ground of the nomadic Shonaks, who taming their land. Ilmarinen built a new regarded as the bravest of the chiefs, and resented the arrival of the Saamari and workshop and withdrew into its sanctum. then departed with the Automaton. sought to drive them out. Conflict also Five years later, the Saamari were The Saamari enjoyed fifteen years of arose with the Littonians to the south, for buffeted by a series of gales, and local peace in Pojaara, during which their they also had claims to the region. temperatures began to rise as a wave of morale and health improved greatly. One The Saamari were not unprepared, and sudden warmth washed over the region. day, a great tremor shook the land, and used the tactics they employed against The Saamari chiefs traced the source of the people saw a swath of hills – the humanoids in Isanmaa to their the changes to Ilmarinen’s workshop, mountains, actually – fall away in the advantage, but they were unfamiliar with where a great golden windmill, glowing east, revealing a clear path running the territory and relatively few in number. with its own light, dominated the through a wide gap. After another three Within twenty years of leaving the structure. Ilmarinen emerged and years of preparation, the people emerged Icereach Range, the Saamari were formally unveiled the Great Sampo, his from Pojaara but found themselves in the confined to a belt of open land lasting gift to his people that would make northern reaches of the Borean Valley. sandwiched between Pohjanjärvi and their land bountiful so long as they stayed They followed a circuitous route across Isojärvi Lakes. They maintained their true to their spirit. His life’s work finally the north, guided by beacons laid down defensive lines, but food stores and the complete, Ilmarinen disappeared to by Lemminkainen. They stopped several resources of the land would not receive the rewards of Immortality. times to regroup on the modern Shonak adequately support them indefinitely. Risto constructed a fortress to protect Tribal Lands and the highlands north of Meanwhile their adversaries hunted and the Great Sampo, around which grew the the Hill and Dale, but external forces gathered with impunity. future capital, Kaarja, as more people always forced them to continue their In the aftermath of a ferocious Shonak settled the area to be close to the artifact journey before long. Finally, the Saamari assault, Ilmarinen the Smith reappeared and its gifts. Contact with Littonia reached the western foothills of a great with many legendary devices. With his continued, and relations slowly eased and mountain range – the Icereach – and weapons, the skills he acquired in his became friendly. made their way through several passes. previous incarnations, and capitalizing on A hidden forest in the northern range Littonian-Shonak hostility, Ilmarinen Figure 3 The North 0 AC protected another generation of the Saamari before their odyssey continued. On the other side of the peaks, they beheld a great, marshy plain stretching into the east, lightly populated by two quarreling peoples – a stocky, nomadic people who followed herds of reindeer called the Shonaks; and the fair-skinned Littonians, who herded, farmed meagerly, and mined. Eino’s great-grandson, Risto, decreed that the plains were meant for the Saamari, and he led his people on a campaign to expel the other peoples quickly.

6

HISTORY AS THE IMMORTALS KNOW IT The centuries following the foundation broke the invading hordes on the Plain of mother’s youth. He allotted land-grants of Kaarjala were marked by frequent Skulls. Remnant groups were driven and sent his soldiers to formally claim skirmishes with the Shonaks and the back into the Icereach Range. Their Koleamaa and Itämaa, and styled himself occasional frost giant raid. Unknown to descendants, the Hillbans, would go on to an emperor of the north (Keisari, or lit. all, the sorceress Lovaara – now the trouble the Hill and Dale of the west. the “Eagle-Cat” or griffon). Rimal Hag – had located the Saamari, The warriors of Kaarjala and Littonia The efforts met resistance from and she quietly established a dominion of turned their attention northwards and humanoids, barbarians, Littonians, and her own south of Kaarjala, from which aided the Vaarana in driving back the Qeodhans – even earlier Kaarjalan the Ice Witch intended to bring down this Shonaks. King Markus, who fought at settlers. In the end, Arttu’s armies were new kingdom and destroy her former the front lines during the entire overstretched, and Kaarjala made countrymen at last. campaign, was known ever after as “the minimal gains. He quit the southern Steadfast.” campaign after the Battle of Saltborg, a The Vaarana Reunited Nearly bled dry by years of warfare, heavily fortified Viaskodan holding. The In AC 630, the Saamari’s long Kaarjala turned inward to bury its dead Itämaa campaign ended two years later. sundered kin, the Vaarana, traversed the and rebuild; however, the kingdom’s Before his reign ended, Arttu had Icereach Range in haste. They reached most implacable enemies – the Shonaks – constructed fortifications in strategic Kaarjala and brought with them tales of a were not idle. Spurred by their chieftains locations, which ensured that Kaarjala great humanoid host on the march. Their and shamans, the Shonaks banded would never again be so open to goal of reclaiming their lands in Isanmaa together into a great host to reclaim their invasion. Their completion was left to had been met for a time, but the lands. Numerous Kaarjalan villages fell his son, Toivo. Automaton’s prophecies had come true – in AC 654, and hundreds fled south and When Toivo’s grandson, Paavo, came the humanoids had unified once more and west in search of shelter. to power in AC 765, tensions seemed to swept the Vaarana aside. King Markus, then an old man, fell in be mounting between the Saamari and Recalling the legendary devastation battle when he met the Shonaks near Vaarana. Spurred on by the noaide, the wrought by Loark’s Horde and the forces Kaarja that summer. His heir, the nomads were bent on reigniting a war of Lovaara, King Markus called upon his middle-aged Pirkka, led a counterattack with the Shonaks. To bring their nobles to muster arms and sent word to that blunted the invasion, but the northern impulses to heel, Paavo ordered the his Littonian allies and to the barbarians regions remained in Shonak hands. creation of a national church and of the southern plains. While he awaited Littonia – itself worn down from strengthened the royal prerogative, but he their replies, the king ordered the conflicts – could contribute only a conceded limits on the external authority fortification of the largest mountain handful of adventurers. of Kaarjala. Paavo renounced the title of passes and called upon the Vaarana to For seven years, Kaarjala recovered Keisari in favor of the traditional patrol the hinterlands. Such was the while the northern Vaarana pressed on. Kuningas. sheer scale of the work that the better part But the kingdom eventually returned to of a decade was spent readying for the the fight against the Shonaks. The war Kaarjala Today assault, while bands of heroes went west was marked by slow progress until AC Since the formation of the Church of to scout and harry the invaders. Few of 663 and the final battle at the White Kaarjala, the kingdom has remained a those brave souls returned. Siedi. King Pirkka would succumb to his relatively tranquil realm. It was not When the attack finally came in AC wounds, and many of his soldiers would directly involved with the events in the 637, the Kaarjalans and Littonians were fall, but the ferocity of the Kaarjalans south during the reign of Akra the Ice- prepared but still hard-pressed. The dispersed the Shonaks. Today, White Witch, but the Sampo’s abilities were assaults died down in winter; but Siedi is held as a sacred site to the occasionally defeated by the regional humanoid losses were easily replaced, northern Vaarana. freeze. Forays by the frost giants were a and after three years the defenders had common occurrence during this era, too. withdrawn to their secondary lines. The The Age of Emperors Today, tensions persist with the northern frontier was also unquiet: the Pirkka’s daughter, Kaisa, assumed northern Shonaks and the frost giants of Shonak tribes, hearing of events to the leadership of the nation and nursed her Frosthaven. The Vaarana have carved south and goaded by the Rimal Hag, people back to strength, but where out a stable buffer zone on the frontiers, mounted campaigns of their own to incursions arose, she reacted swiftly. Her and so these threats have receded reclaim their lost territories. The north leadership earned her title of the Lioness, somewhat. With their survival no longer would surely have been lost, were it not or Keisa (lit. “the Cat”). Meanwhile, imperiled on a regular basis, some for the sudden arrival of a host of Kaarjalans settled to the south and east. Kaarjalans have turned their attention to mammoth-riding goblins from the south The crown then went to her son Arttu, the wider world – and in particular to the and the legendary figures of Littonia’s an ambitious man determined to ensure populous lands to the south. Namejs and Lemminkainen. Heartened that his kingdom would never again be as A trickle of Kaarjalans had been once more, the defenders struck back and hard-pressed as it was during his venturing south for centuries, first to

7

HISTORY AS THE IMMORTALS KNOW IT

Littonia, and then to the lands of the BC 1390: Repairing a wagon broke the BC 400: Lovaara, a beautiful but Great Bay, in search of adventure and Maiden’s hold over Ilmarinen and resentful sorceress, was swayed by opportunities. This trickle became a reignited his passion for building and the promises within her dark dreams. small stream after AC 974, when inventing. He located Isanmaa, then She developed additional powers and Thyatian and Minrothaddan interests beset by humanoids, and lent his formed a fellowship. reached Littonia, and began the process skills to that realm’s defense. of opening that kingdom to the Known BC 390: Lovaara and her followers World. BC 1385: A lovelorn Ilmarinen created staged a revolt in southern Isanmaa. Wishing to emulate Littonia’s apparent the Automaton, a golden golem in the success on his own terms, King Kaarlo likeness of the Maiden of Pojaara, but BC 381: Isanmaa’s armies were already Taavinen formally opened Kaarjala to the gave it away to Isanmaa’s king. embroiled in numerous border wars, outside world in AC 990, but little has and they were caught off guard when resulted thus far. The king’s detractors BC 1380: The craftsman sloughed off Lovaara’s followers staged a revolt have used this as proof that Kaarjala can his mortal form to embark upon a with the aid of humanoids. King stand alone; but others have pointed to path to Immortality under Kagyar. Tuomo fell in battle soon afterwards. ominous political developments in Norwold, as well as strange activity in BC 1050: While adventuring, the young BC 375: Lovaara consolidated much of the unsavory region of Tuonela, as signs Prince Vainamoinen swooned for the Isanmaa into her own dark realm. that Kaarjala may soon need the Maiden of Pojaara. She ignored the thousands of refugees assistance of the outside world if it is to that fled north with the help of the survive. BC 1048: The Automaton, sent by Vaarana. Isanmaa’s king to rescue the prince, Kaarjalan Timeline killed the Maiden and returned with BC 350: Lovaara attacked the remaining Vainamoinen. Saamari and Vaarana holdings in the BC 3000: The Great Rain of Fire north. destroyed Old World settlements in BC 1035: Humanoids attacked Isanmaa, what is now upper Norwold. and King Saku fell in battle. The BC 315: Ilmarinen was reborn into one newly-crowned Vainamoinen led the of the Vaarana clans as the great BC 2400: The Saamari, a nomadic defense. hunter, Lemminkainen. Lovaara’s people of the tundra and taiga, settled reach crept steadily northwards. Kainuu in eastern Borea. BC 1000: The Shonaks reached the northern shores of Norwold. BC 285: Lemminkainen led the BC 2000: The Saamari progressed to remnants of Isanmaa in a stealthy Bronze Age technology. Those that BC 1029: Vainamoinen defeated the campaign to hinder Lovaara. The retained their nomadic lifestyles humanoids through a combination of counter-attack killed many humanoids became the Vaarana. battle prowess, runic lore, and the and checked Lovaara’s advances. magical devices of Ilmarinen. He BC 1800: Ilmarinen discovered a system spent the remainder of his reign BC 277: Lemminkainen breached of runic magic, with which he built cleansing Isanmaa. Lovaara’s citadel in a costly raid that many useful magic items. Ilmarinen wounded the sorceress, stripped her presented these items to the chiefs of BC 800: The Kingdom of Isanmaa was of many of her powers, and put her to his people. at its peak, and humanoid tribes paid flight. The humanoids fell into tribute to the Saamari kings. quarreling disarray. BC 1787: The beautiful Maiden of Pojaara enchanted Ilmarinen, and the BC 572: The Borean Campaign ended BC 275: The Automaton reappeared and craftsman left for her secret realm. with the rout of Isanmaa’s army and counseled Lemminkainen to lead the the death of Prince Aarne. Saamari to a new home in the east. BC 1725: The Great Horde exited from They stumbled into the hidden realm the Borean Valley and entered BC 550: Humanoids tribes rose up of Pojaara, but the Vaarana remained Kainuu. The overwhelmed Saamari against the Saamari and sowed behind to protect their lands. After and Vaarana fled eastwards. dissension within the realm. issuing prophetic orders, the hero and the Automaton disappeared. BC 1696: The Saamari and Vaarana BC 500: Isanmaa’s power waned in the established Isanmaa in the foothills face of resurgent humanoid attacks. BC 260: The Saamari interpreted the north of the modern Hill and Dale. destruction of Alinor as a sign and left Pojaara.

8

HISTORY AS THE IMMORTALS KNOW IT BC 257-210: The Saamari dwelt in a AC 200: Vaarana heroes killed the most AC 684: Kuningas Arttu styled himself succession of camps in the western powerful of the humanoids’ dark the Keisari of Kaarjala and embarked tundra. champions, and a stalemate ensued upon an ambitious expansion. between the two groups. BC 207-182: The Saamari dwelt at AC 690: Humanoids and Viaskodans Pyhäkköpunki above the Roaguncal. AC 320: Constant, low-level defeated the Kaarjalans at Saltborg. skirmishing with the Shonaks and BC175-140: The Saamari took sanctuary neighboring humanoid tribes leads AC 692: Kaarjalan soldiers retreated in the Pohjoskätkettymetsä within the King Hanno to institute reforms that from Itämaa. northern mountains. exempt those who can finance and support soldiers from land taxes. AC 694-712: Arttu commissioned a BC 140: The Saamari traversed the Those with the means to do so series of fortresses before dying. His Icereach and continued west through become the progenitors of the modern heir, Keisari Toivo, oversaw their the gaps in the Winter Peaks. nobility; the king’s role as defender of completion. the land is reduced. BC 135: The Saamari entered the lands AC 750: By this time, the Vaarana were above the Great Bay, but resulting AC 625: The Vaarana of Isanmaa were expanding their territories, pushing conflicts slowly hemmed them into again beset by humanoids. back the Shonaks still further. the central frozen marshlands. Lemminkainen appeared before them and instructed them to follow their AC 770: Paavo created the Church of BC 115: Ilmarinen returned and gave the long-departed cousins eastwards. Kaarjala as a means to stop rising Saamari great weapons. They went religious tensions between the on the offensive against the Littonians AC 630: The Vaarana arrived in Saamari and Vaarana. This and Shonak nomads. King Uldis of Kaarjala, telling tales of humanoid development strengthened the royal Littonia raised an army to reclaim hordes from the west. prerogative but at the cost of the title their stolen territory. of Keisari; the influence of the noaide AC 637: The humanoid hordes invaded was reduced. BC 105: King Uldis died at Isojärvi. His the east. successor, Marīs, drafted the Treaty AC 860-874: The Age of Akra. A of Valmiera. Kaarjala, the nation of AC 640: A massive coalition of massive freeze throughout Norwold the Saamari, was formed as a result. Littonians, Kaarjalans, Vaarana, periodically overwhelmed the heating barbarians, and pygmy mammoth- of the Great Sampo. Shonak herders BC 100: Ilmarinen appeared before the riding goblins turned back the left for the western tundra, while frost Saamari at Kaarja and presented them humanoids at the Battle of Skulls. As giants made annual forays into the with the Great Sampo. Once a consequence of casualties and land- Autuasmaa and beyond. activated, the device began to rewards, the Kaarjala’s dual noble- transform the surrounding land into a chieftain system gave way to AC 893: Shonak nomads returned to more temperate region. noblemen only. upper Norwold.

BC 50: The Vaarana retook part of AC 654: Several Shonak tribes banded AC 961: Deposits of bog iron were Isanmaa from the humanoids. together to drive out the Kaarjalans, discovered in the half-frozen swamps who are still recovering from the war. near the village of Lovajärvi. Many BC 15: Frost giants wrought Several villages were destroyed. people relocated to the region. considerable havoc in Kaarjala. AC 661-663: The Kaarjalans’ retaliatory AC 973: Lovajärvi was destroyed by a AC 90: Several dark champions arose war against the Shonak culminated at small horde of undead originating among the embattled humanoids of the Battle of the White Siedi. from deep within the swamps. The Isanmaa. region was abandoned afterwards. AC 663-684: Under the reign of the AC 120: The humanoids pushed back Lioness, Kuningatar Kaisa, the nation AC 990: King Kaarlo Taavinen, in an against the Vaarana in Isanmaa. slowly recovered. Vaarana nomads effort to replicate the apparent success ventured south into Koleamaa, and experienced by Littonia, officially AC 132: Kaarjalans intercepted frost some Saamari joined the freeholds of opened his kingdom to outsiders. giants invading northern Norwold at Itämaa. Few immediate changes resulted. the Maanselkä River. AC 1000: Time of the gazetteers.

9

GEOGRAPHY The Land extensively explored. Persistent rumors Beyond the warming effects of the Kaarjala is located north of the Arctic state that deposits of silver are abundant Great Sampo, the prevailing arctic Circle, with much of its territory nestled in the caverns’ lower levels, but that the climate descends with a vengeance, and in the Autuasmaa, a broad swampy river metal recoils from the touch of men. the only vegetation that manages to plain between the Rivers Maanselkä Mercury hazards abound around lodes of survive are varieties of lichens, mosses, (Landsplit) and Tukkijoki. The land silver and titanium. sedge grasses, and low-lying flowering slopes slightly from the northern spur of Also significant are the Pallastunturi plants adapted to the arctic, such as arctic the Icereach Range in the west until it Hills, which constitute the northern poppies, purple saxifrage, and whitlow reaches the coast. A more distinct, fluted foothills of the Icereach Range. They grass. These are fairly widespread south shape emerges along the north-south range in height from 150 feet above the and east of Kaarjala, but vegetation thins transect, for the Autuasmaa sits slightly baseline at their northernmost extent, to out dramatically within forty miles of below both the Everwinter Lands and the more than 1,000 feet where they meet the Kaarjala’s northern and western frontiers. Viaskaland. West to east, the region has mountains proper. This region is This is especially true for the windswept an average height above sea level falling exceedingly bleak, being fully exposed to Pallastunturi Hills, which are utterly from 600 feet to 200 feet. the prevailing arctic climate. devoid of any vegetation, and the The Autuasmaa is still undergoing The closest true mountains are the desolate tundra of the Everwinter Lands. extensive post-glacial rebound, with a Raanivaara Mounts, or Winter Peaks, current average rise of two inches per an isolated segment of the Icereach that The Plains century around Kaarja and points west, was cut off by random aftershocks of the The central portion of Kaarjala is and one inch per century at the coast. earthquake that destroyed Alinor. The dominated by the Autuasmaa (Land of This process will accelerate in the next Peaks average 12,000 feet in height, and Bliss) Plain, a region that once lay at the few centuries, and it is plausible that the are igneous (granite) like much of the bottom of a great glacial lake. Centuries coastline will extend an additional four to Icereach. Over the years a handful of of sedimentation have given the plain eight miles after another 800 years. Kaarjalans and others have visited the some of the richest soils in the far north, Kaarjala’s most abundant natural mountains in search of precious metals but the land would still be considered resources are iron, peat, and wood; other and other deposits, but those who marginal by Known World standards. resource needs are generally met through returned did so empty-handed. The less Tall grasses are the major vegetation trade with Littonia. fortunate ran afoul of the local where the land is not being tilled, with humanoids that dwelled in a series of frequent patches of natural wildflowers. Mountains and Hills caves within the eastern foothills. Southwest of Kaarjala lies the Plain of Immediately south of the Winter Peaks Although Kaarjala is not significantly Skulls, so named because much of the are the Karelides, another semi-isolated elevated above sea level, there are a fighting during the Battle of the Skulls cluster of mountains within the Icereach number of hills and mountain ranges in was conducted here, leaving the bodies of system. All that is presently known of the wider region that merit description. untold numbers of humans and this large massif has come courtesy of The Raatovaarat Mountains are humanoids intermixed with the skeletal adventurers and explorers. There are two actually a line of steep hills ranging remains dating to the Great Rain of Fire. primary ridgelines that run north-south in between 500 and 800 feet above the local This region was bleak to begin with; the the Karelides, but much of the rest seems baseline. They run southwest from Lake addition of the skeletal remains of more unstructured. The dominant peak in this Hämäräjärvi beyond Kaarjala’s western than 10,000 humans, giants, and group is the ice-covered peak of Halti borders. The mountains are comprised humanoids made it more so. Few people (19,800 feet). The local granite contains primarily of sandstone that was folded venture here willingly; even the local untapped veins of silver and iron. and uplifted millions of years ago, and humanoid tribes give it a wide berth. then subsequently battered by the elements. The recent glaciation period cut Forest Waterways several steep valleys through them, which Roughly half of Kaarjala’s territory is Towards the end of the last ice age – were then enlarged by explosive covered by coniferous forests – primarily when the destruction of Alinor shattered watershed events and tremors following white pine and spruce – and a few stands the northern ice shield – retreating the destruction of the Alphatian Kingdom of birch. The thin, acidic soil of the glaciers produced a great lake that of Alinor. region – mostly moraine or glacial till dominated what is now central Kaarjala Although much of the resulting water covered with a very thin layer of humus – from Lakes Isojärvi and Pohjanjärvi to flows made their way to Hämäräjärvi, a prevent all but the hardiest undergrowth the confluence of the Kesäjoki River. considerable quantity was redirected from growing. The most common shrubs Lake Hämäräjärvi was roughly double underground, where they carved out and bushes are juniper, cranberry, and its current size, with a marshy peninsula numerous caverns. Many of these caves dwarf willow. Where there is no soil, the cutting the lake in half where the modern have since dried, but they have not been region’s granite bedrock is clearly northern lakeshore rests. visible.

10

GEOGRAPHY Over the ensuing centuries the waters The Sinijoki (“Blue River”) is not a Viaskaland (home of the Viaskoda) by receded as the glaciers left the region, direct tributary of the Maanselkä but the barbarians indigenous to the region, producing a landscape filled with many flows from the Plain of Skulls into Lake Ziemelnieks teritorija (“northern lakes and rivers, with margins dominated Hämäräjärvi. Owing to the unsavory territory”) by the Littonians, and by fens. Between the region’s continuing nature of its place of origin, most Koleamaa (“bleak land”) by the post-glacial rebound and the warming of Kaarjalans do not drink from it, nor will Kaarjalans. It is home to a large variety the Great Sampo, these lakes will be they eat fish caught from the river’s of migratory animals, humanoids, and further reduced. waters. humans. Viaskoda barbarians live near Kaarjala is defined by two major rivers Kaarjala is blessed with over 1,000 the northern shores of the Great Bay and – the Maanselkä (better known in the freshwater lakes that have been carved wander north only to trade or war with south as the Landsplit River) and the out of the underlying bedrock by glacial the southern Vaarana clans (the latter Tukkijoki. The headwaters of the action. Most are less than ¼ square mile usually happens during lean years). Maanselkä are located in Lake in size, but three lakes – Hämäräjärvi, North of Kaarjala are the frigid Hämäräjärvi, from which it descends Isojärvi, and Pohjanjärvi – are numbered Everwinter Lands (also called Pohjola, rapidly for a few miles before starting to among the largest lakes on the continent. or the Land of the North). They are a meander along the swampy margins of Fens dominate the margins of many of desolate complex of tundra, snowfields, the Autuasmaa Plain. It flows at a these waterways and lakes. and rock outcroppings that stretches to moderate pace until it enters a natural Located in the uplands around the the Norzee (also known as the Frosthaven depression currently filled by Lake Raatovaarat Mountains, Hämäräjärvi is Sea). This region experiences extended Isojärvi, where it is joined by hundreds of Kaarjala’s highest lake. It is also the polar nights with total darkness during tiny tributaries. The water is slowed by a deepest, with an average depth of more the winter months. Areas to the south natural leveling of the terrain – without than 60 feet. Some portions near the typically experience twilight conditions which the shallow lake would not exist. western shores are more than twice that during most of this period with only a The Maanselkä meanders east of the measure. few days or a week of complete night. Isojärvi until it merges with the Although Lake Isojärvi is the The arctic willow and species of lichen Tukkijoki, after which the river gathers southernmost of the big lakes, its waters are the only plants that can survive here – strength and depth for its final stretch to are the coldest. Many people attribute all of these thrive during the brief the ocean. this (correctly) to its proximity to the summer, making the bleak plains In addition to the two major rivers, unsettlingly cold land of Tuonela. For intensely colorful for a few weeks. It is there are three sizeable tributaries (the similar reasons, fewer fish live in this during the high summer that the northern Kesäjoki, Kalajoki, and Sinijoki Rivers) lake. The common and giant pike are Vaarana clans live here, tending their and countless streams and creeks – all of two such fish that do, but most life reindeer. Kaarjala makes no claim to the which tend to be very shallow. The consists of worms, small eels and Everwinter Lands, but the nation does primary source of the northern Tukkijoki crustaceans, and Kaarjalan crayfish. The pay the territory close heed because of River is Lake Pohjanjärvi. The early average depth of Isojärvi is 25 feet. the presence of the nomadic Shonaks and waters slowly strengthen, fed first by the Pohjanjärvi, the northern great lake, is the frost giants of Frosthaven. river Kalajoki and then the Kesäjoki. considerably deeper than the Isojärvi with The Frozen Moors constitute a change The Kalajoki is relatively strong and fast an average depth of 40 feet. Of all the of terrain in the Everwinter Lands due flowing, and it draws from numerous lakes, this is the richest in terms of the south of Frosthaven. This region was far bogs to the north of Lake Pohjanjärvi. number and variety of fish. It is also more hospitable during the period prior to The coldest of Kaarjala’s waterways, the home to the rare Kaarjalan ringed seal. the Great Rain of Fire, when it possessed Kesäjoki River is fed by seasonal melting a more southerly latitude. Then it was a of permafrost in the Everwinter Lands. Surrounding Lands cold-temperate marshland near the The river is very shallow and slow, and Located in the sparsely populated north, ancient dwarven holdings. It was the bed is dry for the winter and much of Kaarjala does not share borders with any inhabited by reclusive spellcasters and the fall. other organized state, with the exception others who resisted the technomantic and The Tukkijoki suffers a considerable of Tuonela, of which the Kaarjalans are cultural influence of Blackmoor. The drop in momentum in an eastern unaware that it is the personal domain of region acquired a decidedly depression. The river becomes so the Rimal Hag. Its closest official unwholesome aspect following the Great sluggish and shallow that it is hard to neighbor, Littonia, lies roughly 300 miles Rain of Fire. The shift in the planetary distinguish it from the surrounding to the southeast, and the civilized lands of axis and the deepening freeze made the swamps. At the edge of this region, the the Great Bay are over 350 miles to the land less than hospitable. Foolhardy Tukkijoki meets the faster-flowing south. adventurers and Shonak nomads have Maanselkä River. The intervening mix of steppes and legends about “The People Before” taiga between the Autuasmaa and the whose angered spirits flit about the land. Great Bay – known variously as

11

GEOGRAPHY

The watershed for the Maanselkä Although blessed with numerous rivers Ahmovaara: This bustling farming River’s final leg is called Itämaa (“east and lakes, Kaarjala is too far inland for its village (410) is located at the crossroads land”). Here, the climatic transition zone climate to be regularly affected by ocean for routes connecting Kaarja, Rovaniemi, created by the Great Sampo (see below) currents on the Alphatian Sea. It receives and Polvijärvi. Although most of the is buffeted by the damp air masses moderate precipitation, averaging 80 people spend their days raising crops, a moving inland from the coast. The result rainy days per year. Thunderstorms are a growing number make a living by serving is a cool region with frequent downpours rare occurrence. the needs of the growing number of in summer and heavy blizzards in winter. Winter lasts from mid-Eirmont to early travelers who use the roads. Enterprising nobles sought to colonize Flaurmont (four and half months). Arctic Ekola: Most people in this village of this territory at various times after pressure leaks through the Sampo’s 130 occupy themselves with hunting, Kaarjala’s founding, but the climate and protective shield, and winter is tanning, farming, or harvesting local periodic incursions by sea raiders, the characterized by moderate snowfalls (6-8 herbs. Disquiet has recently fallen over Qeodhans, prevented any lasting inches per month) and cold temperatures Ekola, due to a string of disappearances establishment. Less than two thousand (-25° to -15° C, -13° to 5° F). in the surrounding forests. No bodies freeholders – primarily of mixed Spring is marked by quickly rising have been recovered, but hunters claim to Saamari, Littonian, and Qeodhan stock – temperatures and scant precipitation. The have seen spirits and other, less savory currently make their homes along the season runs 11 weeks from Flaurmont to creatures nearby. shores of Itämaa. Shonak raids are late Klarmont. The temperatures range Iisalmi: Many of the 270 inhabitants infrequent, but they pose a sufficient between 0-6° C (32-42° F), but it feels of Iisalmi are hunters and woodcutters, threat to compel the inhabitants to form much colder in the transition zone due to but a fair number also supplement their defensive coalitions in times of need. the dampness caused by colliding air diet by catching lake trout and pike in masses. Planting is done quickly once Hämäräjärvi. Local tanners have begun Climate and the snows have cleared. to experiment with different treatments Environmental Notes Summer typically lasts seven to eight for hides, and they have produced leather weeks with light precipitation Were it not for the moderating effects that is amazingly water resistant. Word punctuating an otherwise dry period. of the Great Sampo, Kaarjala’s climate of this discovery is making its way to Temperatures range from 14° to 20° C would be truly arctic – frigid winters, Kaarja. (57° to 68° F). short, cool summers, and very little Kaarja: Kaarja, the capital, is also the Autumn begins at the beginning of precipitation. Thanks to the artifact, largest Kaarjalan settlement with a Ambyrmont, and lasts until early however, the kingdom enjoys a northern population of 7,600. It was one of the Eirmont. This is a particularly stark and temperate climate similar to that of first permanent settlements established by gloomy time of year, as the flowering central Littonia. This pocket of warm air the Saamari after passing out of the plants go dormant until spring and has resulted in the creation of a transition Icereach, and it is known throughout the deciduous trees are largely unheard-of. zone surrounding it, where it collides far north as the home of the Great Temperatures average 10° to 15° C (50° with cold air masses circulated by the Sampo. As with many of Kaarjala’s to 59° F), with frost first appearing in late polar jet stream. Conditions within this larger settlements, Kaarja is protected by Ambyrmont. zone – which ranges from 10 to 25 miles a wood and earth palisade, and most of in width – are truly terrible, with frequent its buildings are wooden. The most sleet and hailstorms, high winds, and Communities and Ruins notable exception to this construction is generally damp conditions. The presence Most Kaarjalans live in small, rural the Royal Palace, an imposing structure of this zone has masked many of the communities that make use of the that doubles as a refuge in times of war. effects of the Rimal Hag’s influence over available timber for construction. These Lovajärvi: Lovajärvi was a quiet the region of Tuonela. villages are largely self-sufficient. village of woodcutters, until the Kaarjala lies many miles north of the The Vaarana who maintain a semi- discovery of bog iron decades ago in the Arctic Circle, and it has long days during nomadic lifestyle often have more than nearby swamp brought unexpected the summer, and short ones in winter. one permanent dwelling, typically taking riches. As more people flocked to the Although it does not experience the true the form of sod huts in the north and village, the locals pressed deeper into the polar days and nights of regions further frame dwellings in the south and east. swamp in search of more deposits, and north, the period around the summer When following their reindeer herds, closer to the domain of the Rimal Hag. solstice is marked by several days during though, the Vaarana live in a circular, Angered at the intrusion, she sent a force which it is never truly dark; although the tepee-like tent known as a laavo, of undead in AC 973 to eliminate the sun does not remain fully above the constructed of inward-leaning wooden threat. None escaped the swift slaughter. horizon. Likewise, the dead of winter is poles with a floor of birch twigs covered Now Lovajärvi is shunned, and the marked by a period where the sun does with reindeer fur carpets. All dwellings, wilderness is slowly reclaiming its not rise and twilight conditions prevail. whether permanent or temporary, are buildings. Were adventurers to visit, they arranged around a central fire. would find the local temperatures are

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GEOGRAPHY noticeably colder and the undead a Other Sites of Interest Saltborg: Saltborg is a heavily regular sight – all signs that the region Tuonela: This region lies to the fortified village of 350 sitting atop a lone surrounding the ruins is slowly falling southeast of Kaarjala, and is largely hill - actually a very large burial mound - under the Rimal Hag’s sway. comprised of half-frozen bogs and in Viaskaland. Most of its inhabitants Polvijärvi: The fishermen of swamps, with the occasional stand of herd sheep or work metal traded with Polvijärvi (105) catch pike and salmon pines rising out of the mire. Few animals other clans living further south. Keisari from Lake Isojärvi while others log the are ever seen here, and the local flora has Arttu’s imperial ambitions were checked nearby forests. Several miles to the east, a decidedly sickly aspect to it. What here in AC 690. bog iron deposits have been found in a gives the region a forbidding air is the Aberdon, Benthem, and cold and blighted swampland. That area pall of decay that hangs over it. Sunlight Utherton: These sites were moderate- is reputed to be the home of evil spirits, seems muted, as though viewed through a sized settlements during the final years of so while some locals are eager to take dirty window, and temperatures are five the Blackmoor-era. Today, little remains advantage of the find, older residents to ten degrees cooler than the above ground to testify to their former point to the disturbing fate of Lovajärvi surrounding regions, even during the presence, but ruins do lurk below. and urge caution. height of summer. The seeming absence Rovaniemi: This moderately of life has led the Kaarjalans to name this Overall Population prosperous fishing village of 530 lies at region Tuonela (“Land of the Dead”), and The total population of Kaarjala is the confluence of the Tukkijoki and it is generally shunned by all. roughly 70,000; this figure comprises Maanselkä Rivers, a spawning ground for Tuonela is the domain of the Rimal those living within the boundaries of the many salt-water species, including the Hag, and it has been under her control for kingdom (50,000), as well as famed Landsplit salmon. Although many centuries. Her very presence has approximately 20,000 semi-nomadic fishermen ply their trade here, some sail corrupted the land, such that no animal Vaarana who have pledged fealty to the downstream to the Alphatian Sea in will willingly enter the region, and those throne. Given their seasonal wanderings, search of bigger catches. Some villagers that pass through almost invariably many Vaarana will be living outside have also started selling smoked fish and sicken and die soon afterwards. Kaarjala’s borders at any given time: the pickled salmon roe to Kaarjan merchants. The White Siedi: This is a holy northern clans spend the summer months Rovaniemi is also frequently used by the place constructed of giant white quartz deep in the Everwinter Lands, and some Kaarjalan River Fleet as a staging area. boulders and decorated with numerous southern clans range as far as the Tainuu: Tainuu is a quiet fishing reindeer antlers and other fetishes. It is northern fringes of Greater Littonia village that sits on the northern shore of used by the northern Vaarana clans for during the winter. Lake Pohjanjärvi. Most of the 140 their summer ceremonies. A great battle In addition, roughly 5,000 unaligned inhabitants catch and smoke perch and was fought nearby against a small horde Vaarana live in the hospitable valleys northern pike, but during the spring of Shonak warriors in AC 663. located southwest of the Winter Peaks calving season the Kaarjalan ringed seal Västeränga: This well fortified and lands further west. They seldom is also hunted. Shonak raids are rare. village of 440 is the largest community in interact with the Kaarjalans, but trade on Vaasa: This village of 100 is jokingly Itämaa. Most of its inhabitants fish, but occasion with the farther-ranging referred to by many as “the end of the others gather herbs and hunt. The Vaarana clans loyal to the kingdom. line”, as the road from Kaarja ends here. headman, Tönis Ruus, is the de facto war Itämaa and Koleamaa are home to Vaasa lies within the transition zone leader for the entire region, and he would 1,500 and 7,500 people, respectively. between the temperate pocket created by coordinate its defense if Itämaa were Contact with Kaarjala is sporadic at best. the Great Sampo and the true continental invaded. Rounding out the human population of climate of the far north. As such, the Turkupunki: Turkupunki (238) is the region are the 7,000 Shonaks who villagers eke out a living on the taiga by the second largest coastal village of inhabit the eastern Everwinter Lands. herding sheep and goats, hunting, and Itämaa. Its population is a quarter The humanoid population numbers gathering herbs during the brief summer. Qeodhan. By a centuries-old pact, the almost 5,000 in the Everwinter Lands, The local Shonak tribes trouble Vaasa regional Shonak do not raid this village, and 10,000 in Koleamaa. Few of these regularly, and as a result there is a and they can found trading here. Turku- live in the patrolled regions around permanent military presence here, as well punki is beset by Qeodhan reavers and Kaarjala. The peaks and hills of the as a small fortress. outlaw bandits in the interior. Icereach Range are home to another Uusimaa: this western region was the Maahlapils: Located 47 miles north 8,000 humanoids, but these rarely enter first to be settled by the Saamari. Its of Littonia’s Teci Bog, Maahlapils (216) Kaarjalan territory. name roughly translates as “new land” in was originally a Lietuvan community in recognition of this fact. Much of the Itämaa. Today, Lietuvans comprise a territory is now under the control of the bare majority and share the village with powerful Saarela family. the Saamari.

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SOCIETY “Bieggolmai makes, and breaks, the best Fabric is expensive in Kaarjala, and one Demihumans of men.” way in which wealth is signaled is in the As of AC 1000, there are fewer than – common Vaarana saying generousness of a garment’s cut and the one hundred elves, dwarves, gnomes, and extent of its embroidery. Marks of halflings living in Kaarjala. Dwarves are Races distinction include clothing made of fine the most common group with 43 Kaarjala’s population has always been wool as well as the addition of colorful individuals, all hailing from Stormhaven nigh-exclusively human. Most of its stripes. or the small clanholds in the Icereach and people will go through life without ever The most common form of dress among Wyrmsteeth Ranges. A small contingent meeting an , dwarf, gnome, or , the Vaarana is the gakti (tunic), of 22 Leehan halflings made their way to but humanoids and giants are well- accompanied by wool trousers for men Kaarja four years ago to set up trade and known, and belief in forest spirits is and skirts for women; all apparel is made inn-services. The remaining demihumans common. If foreign interests continue to of wool or felt – the former for winter in Kaarjala are individual adventurers. expand, these other races could make and the latter for summer. Clothing tends Most of them live in and around Kaarja, their presence known in the coming to be very brightly dyed – dark blue is a where opportunities for adventure (i.e., years. common color, with distinctive bands of patrons with money to spend) are most bright red or yellow on the hems of plentiful; however, the troubled region Humans skirts, the cuffs of tunics, and hats. The around Polvijärvi and Lovajärvi is also a way in which clothing is adorned The Kaarjalans have lived in the far locus of adventurer activity, human and indicates the wearer’s place of origin and north of Brun for millennia and in the demihuman alike. their clan. Autuasmaa for over 1100 years. They The most common form of footwear for are divided between the largely settled Other Races both sexes is a reindeer skin moccasin, Saamari and the semi-nomadic and less The barren lands north, west, and south with turned up toes and lined with soft numerous Vaarana. of the kingdom are inhabited by several sedge grass to protect against cold and Individuals of both ethnicities tend to tribes of goblins (known as hiisi in both dampness. Women wear brightly colored be slightly taller than average (6’ for Kaarjalan tongues), the most powerful wool caps decorated with ribbons or lace, men, 5’9” for women) with fair and organized of which are the Yrgun, while men’s headwear varies by region. complexions and moderate builds. Hair which receive tribute from several minor Clans in the north favor a conical hat color is typically light or dark brown, but tribes. The Yrgun inhabit the northern made of wool, while those in the south blondes are not unknown among those slopes of the Winter Peaks, and have often wear a four-cornered felt hat who have some Antalian pedigree. Some excavated extensive tunnel complexes (known as a čiehgapir, or “four winds Kaarjalans have a slight epicanthic fold deep underground. Most northern goblins hat”) edged with fur. Both men and over the eyes courtesy of Oltec ancestry – dress in cured wolf, reindeer, or polar women wear reindeer skin coats during this is more prevalent among the bear hides, but they are otherwise the cold months. Vaarana. In most respects, though, it indistinguishable from their southern In addition to the Saamari and Vaarana, would be difficult for a Known Worlder cousins. The Yrgun are unique among there are around 600 people from other to distinguish a Kaarjalan from a the northern goblins in that they use nations, most of who live in and around Norwolder or Heldanner. cured and dyed human skins for Kaarja. Over half of these are Littonians Men and unmarried women wear their ceremonial dress. drawn north in search of opportunities. A hair long and unbound, while married In addition to the goblins, ice trolls – a full description of the Littonians, their women braid theirs or tie it in a bun. stocky breed, but equally dangerous – culture, and rules for creating Littonian Traditional Saamari dress for men can be found on the western slopes of the characters can be found in Gaz F6 The consists of a linen shirt, a woolen vest Winter Peaks. They normally hunt Amber Shores of Littonia. Of those and jacket, long wool trousers, wool wolves, bears, and reindeer; but the odd Littonians living in Kaarja, three-quarters stockings, and stout leather shoes or goblin or human will do. are of Litoniesu stock. boots. Women wear linen blouses with a Kobolds are numerous in the The remaining foreigners hail from wool skirt, bodice, coat, socks, and southwestern mountains. The Kaarjalans various nations of Norwold – leather boots. know them as the koirankuonolainen, and Viaskodans, Norwolders, Alphans and a Both sexes wear hats – men don knitted they are the only subspecies of kobold to smattering of folk from even more distant wool caps or brimmed felt hats, while sport a significant fur coat – black with realms. The majority of the foreigners women wear a tanu, or cloth cap, or a rust brown markings on the chest and present in Kaarjala have arrived here only shaped bonnet. During the brief summer, face. within the last ten years in pursuit of men often don knee breeches, and favor There are also about two dozen “packs” adventuring opportunities, and they shoes over boots; wool coats are set aside of lupin (known as lupinkoiranlainen) in reached Kaarjala by way of Littonia. in favor of linen. Viaskaland, as well as the eastern and

northern foothills of the Icereach Range.

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SOCIETY They are generally reclusive and pursue a Above the commoners are several ranks Language hunter-gatherer existence, but at least of nobility. At the very bottom is the A number of languages are commonly three packs herd reindeer. The lupins are untitled noble, or Aatelinen (literally, heard in Kaarjala and the larger northern a very recent arrival to Norwold, coming “noble”). The most common occupants region. here from the Hyborean and Borean of this rank are members of fighting Alphatian: Although by no means coasts. Encounters with the packs have orders, but individual heroes have been commonly spoken, Alphatian is used by a been rare thus far, but there have been granted this rank on numerous occasions. small group of Alphan expatriates who occurrences of trade with the Viaskoda In the case of the former, the honorific is live and work in Kaarja. and the Vaarana clans. Conflicts with the generally not hereditary, and its holders Hymsprach: Commonly known to local goblins tribes are infrequent, but are not considered “true” nobles by the other races as Giantish, Hymsprach is the exceedingly bloody. The lupins have nobility. In the latter case, the rank is language for all true giant-folk in the good relations with the Shonaks in the hereditary, but it does not come attached north (fire and larger). west, a legacy of being allied Tribes of with a fief. Litoniesu: The Litoniesu minority in Law in the old conflicts of the Midlands. The greater nobility includes the ranks Kaarja is large and vibrant enough that of: Vapaaherra (baron) or Vapaaherratar their native tongue is still spoken, and it Note: Those who use Bruce Heard’s (baroness), Kreivi (count) or Kreivitär is the most commonly heard foreign Dragon Magazine article on lupin sub- (countess), and Ruhtinas (prince) or language in Kaarja. races may consider the lupinkoiranlainen Ruhtinatar (princess). The princes and Qamuuq: Qamuuq (“our words”) is to be a variety of Norwold Malamute, princesses of the royal house are referred the language spoken by the Shonaks known as the Kaarjalan Lapphund. The to as Prinssi and Prinsessa, respectively. inhabiting the eastern Everwinter Lands. Lapphunds sport grey, light brown, or The king is referred to as the Kuningas, Due to historical animosities Qamuuq is white fur. The Malamute itself will not the queen the Kuningatar. In the past, seldom heard in Kaarjala, but some exist in GazF Norwold for another two to ambitious or simply self-important kings Vaarana clans make use of it when three decades. and queens also have referred to conflicts are at low ebb. Qamuuq is a themselves as Keisari (emperor) and slightly variant dialect of the parent Keisarinna (empress). Among the higher Shonak language heard north of the Hill Social Standing nobility, a given title is used to address In comparison to many other nations, and Dale (Gaz F5 The Western Alliance). all male members of the title-holder’s Kaarjalan society is not highly stratified. Saamari: Saamari is the native tongue family. Serfdom never existed; commoners, of most Kaarjalans, and it is the official Kaarjalan nobility arose from a decision whether they live in villages or in the language of court. It is unrelated to any by King Hanno that those who could countryside, own their own land and are other Mystaran language except Vaarsu. afford to maintain at least one soldier responsible for its productivity. A dialect is spoken by the people of would be exempted from ordinary taxes Commoners historically would contribute Itämaa, which is 90% compatible. on one acre of land. Prior to that time the to the community in the form of goods or Vaarsu: This is the language spoken king ruled the realm directly, spending labor, but in recent centuries this has by the Vaarana. It has no written form, much of his time traveling between his evolved into the payment of land taxes. although a runic system derived from estates and overseeing his army. Land As in other realms, the commoner class both Ilmarinen and the Antalians is in taxes were imposed in order to finance is the largest in Kaarjala. It comprises a use. It is related to Saamari, but centuries the construction and maintenance of broad spectrum of occupations, from of separation and a measure of Antalian fortifications and the small river fleet. As farmers, loggers, trappers, and herdsmen influence have made them almost a result of this decision, wealthier in the country to leather-workers, mutually unintelligible. There is landowners took it upon themselves to blacksmiths, carpenters, and other considerable variation in colloquial maintain more soldiers, in order to secure craftsmen in the villages and towns. Vaarsu, with three main dialects, each of tax exemptions on larger swaths of land. The townsfolk are overwhelmingly which can be divided into at least two Thus, the nobility grew from members of Saamari, and Kaarjalan towns are similar sub-dialects. The slow-spoken western the peasantry who had enough wealth, or to their southern counterparts with a level dialects between Kaarja and the Icereach were able to command enough physical of bustle that is largely absent in the rural have 30% compatibility with Saamari; resources, to maintain soldiers. regions. Nevertheless, crucial differences whereas the southern dialects have 30% As the centuries passed, the nobles exist. The largest Kaarjalan settlements compatibility with Viaskan-Antalian. came to wield considerable economic are small by the standards of the Known Northern Vaarsu – spoken north of the power, and they now own large tracts of World, and the “professional” class (e.g., Maanselkä River – is characterized by land bought from the commoners. By scribes, accountants, and highly clipped consonants and a quick tradition, they are forbidden from taxing specialized trades) are largely absent intonation. the land of commoners living under their outside of the royal court; although this is Viaskan: This is the language spoken jurisdiction, but they may demand goods slowly changing. by the Antalian-descended Viaskodas, or military service in times of crisis. commonly called the Northern Bay

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SOCIETY Barbarians. Centuries of separation from of the latter), basic arithmetic, and the interactions with humanoids and other the other Antalian populations and inculcation of social values. If the cleric tribes, and they follow a shamanistic intermittent contact with the Littonians is literate, students may also be taught to tradition. Everything – people, animals, and the Kaarjalans have modified their read – this is more common in the larger and even plants – is thought to be sacred, language. Viaskan is 85% compatible settlements. created by the powers beyond as part of with the dialect spoken around the The people of Kaarjala – both Saamari their great work. Noaide (shamans) act Alphan Peninsula, 65% with and Vaarana – revere legendary figures as mediators between mortals and the Norwoldensian, and less that 60% with and personifications of the physical Immortals, asking questions on behalf of the Icereach or Wyrmsteeth dialects. world, as befits a people who arose in the their people and relaying any responses. far north and survived its severe climate. Most such communication concerns the Religion The listings for Immortals linked to the sacrifice required to cure an illness, Saamari religious practices have their beliefs reveal the hidden, conceive a child, or ensure success on a formalized over the centuries, partially as convoluted history of the people, with hunt. Noaide also mediate disputes, a result of the rise of the Church of elements borrowed from the (O)ltecs, perform healing, and bestow blessings – Kaarjala. The High Priest of the Church, (N)eathar, (T)honians, (L)ittonians, thus, they play a in any widely known as the Grand Smith of (V)iaskodas, and even the (H)umanoids. Vaarana community. Ilmarinen, oversees a clerical council Not every figure of lore corresponds to Most Vaarana also believe in the notion comprised of the most senior clergymen an actual Immortal, and Ilmarinen, Thor, of a dualistic soul; people are generally (called Smiths) from each community. and Terra (or Djaea) perform multiple thought to have two souls – one The council discusses broad roles for different aspects that are associated with the body and its administrative and doctrinal matters, but venerated separately. The figure of Ukko functions, and one for the mind that it grants individual priests and itinerants arose from contact with the Thonians departs after death. This belief is held by considerable leeway to run their own (Blackmoorians) and originally was many Shonak tribes as well. affairs. linked to Odin, but it became Individual Smiths also act as the increasingly affiliated with Thor over the Holidays and Celebrations spiritual voices of their communities, and centuries of Viaskodan contact. Juhannus: Juhannus is the main they have a level of authority greater than Additionally, Hel took over the persona Midsummer festival. Great bonfires are a village council member. In addition to of Tuoni after the apparent demise of burned and drunken revelry is the order leading regular religious services and Thanatos during Nithia’s destruction, but of the day. Although there is no set day other ceremonies, many clerics also offer Jabbmeaaakka is tied to the beastmen and for the event, Kaarjalan communities a limited education for Kaarjalans in humanoids. Immortals whose names are normally hold this celebration within exchange for service or generous tithes. italicized are considered female by the seven days of the solstice. During this In most places, such education Kaarjalans. time, some young women also make encompasses a rudimentary knowledge of The Vaarana cleave more strongly to bridal wreaths and place them under their the history and legends of Kaarjala (more the folklore roots and their historic beds, after which they are supposed to The Common Kaarjalan Patrons see their future husbands in their dreams. Figure Immortal Attribute Source Joulu: Joulu is the Kaarjalan Ilmarinen Ilmarinen Craftsmanship Native Midwinter celebration, an Lemminkainen Ilmarinen Hunting Native acknowledgment of the old year’s Vainamoinen Ilmarinen War Native passing, and the dawn of the new one. In addition to family feasts with a food spread called the joulupöytä, a common The Saamari Patrons practice is to melt a piece of tin and drop Ahti Protius Water, rivers N it into a bucket of cold water. The shape Pekko Terra Crops, barley, brewing N assumed by the tin is used to predict Pelervo Terra Harvests N one’s fortunes for the coming year. Tapio Ordana Forests L Tuoni Hel Death O/T Ukko Thor The sky, thunder T/V Culture To those who know them, the Kaarjalans have a reputation for being The Vaarana Patrons very straightforward and stubborn. Little Beaivi Ixion The sun O thought is given to a person’s title, what Mattarakka Terra Mother Goddess, women, children H their ancestors did, or what they claim Hovrengalles Thor The sky, thunder V they can do; all that matters is what a Jabbmeaaakka Hel Death, the Underworld H person can do right now, and whether Bieggolmai None Wind, the powers of nature Native

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SOCIETY they can be depended on to help their Jokamiehenoikeus Due to the beneficial effects of the family or community. Their attitudes are A commonly-held notion among Great Sampo, Kaarjala produces enough characteristic of the peoples who live Kaarjalans is that of jokamiehenoikeus basic foodstuffs (primarily grains and north of the Great Bay, but the Kaarjalans (“everyman’s right”, or more commonly potatoes) to feed itself in all but the worst carry it to an even further degree. Cut off “right to roam”). The people have the years. There is significant logging and from other “civilized” nations and right to access all open, uncultivated fishing, but most production is for dependent on a magical artifact for their land, be it public or privately owned. domestic consumption. Growing markets continued prosperity, Kaarjalans feel they Thus, gardens and farmers’ fields are exist in Littonia and Alpha for Kaarjalan have little luxury to dwell on possibilities considered off-limits, while pastureland hides – particularly reindeer, bear, and or be introspective; threats to survival are and forests are not. This right carries ringed seal. very real and require quick action. with it responsibilities – trespassers are The semi-nomadic Vaarana rely on the The everyday perils of life in the far expected to make their passage as trace- herds of reindeer during the winter north have inured the Kaarjalans to free as possible, and those foraging or months and farm ancestral lands in adversity; the struggle to survive is hunting are expected only to take as Kaarjala during the summer. They store considered a part of life, just as the much as they need to eat in the now. a portion of their harvests in stone seasons’ progression and the weather Those who deny jokamiehenoikeus to storehouses dug into the ground to help patterns are seen as elements of existence others are ostracized. survive the lean times. Other than selling that cannot be controlled by mortals. This practice arose during the hides or cured meat, they contribute very This stoic acceptance of the challenges of kingdom’s early years, when the land little to Kaarjala’s economy. life, encompassed by the Saamari word was still cold and brutal. Saamari chiefs sisu (“grit and guts”), is often viewed as at the time agreed that their collective Governance melancholy by most others, save perhaps survival would be dependent on sharing Although it is an organized kingdom, for the dwarves whose own attitudes are resources, and property restrictions were Kaarjala lacks many of the trappings and similar in some respects. loosened. Some of these attitudes institutions, e.g. codified laws, penal To the Kaarjalans, sisu expresses the persisted even as the realm became more codes, and bureaucracies that Known sheer determination that allowed their organized. It should be noted, this belief Worlders would expect to see in a nation. ancestors to build their kingdom and to does not extend to personal possessions. The often harsh environment militated withstand the suffering they endured against developing more complex social while driving away invading forces that Currency and Trade systems. Nevertheless, Kaarjalan society would take away their hard-won lands. Most Kaarjalans conduct their business has a stable monarchy with a strong, This carries forward into a deep regard through barter – this practice is common independent-minded nobility. for the value of hard work, the even in Kaarja – but the kingdom has The most important locus of authority importance of the common struggle to minted coins for well over a century. The is the town or village council (the survive, and the need to do whatever is initial purposes of the currency was to käräjäoikeus). Local nobles wield necessary to keep what one has. pay mercenaries and for the settling of influence with these councils, but The Kaarjalans hold a deep reverence accounts between the noble families that communities under their jurisdiction are for nature in all its forms. This attitude could not be met with livestock or other typically allowed to run their day-to-day stems in part from their nomadic goods. As trade deepens with Littonia affairs themselves. The exception to this background – a lifestyle still practiced by and foreign mercantile interests operating arrangement occurs during times of crisis most Vaarana – but also from their there, currency is becoming more or war, in which case it is understood that enduring respect (and fear, to some important as a medium of exchange. the nobility will assume responsibility for degree) of the capriciousness of nature. The Kaarjalan currency system is based protecting the people in exchange for Most Saamari express this reverence by on the markka (gp, plural markkaa), their obedience. The king is a distant enjoying nature’s bounty whenever they which is subdivided into the penni (sp, figure who figures infrequently in daily can, and holding festivals to mark the plural penniä), and the oren (cp, plural life, but his visits to communities are turning of the seasons; the Vaarana, as orenissa). Foreign coins – primarily major events, and the details quickly discussed above, tend towards the direct Littonian santīmu (sp), but also Alphatian become the stuff of legend as they are worship of nature in all its forms. mirrors (sp) and judges (cp) – are used in retold and embellished. Another nomadically derived feature of larger Kaarjalan settlements; the former Traditionally, only the king or his the Vaarana culture is the use of unique valued by weight, the latter at face value. designees may collect taxes. At the time “family runes.” These runes serve the Where coins are exchanged domestically, of Kaarjala’s founding, there was only same purpose as branding and denote it is almost always silver or copper that the people and their leader. Even after which reindeer belong to whom. Vaarana change hands; few people are wealthy the nobility arose, this arrangement had who still herd reindeer will always enough to have markkaa. Cutting coins remained, but this once-personal connect- recognize another family’s rune on sight. to make change is a common practice. ion between liege and subject grew ritual- ized through the tax collection system.

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SOCIETY At the end of the year, each Punishment varies according to the they refused to adopt the new Immortals. käräjäoikeus levies a tax of one-fifth of crime, but it is usually restitution in the Successive monarchs let the Church look estimated income on behalf of the king form of goods or indentured servitude for after its own affairs so long as it on all households under its jurisdiction. a period of time – this applies both in continued to support the monarchy and After local collection, this tax, paid in rural regions and in Kaarja. Serious tithings continued to come in. cash or goods, is delivered to the local crimes such as murder are often Requirements: Profess belief in the noble. Two-thirds of that then passes on punishable by death or exile for life. Kaarjalan pantheon, and attest to the to the king, less one markka for each These harsh punishments are commonly miracles of Ilmarinen’s great works. officially listed soldier under the noble’s carried out immediately after Cost: Churchgoers pay a tithe of one command. pronouncement. Executions are by penni per month (or equivalent value in When needed, the king may summon hanging in Kaarja, but elsewhere it is service or goods) to their local church. his nobles to court to seek their counsel done by dragging. In the case of exile, Privileges: Membership in the Church on various matters. These assemblies, the community drives out the offender conveys a degree of acceptability in called rälssi, function as a loose with nothing more than what they were Saamari society. parliament. The rälssi dissolve when the carrying at the moment of sentence. Few Brothers (C1-6) receive free room and matter at hand has been resolved. exiles survive long in the wilderness. board at the nearest church, basic Norwold’s druidic order has also education, and enjoy a measure of respect Crime and Punishment interposed in Kaarjalan affairs with their from the citizenry. Although Kaarjala has no written legal own penal system. Due to the importance Smiths (C7+) further receive a stipend code, both the Saamari and Vaarana have of the land for their survival, the of 10 penniä per month over and above well-defined standards of proper Kaarjalans have accepted this. Special all operating costs, and they have the behavior, with slight variations between three-druid councils exist to adjudicate in right to be attended by two Brothers, plus communities. Each settlement polices matters where a person has inflicted harm an additional Brother for every five levels itself, and transgressions are handled by on the environment, such as poisoning a attained beyond 10th. the käräjäoikeus. The council also might river, burning a forest, or rendering The Grand Smith resides in the church bring in pertinent citizens to help farmland unproductive. Once captured, at Kaarja, where he is served by a retinue adjudicate. For example, a council might the offender is turned over to the druids of ten Brothers and two Smiths. The call upon the community’s most senior responsible for the region affected. If Grand Smith receives a stipend of 10 merchants or craftsmen to help judge a found innocent, or if the council finds markkaa per month. person accused of selling inferior goods. that there were mitigating circumstances, Responsibilities: Churchgoers must All members of such councils are lay the accused is released or ordered to defer to the clergy on religious matters, people, with one person nominated as the perform minor restitution, e.g. a short observe all rites, and pay their tithes. laamanni (literally, lawman), who quest. Those found guilty are taken into Clergy must defer to those of higher rank, presides over the proceedings and the forest, never to be seen again. Many and undertake any task assigned by the maintains order but has no additional of these are polymorphed into animals. Grand Smith. powers. A käräjäoikeus is struck only Hindrances: Poor reaction from noaide when there are cases to resolve and there Organizations and some segments of Vaarana society. are no other pressing matters for the “He who lies thrice believes he’s told communities such as harvests or hunts. the truth.” Followers of the Forge: The Consequently, most cases are delayed – Kaarjalan saying Followers of the Forge are a sect within until winter. the Church of Kaarjala that views the These traditional practices are slowly Church of Kaarjala: The Church political and social changes making their giving way to a more formalized system of Kaarjala was officially formed by way northwards with concern and fear. in Kaarja, where the King’s Council King Paavo in AC 770 following a Tales told by adventurers have left operates year-round. King Kaarlo sees fermenting religious dispute between the particularly poor impressions about the elements worthy of emulation in Saamari and Vaarana. The Saamari, Empires of Alphatia and Thyatis. neighboring Littonia’s own evolving during their roughly 700-year separation Littonia is considered a fallen realm legal system. He has upheld tradition by from their cousins, had incorporated the because it traffics with southerners, and maintaining a käräjäoikeus, but the king various aspects of Ilmarinen into their Kaarjala is soon to be under siege. reserved the right to appoint its members faith, and adopted elements from their The Followers envision a strong nation and has ordered officials to draft a legal Littonian and Viaskodan neighbors. In free of these corrupting influences, with a codification of the traditional system. addition, their settled lifestyle led to the society built along Saamari lines. Their This move has angered some nobles, who increased formalization of rites. The highest-ranking members ponder whether fear that the king’s code will one day be Vaarana had maintained the old rites they will have to overthrow the king if he the only acceptable version of Kaarjalan along with concepts pulled from the cannot be dissuaded from seeking further law. western humanoids, and for centuries contact and ties with the outside world.

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The Vaarana, with their faith in the The Northern Union: The protect the land that sustains them, and noaide, are considered backward Northern Union is a gentlemen’s club the imperative to respect nature in its barbarians. The Church of Kaarjala whose members subscribe to the notion virgin form, as advocated by some of views the Followers with increasing that the north (meaning the lands north of their colleagues. embarrassment, and it is beginning to the Great Bay) will prosper if its peoples Requirements: Membership is open to distance itself from the movement. unite under a common banner, and reject druids only. After passing through sometimes any overtures from any power that would Cost: None. dangerous rites of initiation, members are claim sovereignty over the region. Most Privileges: Support from the Druid grouped into small councils, which meet Kaarjalans, concerned with making ends Council of Norwold. monthly. Aware that they could be in meet, scoff politely at best when Responsibilities: Actively protect the danger from their own Church and presented with the Northern Union’s wild regions of Kaarjala from sentient government, the Followers have adopted grand vision. Nevertheless, its members beings that clearly intent on harm, as well a rough cell-structure for the group’s are convinced that they will bring the as those living in rural regions who organization and coordination. Common masses over to their line of thinking if coexist peacefully with nature; administer members typically only know people in they can find the right argument. punishments as set forth by druidic law in their own council, but they can identify Requirements: Noble, or otherwise accord with Kaarjalan tradition. one another via their anvil markings (see have the time or inclination to chat about Hindrances: Possibility of becoming below). Some councils pursue more political ideals. enmeshed in the politics of the Druid excessive measures such as vandalism Cost: None; members are expected to Council of Norwold. Many noaide see and assaults against foreigners or those host meetings, which involve large themselves as the upholders of traditional thought to be “cultural traitors,” but this dinners and drinks afterwards, at their nature-oriented values, and view the is not the norm. homes on a rotating basis – a potentially druids as interlopers. Paralleling the Church, the leaders of expensive affair. the Fellowship are known as Smiths; Privileges: Access to the liberal Relations with however, for every five Smiths there is intelligentsia of Kaarjala, most of who Surrounding Lands one Forgemaster, all of whom report are highly dedicated to the cause. Alpha: No formal relations exist directly to the Grand Forgemaster of Responsibilities: Members contribute between Kaarjala and Alpha, but each Kaarjala. to the extent that they wish; however, nation has become aware of the other via The Amber Brotherhood of Littonia active participation during meetings is a Littonia. King Ericall entertains the (see Gaz F6) has begun infiltrating the must, and those with the means are thought of asking King Kaarlo to swear Followers, viewing the organization as a expected to host a function at some point fealty, as southern Kaarjala occupies the tool to further its own plots. To date, two during the year. northern fringes of his kingdom’s current councils in Kaarja have been co-opted, Hindrances: Poor reaction from most claim, but Kaarjala is so remote that its yet the Brotherhood is unaware of the Kaarjalans (useless fops) and independence is not a priority problem. Followers’ larger objectives. conservative nobles (spineless socialites). The Alphatian Empire is Requirements: Men of pure Saamari Alphatia: even less likely to take notice of Kaarjala. stock only. Members bear a tattoo or Circle of Druids: The Circle of Its wizards at Alpha dismiss it as a brand of an anvil on their left shoulder. Druids is an informal grouping of barbarous realm of little consequence. Cost: 2 penniä per month, or 5 hours of Kaarjala’s druids, formed in AC 100 This view is unlikely to change unless the work per week. when it became clear that the Great kingdom develops a more vigorous Privileges: Tacit support from Sampo was permanently changing the presence in the region or a naval presence sympathetic nobles and various local environment, and the Saamari were off of Itämaa. firebrands in Kaarja. Additional support turning away from their traditional, Kaarjala has suffered comes from some of the druid councils nature-focused faith. Since that time, the Frosthaven: that also frown upon the Empires’ impact Circle has sought to limit the inroads countless attacks over the years, on Norwold. made by civilization into what it including full-scale invasions. Attitudes Responsibilities: Participate in rallies, considers a unique and magical are hostile towards the giants, but the marches, pamphleteering, and appealing wilderness habitat. Kaarjalans do not share the deep hatred to the king’s court, and attend monthly Although the Circle is unanimous in its felt by their Littonian neighbors. meetings. Members must also support desire to protect the Kaarjalan Heldann: Heldannic warbirds from any Follower in distress and never wilderness, other druids in Norwold the Eye of Vanya have flown over divulge the identities of other Followers. believe that the influence of the Great Kaarjala a number of times, and the Hindrances: Poor reaction from the Sampo should be reduced - or even Order has a couple of agents working in Vaarana, the King, the Church of eliminated – to restore the region to its Kaarja, but their activities are limited to Kaarjala, and foreigners in the know. original state. As a result, many information gathering only. No plans members are torn between their desire to currently exist to incorporate this isolated

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SOCIETY kingdom into any future Heldannic The Druid Council of Norwold: The Royal Army of Kaarjala empire, but that may change if the frost Early druids played an important role in Personnel: 2 (F10) mounted kapteeni, 8 giants become more organized, or if Isanmaa, but their influence declined (F5) mounted kersantti, 32 (F3) Alphatia strengthens its presence. sharply after the fall of the old kingdom. alikersantti, 120 (F1) soldiers, 40 Leeha: The halfling traders of Leeha Although the noaide are very nature- archers will probably pursue opportunities in oriented, they are not true druids and Non-combat Personnel: 50 Kaarjala with greater energy after they have no representative with the Council, Leadership: K. Kaarlo Taavinen (F26) become established in Littonia, but an but there is a loose circle of Kaarjalan Troop Class: Average advance team has already arrived in druids. There is conflict within the BR 88 Kaarja. Council over Kaarjala. Some are Littonia: Kaarjala and Littonia have favorably disposed to the Sampo’s life- Although his soldiers technically serve extensive trade and political ties, given giving warmth, but others – particularly him as a feudal lord, King Kaarlo’s their similar circumstances and shared those whose heritage is with the decision to name his forces the Royal history. Relations are generally friendly, Viaskodas and Shonaks – see the Army of Kaarjala has grated on some of and Kaarjala depends on Littonia to act as destruction of the Arctic climate and the the more independent-minded nobles. its trading gateway to the south. Littonia potential for wider damage caused by the is well aware of this fact and may try to Sampo’s warming. Other druids, The Defenders of Uusimaa compete with foreign interests that want opposed to the arrival of the great Personnel: 1 (F10) mounted kapteeni, 4 to build any networks this far north. empires to Norwold, support the (F5) mounted kersantti (plate mail, Oceansend: No contact has been activities of the Followers of the Forge. normal or bastard sword, spear), 16 established yet, but an alliance could be (F3) alikersantti (banded mail, normal formed if King Ericall seeks to expand The Military sword, spear), 60 (F1) soldiers (chain his influence too vigorously. Owing to its relatively decentralized mail, normal sword, spear), 20 (F1) Ostland: Ostlanders have been nature, the only standing force that archers sailing up and down the coast of Norwold Kaarjala maintains is the king’s personal Non-combat Personnel: 25 for centuries, and on some occasions they guard. In times of need, they are Leadership: Kreivitär Meeri Saarela have even sailed up the Maanselkä River augmented by the militia resources of the (F13) to raid Kaarjalan settlements. Some of nobles, which are of variable quality. All Troop Class: Average the more forward thinking Ostlanders – water-based forces are under the king’s BR 72 typically those allied to Queen Yrsa – are direct command, by tradition. looking at Kaarjala as part of a future The Vaarana maintain an informal The Defenders of Uusimaa are the northern trading network. defensive force known as the personal militia of the Saarela family. Qeodhar: Baron Norlan considers Rauhanturvaaja (Peacekeepers), who They spend much of their time patrolling the Alphatian Sea and the Norzee his watch the frontiers of the kingdom. The the western hills, and have fought the private domain, and he would take a dim Rauhanturvaaja are not formally part of Yrgun on many occasions – hence their view of the Kaarjalans establishing a the Kaarjalan military; however, they do heavier armor. They train together stronger maritime presence – especially train extensively with their Saamari extensively, and have a reputation for when tensions with Littonia are on the cousins. being very steadfast in battle, especially rise. For now, however, Kaarjala is In the royal and noble forces of against charges. rarely mentioned in the halls of Farend. Kaarjala, an alikersantti (undersergeant, Shonak Tribes: Shonak tribes once F2-3) leads squads with five soldiers (F1- The Army of the East occupied the lands of Kaarjala, but they 2). Typically four of these squads are Personnel: 1 (F10) mounted kapteeni, 4 were driven north after the kingdom’s then commanded by a kersantti (sergeant, (F5) mounted kersantti, 16 (F3) founding. Relations have been hostile F4-6). Finally a kapteeni (captain, F7+) mounted alikersantti, 30 (F1) light ever since, though individual trade does commands four kersantti. Thus a unit at cavalry (as soldier), 30 (F1) soldiers, occur. full complement will have 101 men. A 20 (F1) archers Thyatis: The Empire has not kapteeni normally reports directly to the Non-combat Personnel: 25 established diplomatic relations with local governing noble, but in large Leadership: Rasmus Varvikko (F18) Kaarjala. The general thinking in Thyatis campaigns a kenraali (general, F12+) Troop Class: Average City is that Kaarjala is simply too remote may perform this role. BR 84 to be of strategic interest, but this may Unless noted otherwise, assigned change as agents operating out of equipment includes: kapteeni (plate mail, The Army of the East, led by Kreivi Oceansend and Alpha learn more about normal sword), kersantti (banded mail, Rasmus Varvikko, guards the frontier the nations of this region. normal or bastard sword), alikersantti with Itämaa. Rasmus has structured the and soldiers (scale mail, normal sword), army as a rapid response force to raiders. and archers (leather, shortbow).

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SOCIETY

Local Militia The boats used by the River Fleet Vaarana warriors carry spears and Number of such Units: 9 should be considered “Large River shortbows and wear leather (hide) armor. Personnel: 1 (F5) mounted kersantti, 4 Boats” (as per the Rules Cyclopedia): The noaide wear leather and wield clubs (F3) mounted alikersantti, 15 (F1) and daggers. These clan units constitute soldiers, 5 (F1) archers Kaarjalan River Fleet Boat the men in 3-6 affiliated families within Non-combat Personnel: 2 Cost 6,000gp the clan, and are found throughout the Leadership: Knight or veteran warrior HP 40-60 Vaarana, particularly among those living (F10 kapteeni) AC 7 outside of Kaarjalan authority. These Troop Class: Below Average Crew 14 rowers, 4 sailors, forces are skirmishing units and do not BR 47 6 marines join with other military forces, such as Capacity 60,000cn the Rauhanturvaaja or the Royal Army, Local militias will form for local Move 24 mi/day or 40ft/rd without the approval of the noaide. defense only. The leadership of these Arms 1 fixed ballista (2 sailors) units are typically the retinue of various Shonak Horde nobles. All told, the Kingdom of Kaarjala has a Number of such Units: 4 total troop strength of 893 fighting men Personnel: 30 (F9) great hunters (leather Rauhanturvaaja and women supported by 108 non- and bone armor, knife, spear), 60 (F5) (Peacekeepers) combat personnel. The Kaarjalan River veteran warriors (leather, spear, Number of such Units: 5 Fleet comprises 6 vessels, 36 marines, 24 knife), 300 (F1) warriors (leather, Personnel: 20 (F3) mounted light sailors, and 84 noncombatant rowers. spear, knife), 150 (F1) archers infantry (leather, spear, normal sword), Should the entire Rauhanturvaaja force (shortbow, knife), 20 (C5) shamans 30 (F3) mounted archers (leather, ever be mobilized, an additional 510 (knife). shortbow, normal sword) troops would be added to the total, Leadership: warleader (F15, leather, Leadership: Jääkäri (Ranger – F9) bringing the kingdom’s total complement spear) Troop Class: Fair up to 1,463. Troop Class: Fair BR 77 BR 61 Other Military Forces The Rauhanturvaaja are mounted on The statistics given above would be specially trained reindeer. They are fully Itämaa Militia used if the eastern Shonak clans ever capable of living off the land and need no Number of such Units: 3 mustered their full strength and marched support personnel. There are usually five Personnel: 5 (F4) medium infantry (scale into battle. Otherwise, they use clan units active at any given time; should mail), 20 (F1) light infantry (leather units similar to the Vaarana. Given their Kaarjala ever be invaded, an additional armor), 10 (F1) archers nomadic lifestyle, they do not require 10 Rauhanturvaaja units could be Non-combat Personnel: 4 non-combat personnel to support them. mustered from the populace for local Leadership: 1 F7 mounted soldier defense. During any month, there is a Troop Class: Below Average Yrgun Marauders 30% chance that an active BR 49 Personnel: 20 (7HD) ice troll brawlers, Rauhanturvaaja unit will be patrolling 100 (2HD) hobgoblin heavy infantry with one of the Saamari units above. Should Itämaa ever be invaded, the (scale mail, normal sword or axe), locals can muster up to three militia 150 (1HD) goblin light infantry Kaarjalan River Fleet groups for self defense. Tönis Ruus (leather amour, normal sword or Number of such Units: 6 (F10) would coordinate the combined spear), 100 (1HD) goblin wolf riders Personnel: 4 (F1) sailors and 6 (F4) assemblage of the Itämaan host – each (leather amour, spear), 100 (1HD) marines (leather, normal sword). militia unit is commanded by one of his goblin archers (leather amour, Non-combat Personnel: 14 (NM) rowers trusted companions. shortbow), 20 (4HD) goblin wokani (will help repel boarders but will not (dagger). fight otherwise) Vaarana Clan Unit Leadership: Goblin King Shigath (Go11) Leadership: Kapteeni (F10) Number of such Units: Unknown Troop Class: Fair Troop Class: Below Average Personnel: 3 (F3) warriors, 15 (F1-2) BR 69 BR 42 warriors, 1 senior noaid (No3), dagger), 2 noaide (No1) The Yrgun have managed to capture Kaarjala maintains a small fleet of Leadership: Clanhead (F5) and “domesticate” some of the nearby ice shallow-bottomed river boats that patrol Troop Class: Poor trolls. In times of need, the Yrgun can the major rivers. Their primary purpose BR: 30 summon another 200 (1HD) goblin is interdiction, but they can be used as warriors from other tribes. light troop transports in times of crisis.

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PERSONALITIES Royalty Nobles and Leaders Teemu Kainulainen, Kaarlo Taavinen, Kuningas of Pekka Seppanen, Grand Smith Vapaaherra of Iisalmi: F11, Str 15, Kaarjala: F26, Str16, Cha16. Kaarlo of Ilmarinen: C25, Str 15, Wis 17. As Cha 15. Teemu’s family rules the region has been the king of Kaarjala for 15 years Kaarjala’s spiritual leader, Pekka strives surrounding Iisalmi. They have been and has great dreams for his country, but to balance caring for his flock and vassals to the Saarelas of Uusimaa for he is growing increasingly impatient over guiding the king – duties that sometimes centuries. Teemu is a jovial man who the pace of change. This frustration has conflict. He has recently experienced much prefers hunting moose and other colored his perception of Littonia’s vivid dreams about the adventures of game to governing –he is perfectly happy progress, making that kingdom seem Ilmarinen, which he has interpreted as a turning over matters to his younger wealthier and more advanced than it truly warning that Kaarjala is threatened by an brother, Risto. is. At the same time, Kaarlo is trying to ancient power of darkness. He is inclined Risto Kainulainen, Vapaaherra: keep the Saamari and Vaarana together, to doubt the noaide, who claim that F16, Str 13, Int 15. Unlike his older bridge the gap between the Church of foreign heroes will help win the day. brother, Risto is a very pragmatic, Kaarjala and the noaide, and strengthen Rasmus Varvikko, Kreivi of businesslike man with a reputation for Kaarjala against its external enemies. Rovaniemi: F18, Wis 14. Rasmus is a getting things done. On the surface he Elina Taavinen, Kuningatar of great bear of a man known as the “Count seems content to run his brother’s affairs, Kaarjala: NW, Wis 17. Raised in a of the East”. His family owns a great but he secretly resents the fact that highly political family, Elina’s skill at deal of land near Rovaniemi, and their Teemu holds the ruling title. Some of the seeing through the deceptions of others is title was elevated to that of Kreivi for Rimal Hag’s spies have noted this legendary at court. Her quiet counsel has valorous service during the Battle of resentment, and are trying to influence been a boon to her husband, but her main Skulls. Since that time, the family has him. When he is not running the concern is for the welfare of her children crossed blades with Ostlanders and dominion, Risto wanders the countryside – especially wayward Tuomo. Elina Qeodhans, for whom the family nurtures in search of goblins. openly respects the noaide and consults an abiding dislike. Rasmus believes that Equipment: normal sword +2. with them frequently. the king is not doing enough to stamp out Kalervo Tuuri, Aatelinen: F5, Tuomo Taavinen, Prinssi of the threats emanating from Tuonela. Str7, Int15. As a member of the Order of Kaarjala: F9, Str 13, Con 17. Tuomo is This has earned the Kreivi the watchful White Stag, Kalervo is a member of a huge (6’5”) man who loves to drink eyes of the agents of the Rimal Hag. Kaarjala’s lower nobility. He is an and, in open imitation of Lemminkainen, Ilkka Pyysalo, Vapaaherra of unlikely warrior who relies on cunning to lead raiding parties into the wilderness Respoo: Kant2. Ilkka is one of the and tactics to succeed. He is a frequent to fight goblins. The king hopes that his principal organizers of the Northern companion of Tuomo and serves as the heir will get his impulsiveness out of his Union gentlemen’s club. Despite King’s watchful eye where the prince is system before ascending to the throne. holdings in the east, the noble prefers to concerned. Niklas Taavinen, Prinssi of lounge about Kaarja cracking-wise about Liisi Jalonen, Aatelinen: Amber Kaarjala: F6, Str 16, Wis 7. Unlikely the uneducated masses and tradition- Mage2, Cha17, C. Liisi is a social to take the throne, Niklas has focused his bound nobles. climber who spent her youth in Littonia, energies on becoming a renowned Meeri Saarela, Kreivitär of where she was joined the Amber warrior. He is essentially a hero looking Uusimaa: F13, Str 14, Dex 16. The Brotherhood. Now in Kaarjala, she hides for a cause. During his spare time, he Saarela family has long held estates her past, while angling for a landed wanders the woods near Kaarja in search around Hämäräjärvi and the hilly country husband. of monsters to slay. Should the prince to the west. The countess is tall and encounter adventurers of stature, he will solidly built, and is not shy about Cityfolk be tempted to accompany them. pursuing what she wants. When her Ásllat the Swift: T7, Dex 17, Cha Equipment: war hammer +1. husband died in battle, it was expected 14. Ásllat hails from one of the southern Auli Taavinen, Prinsessa of that Meeri would remarry, but she Vaarana clans, but he was enthralled by Kaarjala: F1, Dex 16. Auli is a 15 shocked her peers by remaining a widow the relative bustle of Kaarja as a young year-old tomboy who wants to lead the and taking the occasional lover. She is man. Unable to find work he enjoyed, he rough-and-tumble lifestyle of her eldest convinced that there is great mineral took up thievery and was “adopted” by a brother, Tuomo, but she knows that her wealth to be had in the uplands, and gang. Over the following years he father will likely marry her off. She is Meeri has ventured there herself in search became a skilled thief, and now offers his quick tempered and proud of her scarred of it. Although she has been unsuccessful services as a guide, translator, and scout nose – a result from when her nose was so far, the Kreivitär is hiring dwarves to anyone with a big enough purse, or an broken during a fight with Tuomo. It is through Kaarja and Littonia to come and interesting quest. probable that she will leave home for a survey the land. life of adventuring when she is older.

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Eino Mäki: NM. Eino runs the Hánno the Eight-Fingered: F16, Tove Saikkonen, Vapaa- White Swan Inn in Kaarja, which has Str 15, AL C. Hánno lost two of his herratar: NW, Int 16, AL C. Tove is a been a popular stopover for both local fingers during a skirmish with Shonak schemer who dreams of power. She is and foreign adventurers for several years. warriors 20 years ago. He was forced to disgusted by her husband’s apathy over A great deal of information comes to his learn to wield his sword with his left his reduced circumstances. She was attention. hand, yet his injury has not blunted his approached by spies of the Rimal Hag, Iiro Juhala: NM, Int 17, C. Iiro is enthusiasm for battle, nor has it made who claimed that their mysterious patron the king’s advisor on political and foreign him more cautious. The Vaarana warrior would grant her great power if she served affairs, but he was swayed by emissaries often wanders the Everwinter Lands in them. Tove now stirs up trouble in the of the Rimal Hag years ago. He feeds the search of worthy opponents and glory. south by spreading rumors about the king false information that makes Gáddjá of the Roaring River: foreign adventurers’ intentions. Kaarjala look backward and unprepared, No22, Int 15, Wis 16. Gáddjá is a senior Hrah-andurr: Lupin F7, Str18. thus strengthening his impatience and noaid of the northern Vaarana clans and Hrah-andurr the leader of a lupin pack of jealousy. He also goads the king into keeper of the White Siedi, one of the reindeer herders in the western tundra. invading Itämaa, while discouraging any great holy places of her people. She His name – roughly “Bear Dog” – was moves against Tuonela, describing such spends much of her time communing won by defeating a grizzly bear unarmed. an expedition as requiring great effort with spirits, and has been warned that an Shigath: Go11, C. Shigath is the with no gain. Iiro appears middle-aged, ancient evil that threatened her people Goblin King of the Yrgun. He dreams of but in truth the man is 137 years old – a long ago is resurging. Gáddjá is now a leading a great goblin nation from the gift from the Rimal Hag. searching for likely heroes. fortified Winter Peaks, and he has done Kalle Päätalo: F16. In his youth, Heikki Laaksonen, Vapaaherra: well thus far in unifying the Yrgun. His Kalle adventured extensively as far south 3HD, C. Heikki is a middle-aged man greatest opponents are the kobolds to his as Littonia and Alpha, and he now enjoys who claims descent from a family that south and the northern Shonaks. a comfortable retirement in Kaarja. held estates near the lost village of Kwinn: F7, Str18, Con18, Wis18, N. Although untitled, his reputation as a Lovajärvi. He spends much of his time The mighty Kwinn is an outcast Shonak daring warrior commands considerable in Kaarja, agitating for greater vigilance hunter and tracker whose familiarity with respect. Kalle knows a great deal about in the south. In truth, Heikki was the north country has made him a useful the lands of the far north, as well as the captured shortly after the fall of mercenary. He has contacts with his own purported locations of several treasures. Lovajärvi, and converted into a zombie people, Kaarjalans, Littonians, Qeodhans, by the Rimal Hag. She now uses him as even Viaskodans and the halflings of Heroes and Heels a puppet to stir up strife; she sees and Leeha. Kwinn is recognizable in his Pekka Outinen: F5, Str 18, AL L. hears everything he does. heavy seal-fur coat and a totemic Pekka is a warrior who loves his nation Esko Yrjönen, Smith of necklace holding four small skulls. deeply – especially everything outside of Polvijärvi: C12, Wis 16. Esko is the Equipment: spear+3, +5 vs. seals and Kaarja. He fears that his people will lose secret leader of the Followers of the whales their way if they abandon their values, Forge. He is concerned about the Jenna Huusko: Kant5, Cha17, Dex which he suspects is the secret goal of the unsavory things stirring in Tuonela; but 18. Jenna is a well recognized kanteleer small foreign presence in the country. sees little action from the king, while who travels Kaarjala providing song and Equipment: battle axe +2, +3 vs. goblins foreign adventurers tramp about. mirth for food and coin. She is Tönis Ruus: F10, Str18, Con17, Convinced by Tove Saikkonen that the sympathetic to the plight of the Followers Dex6. Tönis cherishes his freedom and continued foreign presence will lead his of the Forge – and has composed a few has fought giants, Shonaks, Lietuvans, flock astray, Esko has begun speaking songs on their behalf – but she is Qeodhans, and Kaarjalans – anyone who out against them. otherwise unlikely to engage with them at has attempted to take his and his fellows’ Lasse Saikkonen, Vapaaherra: the risk to her career. land. Should war come to Itämaa, it is F7. Lasse owns a small, declining estate Sune: Dr 17. Sune is Norwold’s likely that Tönis would take charge and south of Rovaniemi. His father ran up ranking druid for much of the coordinate the local militia. impressive gambling debts upon his Autuasmaa. She is opposed to the Equipment: two-handed sword +3 death, forcing Lasse to sell much of the continued existence of the Great Sampo Mádes of the Broken Skis: F3. land to pay them; the remainder is too and actively lobbies other regional Mádes is a Vaarana hunter familiar with marginal to be of any use, and its hierophants for a vote of confidence in the southwestern lands. Two winters ago, proximity to Tuonela has driven many destroying the device. Her most vocal his skis broke while enroute to Kaarjala, people away. Depressed over his loss of opponent is Hegan, the Vaarana yet Mádes survived hypothermia and the status, he turned to alcohol for solace. archdruid over the other half of the hoarfrost creatures of Tuonela to reach His wife, Tove, runs what remains of his Autuasmaa, and the one in which the the protective warmth of the Sampo. estate. Sampo resides.

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CREATURES of the AUTUASMAA

Save for the deepest forests, monstrous Icereach Range: kokko, mountain cause by sowing discord. The victim is creatures are uncommon in Kaarjala, but goat, mountain lion, red dragon (small), directed to cursed siedi, built upon sites the surrounding lands abound with them, snow ape, white griffon, owl bear, roper, where a person was killed by betrayal. and these dangerous foes do wander into hook horror, hulker, mek, kobold, Instead of winning love, the woman is the nation. Most encounters in the bugbear turned into a lycanthropic vampire bent heartland are with normal or large Tuonela: hoarfrost animate, on killing men. Her former personality is animals. This list of likely monsters hoarfrost zombie, crone of chaos submerged. includes creatures contained in the Rules Viaskaland: ajattara, arctic hare, By day, the valkoinen is a beautiful Cyclopedia, the Creature Catalog, and giant ant, bison, ghostly horde, goblin, woman who frequents the darker forests Gaz F6 The Amber Shores of Littonia. insect swarm, human (Viaskoda, and swamps to avoid direct sunlight Some monsters unique to Kaarjala are Vaarana), lupin (very rare), musk ox, (suffering one point of damage for every described afterwards, as are Kaarjalan owl, pygmy mammoth, rabbit, reindeer turn spent outside). The creature is names for common monsters. (winter only), spectral hound, skeleton, charming and will be extremely friendly white dragon, wight, dire and arctic wolf, towards any man whose Charisma is 15 Distributions wooly mammoth, white griffon, crone of or higher. Should her attentions be Autuasmaa Plain: ajattara, dog, chaos reciprocated, the valkoinen will try to elk, ghost, grab grass, hoarfrost zombie Winter Peaks: arctic wolf, goblin, seduce her intended victim and draw him (rare), kratti, owl, normal and giant rat, hobgoblin ice troll, kokko, mountain away. Once alone, she will seek to reindeer, sheep, arctic wolf, insect goat, crystal and white dragons, mek, overpower him (WR 29) and drain his swarm, rabbit, white griffon white dragonfly blood. When feeding, the valkoinen Kaarjalan Forest: ajattara, archer drains six hit points per round. bush (rare), brown bear, crab spider, dog, New Creatures By night, the valkoinen wanders her territory in the guise of a large white grey wolf, lynx, elk, ghost, hoarfrost There are a number of creatures reindeer with glowing red eyes and in zombie (rare), kratti, moose, owl, owl indigenous or unique to the Autuasmaa search of her favored prey, men. In bear, rabbit, red fox, robber fly, squirrel, and surrounding lands, including the combat the valkoinen will try to kick and skeleton, valkoinen, wild boar, valkoinen, a curse-originated were- gore, closing in to bite only if the wolverine, crone of chaos reindeer; hoarfrost animates and zombies, opponent gets too close. When faced Itämaa: ajattara, brown bear, polar the undead beasts of Tuonela; the kratti, a with multiple opponents, the preferred bear (uncommon), crane, frost giant miserly banshee; and finally the Rimal target will always be the male with the (rare), giant dragonfly, ghost, ghostly Hag herself. highest Charisma. If an opponent is horde, giant and normal beaver, giant overpowered, the valkoinen will seek to serpentweed, insect swarm, kratti, moose, Valkoinen (White Reindeer) flee with her future meal, rather than northern pike, osprey, perch, rabbit, AC 1 continue fighting any remaining salmon, skeleton, swan, crone of chaos, HD 10*** opponents. wychglow, white dragonfly (summer Move 240’(80’) The valkoinen is immune to sleep, only) Attacks 2 kicks or 1 gore charm, and hold spells, and may only be Lakes: giant and normal beaver, of 1 bite hit by magical weapons. When injured, salmon, perch, northern pike, Kaarjalan Damage 1d6/1d6 or 1d10 she regenerates two hit points per round. ringed seal, swan, weed eel or 2d6 The spirit of the woman cursed as a Raatovaraat Mountains: cave No. Appearing 1 (1) valkoinen can be freed through the death bear, frost salamander, cougar, ghostly Save As MU10 of the creature, killing the noaide who horde, golden eagle, human (Vaarana, Morale 10 directed her to the cursed siedi, or forcing Shonak), lupin (rare), lynx, mountain Treasure Type Nil them to lift the curse, or through a wish hare, snow ape, white dragon, frost giant, Intelligence High (16) or remove curse (cast by a spellcaster of mek, white dragonfly Alignment Chaotic 20th level or higher). XP Value 3250 Everwinter Lands: ajattara, arctic According to the rules governing the Habitat Woods, swamp fox, arctic hare, arctic wolf, bumblebee curse, there can only be one valkoinen at and giant arctic bee (summer only), frost any given time. Should she be killed, or Monster Type: Lycanthrope (Unique) giant, frost salamander, ghost, ghostly if the curse is lifted, the dark noaide will The valkoinen is created whenever a horde, goblin, human (Shonak, Vaarana), know of it instantly and immediately set woman, on the advice of a noaid, makes ice wolf, kratti, lemming, owl, reindeer about creating another beast. The only a sacrifice at certain siedi (Vaarana holy (summer only), white dragon, skeleton, way to end the curse forever would be to sites) in order to secure the love of a man. spectre, wooly mammoth, yowler, locate and destroy (or properly sanctify) Unknownst to her, such a noaid is in zombie, crone of chaos, mek, white all of the cursed siedi, and break the league with dark spirits, furthering their dragonfly (summer only), polar bear circle of dark noaide.

24

CREATURES of the AUTUASMAA

Hoarfrost Animate Hoarfrost Zombie Kratti AC 5 AC 7 AC -1 HD 1*-4* HD 3* HD 4** Move 90’(30’) Move 60’(20’) Move 180’(60’) Attacks 1 bite, 2 claws, Attacks 1 touch Attacks 1 touch or 1 1 gore or 1 kick Damage 2d4 + stun scream Damage 1d6, 1d3/1d3, No. Appearing 1-3 (1-8) Damage 1d6 + stun 1d8 or Save As F4 No. Appearing 1 (1) 1d4+disease Morale 12 Save As MU5 No. Appearing 1 (1-4) Treasure Type Nil Morale 8 Save As F1-F4 Intelligence Low (6) Treasure Type C Morale 12 Alignment Chaotic Intelligence Low (6) Treasure Type Nil XP Value 50 Alignment Chaotic Intelligence Low (6) Habitat Woods, swamp XP Value 175 Alignment Chaotic Habitat Woods, swamp, XP Value 13, 25, 50 or 125 Monster Type: Undead (Rare) plains Habitat Woods, swamp Hoarfrost zombies are the animated remains of people who perished in the Monster Type: Undead (Rare) Monster Type: Undead (Rare) region of Tuonela. They are blackened Kratti are a form of non-corporeal Whenever an animal dies in Tuonela, from frostbite with leathery, partially undead that haunt barrows, tombs, and the ambient negative energies produced mummified skin, but otherwise look the any other burial site where the occupant by the Rimal Hag’s influence animate the same as they did in life. was so covetous in life that he or she carcass within 24 hours. The result is a Normally they wander aimlessly refused to be parted with their wealth in hoarfrost animate, an undead beast that throughout the realm of Tuonela and death. It should be noted that they are behaves in much the same manner as it regions that border it, but should they not the spirit of the deceased per se; but did in life – predators attack and kill encounter a living creature they will their greed personified, cloaked with herbivores, while the latter graze amongst attack instantly. some aspects of their former personality. Tuonela’s dead vegetation. Whenever a Due to their connection to the Rimal Kratti are translucent and vaguely living creature ventures near, however, Hag’s magic, she may use a hoarfrost humanoid in shape, with no discernable they will attack. The creature has one- zombie as her personal eyes and ears facial features aside from a gaping mouth half the hit dice of the live animal (min. simply by mentally locating one of them that runs the width of their heads. 1); saves are adjusted accordingly. – she knows intuitively where all of them This form of undead is strongly tied to Hoarfrost animates use whatever forms are at all times – and concentrating for the wealth they valued so much in life; of attack would be available to it in life – one round; after which she will see and they will not venture, on average, more bears bite or claw their opponents, deer hear through the zombie. While doing than a thousand yards from their lair. and elk kick, etc. Most focus on the so, the Rimal Hag may still conduct her Should a trespasser enter their domain, a nearest opponent, but they are intelligent normal activities. However, if she kratti will withdraw to the darkest corner enough to shift their attacks elsewhere if concentrates fully on the task, she may or enter the vessel containing its mortal necessary. Unlike living animals, these speak through the zombie’s vocal chords remains and wait. If any move is made to creatures will fight until destroyed. In (if it possesses any), and direct its actions disturb the contents of the tomb, it will addition to standard undead immunities, like a puppetmaster. try to surprise its opponent. they are immune to cold-based attacks, In combat, hoarfrost zombies will touch In combat, a kratti will try to stun its but take full damage from fire. an opponent. If successful, the intense opponent with a piercing scream (save In addition to regular damage, there is a coldness inflicts 2d4 damage, and stuns vs. Paralysis or be stunned for 1d6 50% chance that any injury sustained the victim for 1d4 rounds. If the Rimal rounds), after which it will strike, with from an attack will become infected, Hag is directing a zombie, it may use any each successful hit inflicting 1d6 damage. draining one point of Constitution and weapons or other equipment still carried If confronted by several opponents, it Strength per day. Should either attribute – attacks are rolled as though made by a will focus on those who remain fall to zero, the victim dies only to rise as 36th level magic user. unstunned after its initial scream. Should a hoarfrost zombie within 24 hours. The Like hoarfrost animates, hoarfrost it be reduced to 50% or less of its hit infection may be cured magically (as a zombies are immune to cold-based points, it will scream again. disease or curse). Alternatively a skilled attacks, but take full damage from fire. The kratti is incorporeal, capable of noaid (9th+) may prepare a natural passing through solid barriers. It may antidote – gathering the ingredients and only be hit by magical or silver weapons. preparing the mixture takes 1d4 days.

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CREATURES of the AUTUASMAA The Rimal Hag Whenever possible, she avoids direct Native Names AC 2 confrontation, preferring to work through Aave, Haamu or Kummitus: ghost, HD 36******* proxies – either undead pawns or people apparition, phantom, or spectre Move 90’(30’) brought under her control. Ahma: wolverine Attacks Touch/gaze, or If the Rimal Hag is not casting a spell Ajattara: vadātājs (see Gaz F6) one spell during a round of combat, she may touch Akka, Haahka or Harppu: hag Damage 3d6/special, or one opponent and gaze at that target or Ankerias: eel by spell another each round. Haltija: fairy, gnome, or spirit No. Appearing 1 (1) The touch of the Rimal Hag freezes all Hämähäkki: spider Save As MU36 of the moisture in the body part affected, Hauki: pike Morale 10 inflicting 3d6 damage and stunning the Hiisi: goblin Treasure Type See Below victim with pain (1d6 rounds). She may Hirvi: elk or moose Intelligence Genius (19) continue inflicting damage on a person in Hirviö or Epäsikiö: monster Alignment Chaotic this way simply by retaining her grip on Ilves: lynx XP Value 46,500 her opponent. Individuals who perish Jättiläinen: giant from this freezing will rise in the next Joutsen: swan (protected by the gods) The Rimal Hag was once a Saamari day as undead servants of the Rimal Hag. Kakkiainen: a nocturnal leprechaun or sorceress of great power in the lost realm Once per round, the Rimal Hag may spirit who appears in one’s dreams to of Isanmaa. Then named Lovaara, she also gaze at an opponent. The victim reveal the location of treasure was among the most skilled of the rune must make a saving throw vs. Kani: rabbit mages in the arts of elementalism and Petrification with a -4 penalty or be Karhu: bear planar magics, but she was not content partially frozen by a wave of intense cold Karju: boar with the acclaim she received and wanted (treat as affected by a slow spell for 1d6 Kehikko, Kehys or Luuranko: skeleton a land of her own to rule. An entropic turns). Opponents who attempt to avoid Keisari: griffon (archaic) emissary taught the sorceress wondrous this by not looking at the Rimal Hag Kettu or Repo: fox secrets in exchange for her loyalty. suffer a -4 penalty to all attacks. Unlike a Kissa: cat Among the secrets gleaned were the arts medusa, the Rimal Hag is immune to the Koira: dog of (Nithian) necromancy. Lovaara made effects of her own gaze should opponents Koirankuonolainen: kobold a bid to control Isanmaa, but she was seek to reflect it. Kokko: arctic roc ultimately undone by the actions of The Rimal Hag has a vast repertoire of Kotka: eagle, artic roc Lemminkainen and other Saamari and spells at her disposal. Referees may Kratti: banshee (guarding treasures) Vaarana heroes. assume that she has access to every Leijona or Jalopeura: lion Left forgotten by the people of Isanmaa magic-user spell in the any standard rule Lupinkoiranlainen: lupin and their descendants, Lovaara vowed set (e.g., the Rules Cyclopedia), and Lohi: salmon vengeance against her former kinsmen. It others so desired. Lohikäärme: dragon took her many centuries to locate the The Rimal Hag is immune to all spells Majava: beaver Saamari – for they moved according to – clerical, druidic, and magical – up to 4h Mammutti: mammoth the great path set forth by Lemminkainen level, and cannot be feebleminded or slain Mehiläinen: bee – but Lovaara located them and by death spells. Spells that inflict cold Menninkäinen: earth elemental established her own territory near their damage instead will heal her, up to her Mörkö: bugbear, bogey, spook new home, Kaarjala. She has spent the maximum hit points; however, fire-based Näkki: a malevolent spirit or dryad-like following centuries rebuilding her attacks inflict full damage. creature of pools and streams; mostly magical might. The time to unleash her The Rimal Hag is an adversary that the males (cf. drowned maidens; Gaz F7). fury is nigh, and if successful, she will player characters should learn about only Noita: sorcerer remake the north in her own image. later on in their adventuring careers, and Noita-akka: crone of chaos or witch Once a tall, pleasant-looking woman, one that they should not encounter until Norppa: ringed seal with blond hair and amber eyes, Lovaara they are of very high level. Paholainen: fiend now resembles a withered corpse caked If encountered outside of her lair, she Päiväkorento: dragonfly with frost. The ancient injuries she will be carrying 2d4 magic items of the Pässi or Lammas: sheep sustained from the Isanmaa heroes and referee’s choice. Inside her lair, the Peikko: hobgoblin the subsequent exposure to unwholesome Rimal Hag possesses another 5d8 magic Pöllö or Tarhapöllö: owl magics have corrupted her into a parody items, plus coins, gems, and jewelry Poro: reindeer of what she once was. Despite her given under Treasure Type H. Her lair Rallattaa: troll appearance, the Rimal Hag is not undead, contains many magical traps and is filled Susi: wolf but is a mortal who has prolonged her life with powerful servants – both living and Tonttu: brownie or imp with powerful magic. undead. Vampyyri: vampire

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ARTIFACTS, TREASURES, and HIDDEN PLACES The Great Sampo permanent after one month, after which Other Magical Items (Lesser artifact: Matter, neutral) reaction rolls with dwarves and gnomes Voimavyö: This is a girdle of power will receive a +1 bonus, but encounters that grants its wearer Strength 17 and Ilmarinen’s greatest work is a 100-foot with druids, noaide, and elves and similar mental powers such as clairvoyance, tall post mill built atop a two-story races receive a -2 penalty. ESP, and mind blank. roundhouse – all of which is built of solid In addition, elvish and druidic magic The original Voimavyö was a silver and granite. The fan blades and tower rotate will have a 15% chance of failure when gold girdle made by Ilmarinen while he automatically to face the prevailing winds cast around anyone who has spent more resided in Isanmaa. This device also and are supported by a glowing, ten foot than two months in the Great Sampo. protected against charm, sleep, fear, and thick rod of iron embedded deep into the This effect is permanent, and once known feeblemind spells. ground. The roundhouse protects the reactions from the affected groups are support pillar and functions as a storage penalized an additional -2. Animals, too, Umpiputki: An umpiputki is a area for the Great Sampo’s products. sense the person's growing disconnect hollow bronze tube that clips onto a The entrance to the roundhouse is with nature and are unfriendly or hostile. person’s girdle or belt. These items are flanked by statues – actually 20 HD believed to be gifts from the Great bronze golems – of Lemminkainen and Penalties: The spell-like powers draw Powers above. In fact, they are remnants Vainamoinen. The statues activate when their strength from the user. Create food of ancient Blackmoor’s technomancy and anyone intending to damage the Sampo and water reduces the user’s Constitution machinery that retain magical energy. draws near. The main level of the by two for one hour; all other spell-like These devices have various degrees of roundhouse contains a number of store powers drain one point. Should one’s healing power or, more rarely, some rooms and workshops used by senior Constitution score reach zero, he or she other ability. Whenever an umpiputki is clerics of the Church of Kaarjala. The dies instantly, and the artifact consumes found, the referee should roll on the second level is open to the inside of the their spirit (no resurrection possible). following table: tower and contains three large stone bins, Those using any of the Sampo’s above each of which is suspended a workshops must save vs. Spells or d10 Result Charges bronze pipe that vanishes into the Great become compelled to work incessantly 1 Cure light wounds 2d6 Sampo’s workings. for one day (12 hours). At the end of that 2 Cure disease 2d4 day, another save must be made, at -2. 3 Neutralize poison 1d8 Powers: The Great Sampo possesses Or the character must work through the 4 Knock 1d8 the following powers: night at the same feverish pace. This 5 Cure critical wounds 1d6 Create food and water: As per spell, process continues, with each subsequent 6 Levitate 1d6 up to five times daily. save penalized by an additional -2, until 7 Magic missile 1d6 Detect magic: 180' range, at will. the project is finished; the character 8 Cureall 1d3 ESP: As per spell, up to four times makes a save; or he or she literally works 9 Conjure elemental 1d3 daily. themselves to death (fatigue, hunger). 10 Raise Dead 1d2 Dispel evil: As per spell, up to three The Great Sampo's regeneration power will not begin until the project is times daily. Ukonvasara: The Ukonvasara complete. (“Hammer of Ukko”) is a magical war Within 120 feet of the Sampo, magic Additional Features: Anyone inside hammer once wielded by Ukko (Thor) cast by elves, fairies, druids, and noaide the Great Sampo regenerates 1 hp/hr, and during his ancient battles with the giants. has a 20% chance of failure. In addition, any perishable item placed within the This is not Mjolnir, but another, similar wild animals will not willingly come store rooms will not spoil. Mundane weapon. This weapon is truly massive, within one 1,000 feet of the structure, repairs or crafting done in any of the requiring Str18 to wield it. It functions becoming highly agitated and violent if workshops will be automatically as a war hammer +5, +10 against giants. driven to do so. successful; attempts to create enchanted Devotees of Ukko, both clerics and items receive a 10% bonus. laypeople, commonly wear stone amulets Activation and Use: The Sampo’s The Great Sampo produces 100 shaped like a hammer (treat as a holy powers are available for use at any time. pounds of grain per day, 100 pounds of symbol). These amulets purportedly A character learns how to operate one salt per week, and 100 pounds (or 1,000 bestow Ukko’s favor upon the wearer – power each time he completes a project. markkaa) of gold per month. Only and by extension offer some protection

Ilmarinen himself may alter this output. from his legendary wrath. When crafted Destruction: The Sampo will shut by a cleric of Ukko, such items provide a down if its central mechanisms are Handicaps: Anyone who resides +1 bonus to saving throws against touched by an incarnation of Hel, or if the within or uses the Great Sampo becomes magical and mundane lightning. central pillar of iron is ever struck by the increasingly driven to build and invent. This change of personality becomes Ice Scepter of Pohjola.

27

ARTIFACTS, TREASURES, and HIDDEN PLACES Ilmarinen’s Automaton temporary gate into Pojaara. After their a rudimentary awareness and appears The Great Smith Ilmarinen crafted the time of rest had ended, they were where it can do the greatest good. Once Automaton as a duplicate of the Maiden released into the Borean Valley, from entered, the portal closes; although there of Pojaara, the fey enchantress with which they made their way east along a is always at least one open portal between whom he had fallen in love. The object marked trail, crossing the Icereach Range Pojaara and Mystara at any given time. is a golem formed of gold and silver and at the end near the Winter Peaks. Even Thus, a person could pass through shaped such that there are no visible the Vaarana were turned around, heading Pojaara and unknowingly reappear on seams – it literally resembles a beautiful through a maze of valleys before Mystara thousands of miles away young woman with golden skin, emerald emerging north of the Icereach Range. There is a single structure in Pojaara. eyes, and silver hair. The Automaton The current inhabitants are mixture of The Maiden’s hall is a great longhouse was physically perfect in every way, but semi-nomadic western Shonak tribes and constructed of living pine trees. Like it lacked a heart and soul and thus could Borean humanoids who often work Pojaara itself, the hall is not tied to a never truly replace the Maiden. together against that region’s far-ranging static location. It is comfortably In rescuing the Isanmaan prince, Lowland Roags. The ruins of Kuusamo appointed and always clean, and can Vainamoinen, the Automaton killed the and a handful of other towns have been accommodate up to 100 people. In Maiden, and Ilmarinen has never been overtaken by wilderness, such that only a addition, the hall is blessed with a stasis able to touch his creation again, hiding it thorough search could find any traces of field that halts the progress of poisons until the Saamari needed it once more. lasting habitation. Nevertheless, much and illnesses as long as the afflicted The Automaton is currently located in was left behind and remains to be person remains within its walls. Any one of Ilmarinen’s secret workshops discovered. damage done to the hall, or to the forests, somewhere in Kaarjala, where it awaits is instantly regenerated. the time when it will be needed once Kainuu In addition to the attributes listed more to help protect Ilmarinen’s people. Although the earliest tales make no above, the Maiden was capable of sealing It is possible, however, to encounter it in explicit mention of Kainuu, Kaarjalan Pojaara off from the Prime Plane entirely the wilderness. folklore states that Mikko and his people and controlling where the portals opened. [Note: For the Automaton as an Artifact, came to Isanmaa from “a great valley far The means to do so are secreted away see the Master’s Set – Ed.] to the west”. Locations along the Borean somewhere in the realm, as are clues to Tier were erased over the centuries, but the Maiden’s lost Ice Scepter. Isanmaa the odd relic appears now and again in Kaarjalan lore is filled with the exploits the nations of West Haven, Taralon, and Saivo (The Spirit Realm) of Lemminkainen and Vainamoinen, as Snowden. It is conceivable that some of Saivo is the Vaarana name for the well as a host of lesser heroes, who Ilmarinen’s early works survived and Underworld, which is ruled by Jabb- performed great deeds for Isanmaa. The may lie undisturbed. meaaakka (Hel). It is an exact replica of greatest story, recounted in the player’s the living world; but the lakes and oceans section, is that of the rise and fall of Pojaara are as still as a pond, and the sky is pitch Isanmaa and its people. The loss of the Pojaara is a fairy-realm (cf. Dreamland, black. Illumination comes from a faint old homeland, and the great trek in search Gaz5, PC1) that was originally ruled by luminescence that permeates everything. of a new home, is the subject of many the Maiden, a powerful northern sidhe. It The souls of the deceased dwell here songs, and played a strong role in the was a refuge to many fairy-kin during the for a time before reincarnating or moving formation of the Kaarjalans’ psyche. early years after the Great Rain of Fire. on to other realms. Some souls, however, Even today, the sense of loss is there – Pojaara takes the form of a lush, choose to remain, and spirits with evil more so because the nature of the forested valley always in late spring. leanings have been known to prey on Saamari’s journey through Pojaara Roughly oval-shaped, its precise size is mortal visitors. ensured that no one knew where they determined by the number of people Visitors’ perceptions are colored by emerged. No one knows exactly where occupying it at any given time – it is their own life experiences and Isanmaa was located; there is only a always large enough to accommodate its personality, which modify the terrain in sense that it lay somewhere west of the inhabitants comfortably, with enough subtle – and occasionally terrifying – Icereach Range. Most of those who food in the form of game, berries, and ways. Resident spirits can also searched for it headed due west, and roots to keep them satisfied. Only spells manipulate how people perceive their found nothing. of 3rd level or less may be cast here. surroundings. Due to their affinity Isanmaa existed north of the modern Pojaara is accessed by portals that towards spirits, noaide are capable of Western Alliance (Gaz F5) in territory resemble mountain passes, caves, or gaps viewing Saivo as it truly appears; thus, marked as Shonak Tribelands. The route in hills. These portals appear all over they are immune to any illusions created taken by the Saamari led north into the northeastern Brun, usually whenever by malevolent spirits. While there they western Icereach and through a sanctuary is needed – the realm possesses may also view past or future events (at the referee’s discretion).

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ADVENTURES

What follows is a broad story arc that Yrgun on the Rampage: The goods. When local authorities discover introduces Kaarjala as a campaign setting characters’ efforts spur the Yrgun to the items, the characters find themselves and involves players in a meta-plotline mount a campaign to claim the facing Kaarjan justice or indebted to the that could impact the entire far north. Raatovaraat Hills, and any mineral jail-busting gang. The overall plot is compatible with that wealth, for themselves. The soldiers of City vs. Country: The characters presented in Gaz F6 The Amber Shores of Uusimaa have faced the goblins many are bewildered by the economic hardship, Littonia. times before, but the addition of tributary crime, and various religious, ethnic and The scenarios and arcs are optional and goblin tribes and extra ice trolls shift the cultural tensions of Kaarjala. Will the many could be run individually or in odds in the attackers’ favor. Uusimaa’s characters try to distance themselves another order. They have been designed commanders need the characters to serve from the many fault lines in Kaarjan with native characters in mind, but it is as scouts and infiltrators, possibly society, or will they begin to fall into one possible to use them with foreign-born venturing deep behind enemy lines to camp or another? Or could they be lured parties as well. The level suggestions can disrupt the attack. Should the party help away to Littonia and places even further a be modified to suit your own needs. the Uusimaa forces defeat the Yrgun, it field. will have earned the gratitude of the The Living Dead: Iiro dispatches Heroes in the Making Saarela family. Failure, meanwhile, the characters to the southern marches (Levels 1-4) entails a dangerous refugee migration as near the border with Tuonela, where they the Yrgun solidify their hold in the west. This introductory arc familiarizes the must follow up on reports of undead. The players with Kaarjala as a campaign danger is real but rigged, for the Rimal setting through a variety of adventuring Foul Business in Kaarja Hag has moved only a small number of opportunities. At this stage, the (Levels 5-9) hoarfrost creatures to the area – enough to challenge the party, but not kill them. characters will not be involved in any of The characters have begun to rise to the major plotlines, but they can begin to prominence in Kaarjala; their reputation Rescue Mission: Fresh on the heels acquire reputations as rising heroes. colored – for good or for ill – by the of their first assignment, the characters Shonak Raid: Shonak warriors have defense of Uusimaa. A number of nobles receive word that a young noble has been increasing the intensity of their raids and factions at court are already working disappeared while hunting in the south. in Uusimaa, destroying a number of to enmesh the party in various plots. To rescue him, they must venture deeper homesteads and murdering several The characters receive an invitation to into accursed Tuonela in another of the families. Local Vaarana clans are with present themselves at the court of King Rimal Hag’s tests. Alert characters will their reindeer herds in the Everwinter Kaarlo in Kaarja, likely their first visit to realize that the undead’s organized Lands, and the local militia has their the capital which provides a measure of behavior is indicative of a commanding hands full already. The characters must culture shock. Thieves are thick on the presence. heed the call for heroes and convince the ground, as are wily townsfolk and sell- Peeling the Onion: Iiro deflects Shonaks to return to their own lands. swords from half a dozen nations the suspicions over the undead onto the Lost Treasure: While pursuing the characters have likely never heard of. Followers of the Forge. The characters Shonaks along the northern fringes of the Many quick one-off adventures are quickly find this group is a hard kingdom, the characters find a number of possible here; some are suggested below. organization to penetrate. In a scenario odd hills – burial mounds erected for Iiro Juhala, the king’s advisor, emphasizing good roleplaying, the party long-dead Saamari chieftains, or even summons the characters, ostensibly to may gain the trust of a cell and, in so heroes from other, now-forgotten interview them as potential champions of doing, learn that there is more to the cultures. With their mission complete, the king. He presents himself as a group than demonstrations and the party is free to explore these ancient protective, fatherly figure who can shield vandalism. A thorough party should tombs; but they will have to contend with the characters from the intrigues at court, conclude that the Followers have no its supernatural guardians. and it may be some time before they connection with the undead activity, and some characters might end up Save the Dwarves!: At Kreivitär realize where Iiro’s loyalties truly rest. sympathizing with the suppressed Meeri Saarela’s invitation, dwarven In truth, he wishes to set them up as Followers. Although Iiro will quietly prospectors have begun exploring the pawns to advance his own plans – and bury any report the characters make, the Raatovaraat Hills in the Uusimaa, but those of the Rimal Hag – to steer King strands of broader plots are there for the they now fall prey to local hazards, Kaarlo Taavinen into embarking on party to ponder. including far-ranging ice trolls and the aggressive military campaigns that will ever-present Yrgun. The Kreivitär hires weaken the Kaarjalan army, and set the the party to make their way to the remote stage for a takeover. prospecting camps and either offer Useful Idiots: One of the local protection or rescue any abducted gangs decides to use the unsuspecting dwarves before it is too late. rural characters as mules to fence stolen

29

ADVENTURES Kaarjala On The March If reached in time, King Kaarlo will Rise of the Shonaks: Word of (Levels 10-13) summon Iiro and make him respond to Kaarjalan aggression in Itämaa spread to any accusations. Iiro himself lays the Shonak. Appearing as Torngasuk (a Acclimating to the machinations of the charges against the characters, and those Shonak sky deity), the Rimal Hag incites court of Kaarja, the party has attracted as found guilty face execution for treason in several Shonak tribes to unite and march patrons one or more of the minor nobles. what is the party’s most dangerous south on their enemies. If Kaarjalan Depending on how they have acquitted roleplaying encounter. Played correctly forces are spread thin, much of the themselves thus far, one or more of the and supported by evidence, the king may northern dominions are imperiled. Even characters is eligible to receive a land even disband the campaign, but this if the Itämaan war was averted, the grant, title, or other reward. carries risks, too, for the king’s political Shonak are still formidable and brush Their erstwhile patron, Iiro, has opponents will seize the opportunity to aside the Vaarana. The defense and determined that the characters are too portray him as indecisive and impulsive. coordination of the kingdom is in the perceptive (if successful and not Greater Kaarjala?: If the hands of the characters. corruptible) or hopelessly incompetent (if characters failed to make their case, but The not). To remove them, he presents Summoning the Yrgun: fended off Iiro’s accusations, the King information to the king alleging that Rimal Hag duplicates her success with remains unconvinced by either side and Shonak raiders are active in Itämaa. The the Shonaks, this time appearing before continues to march on Itämaa to king, having been fed a steady diet of Yrgun shamans. The warriors of Goblin determine the truth for himself. The misinformation for several years, is King Shigath open a second (or third) locals see the move as an invasion and convinced that Kaarjala must take over front for Kaarjala. Should Kaarjala show mount pre-emptive attacks. Within Itämaa. Absorbing the region would also itself too resilient, the Rimal Hag could weeks, Itämaa is a giant battlefield, with grant Kaarjala direct access to the sea, open up yet another front, attacking from Västeränga under siege. With the war and the promise of new lands has quieted Tuonela. Beset from all sides, Kaarjala commenced, the characters must decide even the king’s staunchest opponents. faces its darkest hour since the nation’s whether to see the kingdom victorious. Iiro’s assignment will remove the party founding. Further complicating matters, Unless the characters can defuse from Kaarjala while the Kaarjalan army representatives of King Ericall of Alpha tensions, the fighting weakens the army, musters. Little do they know, he has could offer an alliance for the price of and many troops are billeted throughout hired several parties of thugs to ensure submission. Itämaa to maintain order for years to they never complete their journey. Cleaning the Mess: In the come. The Vanguard: Iiro reports that aftermath of multiple wars, Kaarjala With the kingdom’s attention diverted, large numbers of Shonak warriors are looks to rebuild – assuming it survived. the Rimal Hag makes her move (see massing in the east and sends the party to The characters are asked to investigate below), and as Kaarjala now has access Itämaa to locate their camps. His spies these unusually coordinated attacks – a to the sea, Qeodhar begins to take an shadow the party as it encounters wild process that could take some time. interest in this new coastal player. animals and bandits with increasing Gáddjá points to unallied Vaarana clans frequency. in the far west beyond the Yrgun lands and the hunting grounds of the ice trolls. A Visit to Itämaa: The party enters A Shadow Spreads From these clans, the characters can learn the sparsely-inhabited region of Itämaa. Northwards (Levels 11-15) of ancient legends about an eternal witch, Instead of thousands of hostile warriors, Regardless of whether the characters cold as death, and of great power. they find a few humanoid bands and a averted the war between Kaarjala and The handful of neutral or friendly settlements. Itämaa, Gáddjá of the Roaring River Meeting the Natives: If they turn back to Kaarjala to report seeks them out, telling them that they are characters reach the lands of the unallied something amiss, the thugs make the heroes that Kaarjala desperately Vaarana as they are being attacked by repeated ambushes until Rovaniemi, needs, but they are woefully unprepared what appears to be several western where the Kaarjalan army has massed. for what has been set in their path, Shonak tribes under the command of a large white dragon. From the noaide of A Traitor Unmasked: Surviving referring to it as “the cold one that is not rescued clans, the characters can learn characters, armed with information dead”. Gáddjá becomes the characters’ historical details now forgotten by gleaned from their would-be assassins, new mentor, offering cryptic advice Kaarjala – including those of the can report the inaccuracy of a Shonak based on messages received from Saivo. campaign against Lovaara and the invasion. Unfortunately, King Kaarlo Depending on the resolution of the trial resulting flight from Isanmaa. The party and the army are already on the march to with Iiro, many of the characters now are is directed to seek further answers in the end the false threat and bring glory to the likely minor nobles with estates along the south, “where the Northmen range”. The nation. Whether implicated or not, Iiro northern or southern fringes, or possibly path is not so simple, and they will be will do everything in his power to stall in newly-conquered Itämaa. beset by vengeful noaide of lost clans the party and prevent their Alternatively, they could be outlaws and dark noaide serving their own communication with the King. working to save an unwelcoming nation. agendas.

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ADVENTURES On to Viaskaland: The characters some light raiding of their own. Also the A Fragile Peace make their way south to the lands of the Itämaans attempt an uprising (possibly (Levels 26-30) Viaskoda, who are currently at peace with Qeodhan aid), and raiders could With the last of the great battles ended, with the southern Vaarana. Word of their strike eastern Kaarjala. a war-ravaged Kaarjala begins to enjoy a deeds precedes them, and the party is At the Court of King Karlis: period of relative calm. The giants of accosted by several Viaskodan chiefs Unfortunately, Littonia is facing Frosthaven are in retreat, and the demanding their aid in quelling the challenges of its own, and can send only potential ambitions of the Shonaks, the restless dead. The choice is theirs: risk a fraction of the needed soldiers. The Yrgun, and Qeodhar have been checked time and lives on an apparent side quest – characters must return to Kaarja with the for the moment, while the characters’ but with the gain of allies – or continue Littonians, possibly picking up shaky coalition has either fallen into forth, angering the Viaskodans. Viaskodan volunteers along the way. disrepair or matured and come into its By noaide [Note: Kaarjalans could also participate Let Them Sleep: own. As the north tries to rebuild, the in the Littonian arcs “The Secret of divinations or Viaskodan clues, the party Rimal Hag prepares for her final bid to Saldus” and “Into the North” at this time heads to the ancient battleground of seize power. Saltborg. Amid the rising dead, one of – Ed.] Not So Noble Intentions: In the the burial mounds grants access to a vast Tough Negotiations: Bad blood war’s aftermath, many of the estates of underground complex whose denizens – exists between the Northmen and the Kaarjala are left vacant. While King living and dead – are directed by a Littonians, and only deft roleplaying can Kaarlo (or his successor) tries to restore powerful pawn of the Rimal Hag. mediate differences between the two order, ambitious nobles seize the Survive and succeed, the party will have groups and hold the alliance together. opportunity to expand their holdings or not only eliminated a major gathering Additionally, the people of Itämaa need eliminate rivals – including the threat but also found evidence that the to be convinced to lay aside their distrust characters. intelligent force behind Kaarjala’s of Kaarjala to face the giants. Contest for the Throne: If King troubles emanates from Tuonela. Driving a Wedge: The Rimal Hag Kaarlo fell in battle, the succession may seeks to split the fragile northern alliance be contested. The impulsive and brash asunder. Her network of agents plays The Northern Alliance Tuomo is heir to the throne, but his claim against the natural distrust between the (Levels 16-25) may be contested if he did not acquit different groups, while waves of undead The actions of the party have formed himself admirably in battle. Powerful and other monsters plague their alliances – or hostilities – among the nobles, such as Meeri Saarela and territories. If she succeeds, only Littonia distant Vaarana and the Viaskoda. If Rasmus Varvikko, would throw their and Kaarjala will be left to stand against they have truly distinguished themselves, support behind his younger brother, her. King Kaarlo may even appoint them as Niklas (whether he wishes it or not). As his official representatives to these The Battle for Kaarjala: What sides are drawn, the characters must chart groups. The Kingdom’s borders are remains of the Northern Alliance must their own course – take to arms for one of secure for the moment, but tensions meet the army of the frost giants and the contenders, prevent the incipient civil remain. With her forces largely in check, other monsters making inroads into war, or declare neutrality and a frustrated Rimal Hag turns her full Kaarjala. Depending on the scale of the independence. attention towards the characters that have conflict, the past actions of the party and been disrupting her plans. power brokers, and general awareness of Kaarjala, other nations of Norwold may The Final Battle Giants On the March!: The Rimal be drawn into the war. Alpha and (Level 31-36) Hag has managed to rouse the giants of Qeodhar will likely become involved at The final campaign arc culminates in a Frosthaven and enticed them to rampage least peripherally, and the hiring halls of final confrontation with the Rimal Hag, and reestablish the ancient Kingdom of Oceansend could provide a sizeable – if with the entirety of the north at stake. Nordenheim, which once held sway over expensive – advantage. This links directly with the final much of the territory above the Great campaign set in Littonia. Bay. Kaarjala’s northern defenses are The Home Front: Although they It has been some years since the War of sorely tested, and many giants break are unconnected to the machinations of the Northern Alliance and its aftermath. through to wreak considerable havoc. the Rimal Hag, the activities of the Kaarjala – or its successor states - is hale Characters will have their hands full Followers of the Forge, the Amber and prosperous once more. During the defending their dominions, aiding their Brotherhood, and other groups rear up. intervening years, the Rimal Hag allies, and making the perilous journey to Will the preoccupied characters see this acquired the Ice Scepter of Pohjola, a Gaudavpils to seek Littonian aid. as yet another element in the master plan of their still-unknown foe and become device which could debilitate the Great Scores to Settle: While the frost distracted? Sampo. Lovaara believes she can harness giants are rampaging, the Shonaks and the resulting loosed energies to empower Yrgun seize the opportunity to conduct herself.

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ADVENTURES

The Great Silence: Agents of the Failure, however, means that the Rimal the conflict that pitted Glantri, Thyatis, Hag smuggled the Ice Scepter into the Hag’s reach slowly expands outward, and the Heldannic Knights against Sampo and struck its central shaft, extending beyond the Great Bay. Even in Alphatia during 1004-1009 AC – could causing the mill to shut down. Within defeat, surviving characters must honor easily turn north and sweep up not only hours local temperatures fall and mass their deal and seek to restore the Maiden. Alpha but also Kaarjala. The War of the panic strikes throughout the country. The Crown (CM1 Test of the Warlords) is one characters are summoned to Kaarja and Further Adventures possible way of conducting this local charged (or pleaded) with to save the Campaigning in Kaarjala is not limited struggle. The Almanacs (Poor Wizard’s, freezing nation, but the path they choose to the meta-plot outlined above; nor must Joshuan’s, and fan-created Mystaran) is their own. it end after the fateful confrontation with continue a post-Wrath story as the To Commune with a Maiden: If the Rimal Hag. Below are a number of Heldannic Knights seek dominion over consulted, Gáddjá (or someone else) additional hooks for use while Norwold. suggests heading west in search of the campaigning in the north. The Halfling Way: The shortfolk of legendary realm of Pojaara. Using In Search of Isanmaa: Over the Leeha would like to begin trade and inn cryptic clues and their own ingenuity, the course of the characters’ adventures, they operations with the Kaarjalans, but party must uncover one of the realm’s come across information leading them to efforts are hampered by a lack of over- hidden gates. There the reawakened spirit the lost Kingdom of Isanmaa [cf. To land connections. Working together, of the Maiden has supernatural wisdom Commune with a Maiden]. They must Leeha and Kaarjala must pacify the area that comes at a price – the restoration of follow the beacons laid down by between the Plain of Skulls and her life once their quest is complete. Lemminkainen across hundreds of miles Viaskaland, but how will Alpha react to The Wilds of Isanmaa: Assuming of humanoid-held terrain. Signs of this partnership? the party agreed to the Maiden’s terms, ancient habitation are rare, but the ruins The Scourge of Norzee: Baron they were pointed to ancient Isanmaa and of Kuusamo and other settlements do still Norlan of Qeodhar has decided that told to retrieve an item where Lemmin- exist. acquiring Itämaa could strengthen his kainen and his band held off Lovaara’s On to Kainuu: Similarly, the position and further his political legions. They must contend with local characters might unearth the origin of ambitions. Using cod fisheries as an humanoids and other monsters, while their ancestors and trek to the eastern excuse, Qeodhar declares war. From looking for the treasure and learning the Borean Valley. naval engagements to assaults by name of their implacable foe. Dealing with Frosthaven: The marines, the Itämaans and their Littonian Into the Frozen Wastes: A king and his allies have decided that the neighbors could be hard pressed. weary party returns to Kaarja. Noaide frost giants should be dealt with once and Minrothaddans, who often hire out signs reveal the frozen bogs of Tuonela, for all, and order a targeted attack on transport to Qeodhar, could be caught in where the Rimal Hag as held sway for Frosthaven. Low-level characters are the middle of this conflict. This can be many centuries. The characters, familiar part of the force, while higher level ones conducted irrespective of Wrath with the fringes of this blighted land, could be sent to Frosthaven in advance of developments. Neither Alphatia nor any must venture into its midst to reach the the army to identify and/or kill giant successor powers will deign to involve Rimal Hag’s stronghold – a multi-level, leaders. The journey – whether on land or themselves in this provincial affair. As a heavily populated complex whose most by sea – is long and perilous, and the further development, this conflict can powerful guardians were formed by island’s inhabitants are all too ready to directly lead into M1 Into the Maelstrom forgotten magics. fight. As every northern realm is also and M2 Vengeance of Alphaks. Ending the Evil: The Rimal Hag plagued by the frost giants, this scenario Vengeful Immortal: A possible has nearly restored herself to her former could be developed into a full campaign. source for the corruption of the Rimal glory. Face-to-face with this ancient foe, Mysteries of the Far North: The Hag, then known as Lovaara, is the the party must answer an impossible lands of the north hold many surprises infamous Entropic Immortal Thanatos. question: how does one defeat a would- besides the Rimal Hag and her minions. The GazF line holds that Thanatos was be god? There are Blackmoorian ruins to explore, presumed destroyed at the fall of Nithia, Should the characters prevail, they will Nithian sorcerers may have conducted but that his fellow Immortals could never have destroyed an ancient evil and forbidden experiments in this remote truly be sure. In the intervening 1,500 become legendary heroes of the north, region, or perhaps the tombs of several years, the Entropic moved across the but their tasks and burdens are not yet beastman chieftains await discovery. multiverse undetected with only the most done. The Great Sampo must be restored The Great War, the War of the subtle workings (such as the Rimal Hag). The time is nigh for Thanatos’s return for Kaarjala to live again, and what Crown, and the Heldannic (perhaps via the Blood Brethren Trilogy should happen if the Druids’ Council Knights: The events depicted in the HWA1-3 or ) and moves to prevent the re-introduction of Wrath of the Immortals seemingly left he well may choose to “reward” those the climate-changing artifact. The party Norwold untouched. The Great War – must also restore the Maiden of Pojaara. involved in the Rimal Hag’s destruction.

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HISTORY as the KAARJALANS KNOW IT Vaarana Creation Myth There, our people prospered and built a and the Saamari rested for a time and In the beginning there was nothing – great kingdom, aided by the works of forgot their sorrows. dead land and the sky, the domain of Ilmarinen, the greatest of smiths. The After a full generation had passed, a Bieggolmai. One day, Bieggolmai took court at Kuusamo was glorious, and it great pass opened in the east, and our two shovels, and used them to stir the was from there that King Vainamoinen people resumed their trek. The way was wind. He stirred it so much that snow waged his campaigns to bring the hiisi hard, and generations more were born, fell everywhere, covering everything. low. Those foul things did submit to but in time we passed through the great Bieggolmai was so strong that one of his man’s armies, and the reach of Isanmaa mountains and saw before us a vast open shovels broke, and then the wind died was great indeed. Even today, there are plain girded by rivers. There were fish down. In the stillness there came the first many among the hiisi who will not dare and beasts to sustain us, but the land was of our people, and we came out of the speak Vainamoinen's name. cold, and we were unwelcomed by others west to live in a land of snowy fields and But the works of Men are ephemeral who craved our new home – the Shonaks rolling hills. things, and just as the mightiest tree must and the Littonians. But the skies were dark, there were no wither; so, too, did our homeland We did battle with both, slaying the animals, and our people had naught to eat crumble. The will of Lovaara the Ice Littonian king by Isojärvi and driving and clothe themselves. Beaivi took pity Witch – a sorceress of the south – and back the hordes of savage Shonaks. But on us, and lit the Sun to send down warm their own dark desires roused the hiisi, there were so many enemies, and we light from the heavens. The snow melted and they despoiled our lands. Thousands were too few. It was during that dark and formed rivers, flowers, grasses, and died, and many more were driven from time that Ilmarinen came out of the east trees grew in great number; but, although their homes; but the blackest acts were to aid us once more. He gave us many we were now warm, we were still committed at Kuusamo, for it was there great weapons, and taught us much that hungry. Mattarakka, our Mother, rose that the blood of Vainamoinen's line was we had forgotten during the long night of from the earth itself and saw how Her spilled at last. Isanmaa's fall. We prevailed and claimed children suffered. She wept, and filled All would have been lost but for the the Autuasmaa – thus did Kaarjala arise. the world with animals to give it life, and leadership of Lemminkainen, who drew Once our borders were secure, gave us reindeer to feed and clothe us. to his banner all those who still had the Ilmarinen gave us one last gift before So we prospered for many generations, heart to fight. He moved like a hunter – resuming his eternal journeys. For many until we grew so numerous that our seeming to appear in many places at once weeks he worked in secrecy, telling no people filled the land from end to end. – and for a time the north of Isanmaa one of his deeds. Then one day he came We had eaten almost all of the reindeer, remained free of Lovaara's darkness. But to King Risto and proclaimed that the yet still we hungered. So Jabbmeaaakka aside from reclaiming a handful of our Saamari would never again want for food came up from the Underworld and old holdings, much of our homeland or gold, so long as they safeguarded his offered to save us if we would accept her remained within her grip. Still the heroes last gift to his people and stayed true to gift of Death. We accepted, for all things fought on, but many grew sickened by their beliefs. are cyclical, and just as Summer must war, and the noaide counseled Ilmarinen then presented the Great give way to Winter, so must one Lemminkainen to strike while there was Sampo, his last and greatest work, and generation make way for the next if the still hope. then took leave of our people once more. people are to survive. This he did, leading the greatest heroes Ever afterwards, our land was bathed in In this way did our people come to of the Saamari into Lovaara's icy citadel, warmth, and a great forest sprang up inhabit this world, and live as we now do. where they did battle against her and her from the Autuasmaa Plain. foulest acolytes. Many brave souls were In the years since that time, many have The Founding and lost that day, but the Ice Witch was tried to wrest our hard-won lands away brought low, and her citadel shattered. from us. The Shonaks remain on our Fall of Isanmaa But Isanmaa had suffered too much, northern frontier, and have tried many as told by the Saamari and was a dead land ever after. times to drive us away, and the hiisi also circle our kingdom like wolves, waiting At the dawn of time, our people lived in The Long Road to Kaarjala for the moment to strike. But our kings a great river valley filled with lush as told by the Saamari have always been strong, and we have grasses, but ever were we beset by the always been resolute. For, in standing hiisi, who coveted our lands. So it came Our people had no desire to live strong, we keep the light of civilization to be that we were driven forth, and amongst their dead, and they received burning in the north. Mikko, the greatest warrior of the day, counsel from the Automaton – As long as Kaarjala endures, so shall led his people to a new home - a land of Ilmarinen's most wondrous creation – to the North remain free of darkness; but forests and lush valleys that lay in the travel unto the east. This they did, and should our kingdom crumble, a great glaciers' shadow. It was our land, and Lemminkainen led them first to the shadow will settle over all, and it will not thus was it named “Isanmaa.” Realm of Pojaara. Here it was peaceful, be content to rest.

1

CREATING CHARACTERS for KAARJALA Available Kaarjalan Names Saamari Surnames: Aaltonen, Character Classes What follows is a list of appropriate Ahde, Ahokas, Ahtisaari, Alanen, Arajärvi, Asikainen, Asunmaa, All of the standard human classes are names for Kaarjalan characters. This list Eerikäinen, Einiö, Eskelinen, Haanpää, available in Kaarjala. At the referee’s is not exhaustive, and players can opt to Haapakoski, Heikkinen, Hirsjärvi, discretion, characters can be demihuman choose other names. Saamari and Hujanen, Huovinen, Huusko, Hänninen, outsiders. Non-standard options include Vaarana names are based on Finnish and Ihamäki, Iivonen, Ilmonen, Isokoski, low-level druids, and humanoids, while Sami, respectively. Players wishing to Issakainen, Itälä, Jaakonsaari, Jalonen, wise women are acceptable among the have Littonian characters are advised to Jantunen, Jokinen, Juhola, Juntunen, Vaarana and surrounding barbarian consult Gaz F6 for more information. Jylhä, Järvi, Jääskeläinen, Kainulainen, tribes. In addition, there are two new As a rule, the Vaarana use appellations Karhu, Karonen, Kemppainen, Ketola, classes unique to the far north: the in lieu of surnames. These monikers Kivelä, Koistinen, Koskinen, Kunnas, shamanic noaid and the musician-warrior derive from distinguishing physical traits Kurkela, Kuusisto, Laaksonen, kanteleer. (Sussu the White-Haired) or memorable Laatikainen, Lahti, Larivaara, Lauronen, deeds (Sussu the Bear Slayer), and they Lehto, Lilja, Litmanen, Luhtanen, Demographic Options in are always assigned by the head of the household and not the character. Some Makkonen, Markku, Matinsalo, Kaarjala Vaarana living in the settled areas have Muukkonen, Myllylä, Mäki, Naarajärvi, Kaarjala’s is a human population, the adopted the use of Saamari surnames that Narinen, Nenonen, Niemelä, Niinisalo, majority of which are the Saamari. There are popular in their local area. Nurmela, Oikarinen, Outinen, Parviainen, is also a sizeable number of Vaarana. Pekkala, Peltosaari, Petäjä, Pitkänen, Other human ethnicities present include Saamari, Male: Aamos, Aarne, Pohjonen, Poutanen, Puikkonen, Purho, Littonians (mostly Litoniesu, but also Aatos, Ahti, Aki, Akseli, Ari, Arttu, Atte, Pyysalo, Päätalo, Rannisto, Rauhala, Lietuvans), Viaskodans, Known World Aulis, Eemeli, Eero, Eino, Einojuhani, Riikonen, Rintala, Roivas, Ruohonen, adventurers, and – in the future – Erkki, Esko, Hanno, Harri, Heikki, Ruutu, Ryttäri, Saarela, Saari, Saarinen, imperial agents. Shonaks occasionally Hessu, Iiro, Iivari, Ilkka, Ilmari, Jaakko, Saikkonen, Salmi, Savolainen, Seppälä, hunt near the fringes of the kingdom, but Jani, Jarkko, Jere, Jouni, Jukka, Juuso, Sipinen, Soikkeli, Sormunen, Suhonen, due to historical animosities, they receive Kaarle, Kai, Kalervo, Kalle, Kauko, Suntila, Supinen, Tamminen, Tiihonen, a cool reception at best. Kyösti, Lasse, Leevi, Luukas, Markku, Tuomi, Tuuri, Ukkola, Uotinen, Uusitalo, Most Kaarjalans are fighters, but clerics Markus, Martti, Maunu, Miikka, Niklas, Vainikainen, Vainio, Varala, Varvikko, are fairly common. Thieves operate in Niko, Olavi, Olli, Paavo, Pasi, Pekka, Vatanen, Viitala, Viljanen, Vitikka, Kaarja and the other large settlements, Pertti, Pirkka, Raimo, Riku, Risto, Vuoristo, Väänänen, Ylikangas, Ylinen, while druids inhabit the interior forests Samsa, Santeri, Tahvo, Tauno, Teemu, Ylämäki, Yrjänäinen, Yrjönen and exterior wilderness. Conventional Timo, Toivo, Tuomo, Tuukka, Urho, magic-users are largely unknown; the Valtteri, Veikko, Veli, Ville, Väinö, Yrjö Vaarana, Male: Ándá, Ándaras, noaide fill this role. Ánok, Ásllat, Bávval, Beahkká, Biejan, Demihuman characters must come from Saamari, Female: Aamu, Aija, Bierrán, Bierža, Biette, Dure, Eidnár, outside Kaarjala. Those native to Aila, Aino, Aira, Anja, Annika, Anu, Erke, Gárral, Gustu, Hánno, Heaika, Norwold hail from below the Great Bay: Auli, Aune, Eeva, Eliisa, Elina, Essi, Heandarat, Hegon, Hentto, Iissát, Johá, Leeha (halflings), Stormhaven and Heli, Heljä, Helvi, Henna, Henriikka, Jovnna, Juhvo, Juks, Juvvá, Láras, Oceansend (dwarves), and scattered Iida, Iines, Jaana, Jenna, Jonna, Kaari, Lávrrohaš, Mádes, Migil, Mihkku, Nibá, foresthomes (elves). Kaiju, Kaisa, Kati, Katja, Katri, Kerttu, Nilsa, Olet, Ovlá, Peivas, Sabbe, Kirsi, Kyllikki, Laila, Leea, Lempi, Liisi, Sámmol, Uvllá, Vuolát Languages Lyyli, Maarit, Maija, Marja, Marjo, Characters native to Kaarjala speak Meeri, Miia, Mira, Nea, Niina, Noora, Vaarana, Female: Áila, Áillun, Saamari or Vaarsu (the native tongue of Oona, Petra, Piia, Pinja, Pirkko, Päivi, Álehttá, Biret, Birrá, Diinna, Elle, Ello, the Vaarana); however members of other Raija, Riikka, Ronja, Saimi, Sanelma, Evá, Gáddjá, Gáhte, Gáre, Gunná, ethnic groups, e.g. the Litoniesu, oft take Satu, Siiri, Sointu, Sonja, Suoma, Suvi, Gutnel, Ingir, Juksakka, Káre, Láilá, their cultural tongues as first languages. Taija, Taimi, Tellervo, Terhi, Terttu, Lená, Mággá, Máijá, Máret, Neikuts, In descending order, the most common Tove, Tuula, Tuulikki, Tytti, Tyyne, Rávdná, Redá, Risten, Ristiinná, Sárá, secondary tongues are Saamari, Vaarsu, Ulla, Veera, Venla, Virpi Sikká, Sire, Sunná, Sussu and Litoniesu. Characters with additional language slots should choose from these first. [Note: Vaarsu has no written form, but it does make limited use of Antalian- like runes and familial-related markings to denote property ownership. – Ed.]

2

CREATING CHARACTERS for KAARJALA

Social Status Boots, Heavy ...... 20cn...... 5gp (1gp) New Skills Social status affects one’s starting Clothes, Heavy ...30cn...... 8gp Cold Resistance (CON): The wealth. Roll d00 and consult the table Overcoat ...... 15cn...... 15sp character has a greater ability to tolerate below. Vaarana characters should Scarf ...... 1cn...... 15sp colder temperatures, receiving a +1 bonus subtract 20, and foreign-born residents of Head wrap, Hat...3cn...... 3sp to all hypothermia checks. This bonus Kaarjala should re-roll any result less Gloves...... 3cn...... 6sp increases by +1 per additional skill slot. than 51. Skis and Poles.....100cn...... 10gp This skill does not confer the ability to Snowshoes...... 20cn...... 1gp survive arctic environments. Social Wealth % In Reindeer, Meat ...5cn...... 1sp Craft, Duodji (INT): Duodji is the d00 Standing (x10) Goods Bells...... 1cn...... 2sp art of traditional Vaarana handicraft. 01-05 Outcast 3d4 100% Bells, Silver...... 1cn...... 7sp Duodji tools, clothing, and weapons are 06-50 Struggling 3d6 50% Sleigh, Small ...... 1,500cn...... 85gp crafted from materials available in the far 51-85 Commoner 3d8 25% Sleigh, Medium ..4,000cn...... 140gp north (e.g. reindeer antlers, bone, or 86-90 Gentry 5d6 0% Sleigh, Large ...... 5,000cn...... 180gp leather, wood, roots), and they are quite 90-99 Noble’s 5d6* 0% Ribbon, Bolt...... 10cn...... 2gp durable and functional. Although the Household Velvet, Bolt ...... 10cn...... 8gp emphasis is on practicality, individual 00 Noble artisans add their own distinctive blend of 1d20 paints (usually red, blue, green, and 1-19 …, landless 3d6*† 0% Starting Skills yellow) and runes. 20 …, landed 4d6*† 0% Suggested starting skills are provided Skiing (DEX/CON): The Kaarjalans * Superior equipment (up to +10% value) below, but the referee may elect to alter developed skis several centuries ago to † Starting wealth in markkaa not penniä or ignore them. Non-native characters traverse deep snow unimpeded. The skill should choose skills appropriate to their grants the ability to ski cross-country and A person who is in the house of a noble own race and culture. the knowledge required to properly is usually a family member (cousin or maintain a pair of skis and poles. At the child), but it can also include a devoted Noble: one of riding (horse), etiquette, referee’s discretion, less than ideal skiing servant. Landless nobles include the or hunting conditions require checks (e.g. skiing immediate offspring and siblings of a Gentry: one professional skill (e.g. uphill, maneuvering down a tricky slope). landed noble. Landed noble characters accountant, merchant, scribe, shipwright) Juoigan (CHA): Juoigan are assumed to have recently inherited Urban Commoner: one craft skill (sometimes called joik) is the traditional their title. With the referee’s guidance, (blacksmithing, candlemaking, carpentry, form of chanting practiced by the they must choose their ancestral seat. leatherworking, pottery, etc.) Vaarana. It is often sung a capella and Rural Commoner: two of cooking, contains improvised words on almost any Money and Equipment hunting, labor (farming, fishing, logging, etc.), nature lore, riding (horse), topic, with the melody as the main focus. Kaarjalan currency includes the gold grooming (horse), or survival The joik expresses deeply-felt, personal markka (pl. markkaa), silver penni (pl. Vaarana, Nomadic: nature lore and emotions and moods, or it reflects the penniä), and copper oren (pl. orenissa). survival; two of hunting, tracking, essence of something into a song – a Some equipment has different pricing foraging, cooking, leatherwork, or singer joiks a person, not about them. due to the available production in reindeer herding Many are crafted for newborn children. Kaarjala. Fighter: two of bravery, foraging, Vaarana typically do not share these

hunting, nature lore, riding (horse), songs outside of their circle of close Factor Items grooming (horse), survival or an armor- friends and family, fearful that those who NA Suit armor, blowgun, shield or weapon-crafting skill learn a personal juoigan gain powers over weapons, non-leather barding Thief: two of appraisal, bargaining, the singer. Noaide practice juoigan to 5x Lance deception, detect deception, persuasion, cast spells and perform other abilities. 3x Crossbow (light and heavy), survival, or tracking Playing, Kantele (CHA): The plate mail Cleric: honor (Immortal), teaching character is versed in playing kantele 2x Chain mail, trident (1x Itämaa) Noaid: craft (duodji) herbalism, box-harps. Additional skill allotments 1.5x Longbow, non-pike polearm juoigan, nature lore, persuasion allow the character to play kanteles with .75x Shortbow, spear, pike, javelin Kanteleer: play (kantele), one fighter 10, 15, 20, and 36 strings. Making such skill an instrument requires Craft (Kantele). Players equipping their characters for Riding, Reindeer (DEX): The Kaarjala should consider the following Survival and nature lore can be taken character can mount a reindeer for travel equipment and goods. Skis grant ¾ for arctic tundra, forest-taiga, or plains and war. movement on snow. Sleighs hold up to environments. 3, 7, and 10k cn per horse (reindeer half).

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SPECIAL RULES for KAARJALA: THE NOAIDE

The Noaid Class The Noaide Failure to rectify the matter after three Historically, the noaide served as levels (ex. atonement and ear-marking Prime Requisites: Wisdom and interlocutors between the living world future skills) results in the loss of class Charisma. and the realm of spirits, as well as the (permanent removal of powers). Minimum Scores: The noaide must people’s representatives to the Immortals. Noaide must craft all equipment used in have 13 in each prime attribute. Their magic was a hybrid between their rituals using the art of duodji. They Hit Dice: 1d6 per level up to 9th, plus shamanism and druidism, and for the must make their own rune-drum and Con adjustments. Starting at 10th level, average person they represented the hammer, staff, and pouches for holding +1 hp per level, and Con adjustments no living world itself. They advised their spell components. Noaide must obtain longer apply. people when and what to hunt, which the materials on their own – they cannot Armor: Leather only, no shield. roots and berries were safe to eat, which be purchased, but may be obtained Weapons: Any one-handed melee or herbs would cure illnesses, and most through service. thrown weapon and staff. importantly how to appease the As intermediaries between the living Combat and Save Progression: As Immortals in order to ensure continued and spirit worlds, noaide are often given cleric of same level. prosperity. Noaide also carried messages unique insights, often in the form of Weapon Mastery: The noaid begins between the living and their deceased dreams, to aid them in their daily lives. with two weapon slots. Additional slots ancestors and loved ones. In return for this guidance, a noaid must are gained as a magic user. Ilmarinen’s discovery of runic magic always respond to the requests of any Special Abilities: Danger Sense, Fighter changed little, save for the incorporation lawful or neutral spirit (treat as a quest) – Combat Options, Insight, Spellcasting, of certain runes into the craft of the these often involve helping spirits finish Spirit Harmony noaide. The chief beneficiaries of his unsettled business. Should the noaid Starting Skills: Craft (duodji), work were his disciples, the predecessors refuse to help a spirit, they may suffer Herbalism, Juoigan, Nature Lore, of the rune mages, who competed with experience point penalties or loss of Persuasion the noaide for influence. The magical abilities (referee’s discretion). Danger Sense: When danger depredations of Lovaara and her The Vaarana place great importance on approaches, noaide initially have a 1 in 6 followers turned the people against rune respecting the balance between life and chance of being alerted by a benevolent mages, however, and that tradition death in the natural world. Magic is a spirit. The nature of the danger, or its vanished from Kaarjalan society. The sacred gift to be used in the service of the proximity, is not revealed. noaide actively resisted Lovaara and her world; its abuse disrupts the natural Fighter Combat Options: Noaide may followers, and used their powers to balance and causes untold suffering. Set Spear vs. Charge shelter many of those who were fleeing Thus, every time a noaid uses his or her Insight: A noaide can use their persecution. Because of this, they were magic to take something from the world, connection to the spirit world to receive accorded great respect, and continue to he or she must give something back. For guidance on a given topic a level-set occupy a place of honor in modern example, animals may be summoned to number of times per day. The referee Vaarana society. It is forbidden to harm feed a starving party, but the noaid must determines whether the spirits respond, a noaide, or deny them food or shelter if then scatter seeds in the forest, heal a sick and the comprehensibility of such advice. they request it. Their advice is always animal, atone (see below), or perform a The advice may concern matters past, treated as though it comes from the similar act in order to repay the world present or future. Malevolent spirits may spirits and Immortals themselves. and restore balance. Failure to do so use this opportunity to mislead the noaid. could result in the loss of spellcasting nd Spellcasting: Starting at 2 level, a Special Rules and abilities. noaid may cast spells. (See below). Despite their history of warfare, the Spirit Harmony: Due to their affinity Restrictions Vaarana tend towards non-violence, only with the spirit world and the services they Due to the rigorous training taking up arms to defend their families perform on behalf of the departed, noaide requirements, noaide have no and clans and drive away invaders. Their discretionary skills at first level. Further, command a certain amount of respect and society as a whole frowns upon using courtesy from noncorporeal entities. any future slots spent on a non-class skill violence as a means of acquiring what is Encounters with intelligent spirits, cannot exceed the number spent on the necessary. Unprovoked attacks on others most developed class skill. By exceeding regardless of alignment, are never and using magic to slay opponents in all initially hostile. This holds true whether all class skills, the noaid would be seen but the most desperate circumstances are as abandoning his way of life – a grave a noaid is alone or in an adventuring considered evil acts. This is doubly true insult to the Immortals and to the people. party. This initial reaction does not for the noaide, who are expected by their preclude the possibility of the encounter At the referee’s discretion, he or she people to be exemplars of Vaarana would suffer a one-half experience point becoming hostile later. values. penalty and/or loss of abilities until the matter was resolved.

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SPECIAL RULES for KAARJALA: THE NOAIDE

Atonement Noaide Experience Table Sometimes it is impossible for a noaide Spells by Level Danger Insights to perform the appropriate actions to restore imbalances they may have Level XP 1 2 3 4 5 6 7 Sense per Day created. In such cases a sincere act of 1 0 1/6 1 atonement may be acceptable. A proper 2 1,500 1 1/6 1 act of atonement lasts one day per level 3 3,000 2 1/6 1 of the spell used, during which the noaid 4 6,000 2 1 1/6 1 must meditate on and justify his acts, pleading for forgiveness. During this 5 12,000 2 2 1/6 1 time the noaid may only consume small 6 25,000 2 2 1 1/6 2 quantities of water, and rest only when 7 50,000 3 2 2 1/6 2 exhaustion can no longer be ignored. At 8 100,000 3 3 2 1 2/6 2 the end of the period, the noaid will 9 200,000 3 3 2 2 2/6 2 empathically know whether he or she was forgiven. 10 300,000 4 4 3 2 1 2/6 2 If a means to perform proper restitution 11 400,000 4 4 3 3 2 2/6 3 is available, atonement is not allowed, 12 500,000 4 4 4 3 2 1 2/6 3 and the Immortals may punish any noaide 13 600,000 5 5 4 3 2 2 2/6 3 trying to shirk their responsibilities. 14 700,000 5 5 5 3 3 2 2/6 3 Otherwise, the referee determines whether the Vaarana patrons are satisfied. 15 800,000 6 5 5 3 3 3 2/6 3 Even if forgiveness is granted, the noaid 16 900,000 6 5 5 4 4 3 3/6 4 may be left with a task to perform (as a 17 1,000,000 6 6 5 4 4 3 1 3/6 4 quest). 18 1,100,000 6 6 5 4 4 3 2 3/6 4 19 1,200,000 7 6 5 4 4 4 2 3/6 4 Saivo (The Spirit Realm) 20 1,300,000 7 6 5 4 4 4 3 3/6 4 Due to their affinity towards spirits, advanced noaide are capable of voyaging 21 1,400,000 7 6 5 5 5 4 3 3/6 5 to Saivo – the Vaarana Underworld – and 22 1,500,000 7 6 5 5 5 4 4 3/6 5 viewing that land as it truly appears. 23 1,600,000 7 7 6 6 5 4 4 3/6 5 Their improved affinity with spirits 24 1,700,000 7 7 6 6 5 4 4 4/6 5 grants immunity to illusions created by 25 1,800,000 7 7 6 6 5 5 4 4/6 5 any malevolent spirits of that realm, or by the world itself. Those who accompany 26 1,900,000 7 7 7 6 5 5 4 4/6 6 the noaide on their sojourns are not so 27 2,000,000 7 7 7 6 6 5 4 4/6 6 protected, however. 28 2,100,000 7 7 7 7 6 6 4 4/6 6 29 2,200,000 7 7 7 7 6 6 4 4/6 6 Chaotic Noaide 30 2,300,000 7 7 7 7 6 6 5 4/6 6 There are those noaide whose hearts are 31 2,400,000 7 7 7 7 6 6 5 4/6 7 given over to the darker impulses, whose view of the natural world focuses on its 32 2,500,000 7 7 7 7 6 6 5 5/6 7 brutality and horror. These dark noaide 33 2,600,000 7 7 7 7 7 6 5 5/6 7 consort with malign powers and spirits, 34 2,700,000 7 7 7 7 7 6 6 5/6 7 corrupt siedi and perform in other 35 2,800,000 7 7 7 7 7 7 6 5/6 7 villainous roles. Chaotic noaide are 36 2,900,000 7 7 7 7 7 7 7 5/6 8 indistinguishable from their Lawful and Neutral peers, serving in the same routine Spell Descriptions and light spells may not be reversed to social capacity. The spells available to the noaide are cause harm. This spell list is by no means Mechanically, Chaotic noaide are not listed below. As the descriptions will exhaustive; new spells are italicized, and obligated to respond to the requests of show, their magic is elemental, and reversible spells are marked with an any spirit, but they often do so as to strongly tied to the land itself. Their asterisk. Spells marked with a (C) are maintain their cover. If the spirit is magic is also bound by Vaarana attitudes clerical; those with a (D) are druidic; and Chaotic, the dark noaide will often regarding balance, as well as their those with an (M) are magical – refer to negotiate a payment of some kind. aversion towards darkness; thus, healing the standard rule set for the descriptions.

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SPECIAL RULES for KAARJALA: THE NOAIDE Noaide Spells Augury Create Siedi 1st Level 2nd Level Level: 2 Level: 3 Bless (C) Augury Range: 0 ft. (caster only) Range: 60 ft. Detect Magic (C) Bless Land Duration: Special Duration: 1 day per level of caster Hold Portal (M) Frost Ward Effect: one question answered Effect: creates a temporary place of Light (C) Cure Light Wounds (C) worship Predict Weather (D) Icy Touch During the casting ceremony, the Protect. from Evil (C) Invisibility (M) caster may pose one question to the With this spell, the noaid consecrates a Resist Cold (C) Produce Fire (D) spirits whose answer is a single siedi, a sacred place of worship where it Track Speak with Animal (D) sentence (ex. “Will the harvest be is possible to commune with spirits and 3rd Level 4th Level bountiful this year?”, or “When will greater powers. While the siedi exists, Continual Light (C) Commune (C) the enemy army be ready to attack any attempts to communicate with other Create Siedi Create Laavo us?”). Prior to casting this spell, the planes are successful, and results are Frozen Fog Cure Disease (C) noaid must consume fresh reindeer. more favorable at the referee’s discretion Hold Person* (C) Dispel Magic (C) (i.e., auguries may allow two questions to Remove Curse* (C) Ice Blade Bless Land be asked instead of one). Improved Cold Spirit Travel Level: 2 The noaid must decorate the site – Resistance Range: 0 ft. (caster only) stones must be arranged appropriately, Warm Air Speak with Plants (C) Water Breathing (D) Summon Animals (D) Duration: 1 hour per level of caster and offerings of metal and reindeer horn Effect: Sanctifies a 20-ft. diameter and bone must be made. If the noaid is 5th Level 6th Level area especially virtuous, or if he or she has Control Winds (D) Anti-Animal Shell (D) earned favor in the past, a request may be Dispel Evil (C) Anti-Plant Shell (D) This spell sanctifies the ground made to make the siedi permanent. Such Cure Serious Wounds (C) Enchant (M) within ten feet of the caster, which places remain siedi until they are either Neutralize Poison (C) Hold Monster (M) no evil spirit may enter. All food defiled or destroyed. Passwall (M) Rage of the North and water placed within the area are Speak with Dead (C) Spirit Gate preserved for the spell’s duration. If Frozen Fog Truesight (C) Summon Weather (D) the noaid is 8th level or greater, then Level: 3 Wall of Ice Wall of Stone (M) those resting within the circle regain Range: 120 ft. 7th Level 1d6 for every 8 full hours of rest. Duration: 6 turns Animal Form Move Earth (M) Effect: Creates a freezing cold, obscuring Charm Plant (M) Power Word Blind (M) Frost Ward mist up to 20 ft. x 20 ft. x 20 ft. Earthgate Power Word Stun (M) Level: 2 Lore (M) Speak with Stone Range: 20 ft. This spell creates a cloud of chilling New Spells Duration: 1 hour per level of caster vapors filling up to 8,000 cubic feet. Effect: Creates a personal trap Those caught inside the fog are

effectively blind and must save vs. Track The frost ward renders a 10-ft. square Dragon Breath each round or take 1d4 Level: 1 area impassable to a specific creature or points of freezing damage. Those who Range: 60 ft. person. If the spell’s target attempts to remain inside the cloud for a full turn or Duration: 6 turns + 1 turn per level of bypass the ward, he or she receives 1d6 longer must check against hypothermia. caster frost damage and must save vs. Spells or Effect: Reveals traveled path be stunned for 1d6 turns. Improved Cold Resistance

Level: 3 This spell illuminates the path taken by Icy Touch Range: 0 ft. (centered on caster) a named target. The target’s footprints or Level: 2 Duration: 6 hours tracks are softly illuminated (equivalent Range: Touch Effect: All creatures within 30 ft. to the brightness of a candle). Terrain Duration: Special type does not affect the visibility of the Effect: frost burn damage This spell is similar to resist cold, but track. The noaid also will know the saving throws against cold-based attacks direction of travel and roughly how long The touch of the noaid inflicts 1d4 +1/2 are made at +4, and damage is reduced ago the target passed by. The trail fades levels points of frost damage (normal by three points per die of damage (to a as the spell expires. melee attack). The maximum number of minimum of one point of damage). such attacks equals one-third the caster’s level, rounded down. An icy touch can also freeze up to one pint of liquid.

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SPECIAL RULES for KAARJALA: THE NOAIDE

Warm Air Wall of Ice Animal Form Level: 3 Level: 5 Level: 7 Range: 0 ft. (centered on caster) Range: 150 ft. Range: 0 ft. (caster only) Duration: 6 turns + 1 turn per level of Duration: Special Duration: Indefinite caster Effect: Creates 1000 cubic feet of ice Effect: Allows the caster to assume the Effect: Warms air within 10 feet form of any known animal This spell is similar to the magic-user This spell warms the air within ten feet spell of the same name, but it generates This spell is similar to the magic-user of the noaid instantly to a comfortable 2-foot thick wall whose surface area is spell shapechange. The caster is limited temperature. Snow and ice in the area of 500 square feet or less. in form to those animals native to effect melt, and those suffering frostbite The wall of ice lasts until it melts or is Kaarjala and the surrounding lands, but or hypothermia improve their condition. physically destroyed (AC2, 200 hp). Any he or she can speak and cast spells while The warm field moves with the noaid. single attack inflicting 60+ points of in animal form. damage creates a breach. If the wall Create Laavo topples, it crushes those beneath (1d10 Speak with Stone Level: 3 per 10 feet of height). Level: 7 Range: Touch Range: 0 ft. (caster only) Duration: 2 hours per level of caster Rage of the North Duration: Special Effect: Creates a temporary shelter Level: 6 Effect: Allows caster to communicate Range: 50 ft. with all stone within 10 ft. This spell creates a traditional Vaarana Duration: Special tent known as a laavo, measuring 12 feet Effect: Creates blasting cone of frigid air The noaid can communicate with stone in diameter. It is waterproof, maintains a 50 ft. long and 20 ft. wide at the base as if it were an intelligent creature, asking comfortable interior temperature at all up to three questions. Replies come with times, and provides a small cooking fire This spell produces a compressed, the caveat that the “life” of stones is with a replenishing pot of reindeer stew. cone-shaped blast of ice-cold air measured in geologic ages, and their The stew is sufficient to feed 2 people per measuring 50' long and 20' wide at its perceptions of time and importance differ hour. The magic laavo also shields its terminus. The caster may produce one from those of organic beings. occupants from any attempts at scrying blast per round, for a maximum number The spell may also be used to generate (inc. ESP, clairvoyance). of rounds equal to one-third the caster’s small tremors and other acts (cf. Constitution score (rounded down). earthquake). Legend has it that some Ice Blade Anyone caught within the blast takes stones can be “reminded” of the time Level: 4 4d6 damage. Fire-based creatures suffer when they freely flowed as molten lava. Range: 0’ (caster only) an additional 1d4+2 per blast. Also, Duration: 1 round per level of caster airborne targets and missile fire are Earthgate Effect: Creates a blade of ice blown away from the caster. Level: 7 Range: 10 ft. This spell creates an ice sword-blade in Spirit Gate Duration: Special the hand of the noaid’s that inflicts 1d6 Level: 6 Effect: Travel between two points damage per hit, plus an additional point Range: 10 ft. of frost damage every 2 levels. Those Duration: Instantaneous This spell opens a temporary gateway struck also must make hypothermia Effect: Transports the caster, and those between two points through the earth check. When exposed to intense heat or in physical contact, to the spirit realm itself. The gateway takes the form of a flame, the noaid must save vs. Dragon set of natural stone steps descending into Breath, or the blade will be destroyed. This spell teleports the caster and the ground. At the bottom of the well is a anyone in physical contact to Saivo. short tunnel leading to similar, ascending Spirit Travel Although the noaid will be able to travel stairs that emerges at the target location. Level: 4 unhindered, fellow travelers may not be Once the last person completes their Range: 0 ft. (caster only) so lucky. Anyone traveling to the spirit ascent, the gateway closes. Duration: 1 hour per level of caster realm will remain there until the noaid The noaid must visualize the intended Effect: travel within the spirit realm casts another spirit gate or until a natural destination clearly; therefore, only places gate is discovered – although in the latter that have been visited before can be With this spell, the noaid enters Saivo case there is no predicting where it leads. accessed by this spell. There is no limit and interacts with its inhabitants. The to the distance that may be traveled. noaid is immune to Saivo’s illusions and generally may wander unharmed.

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SPECIAL RULES for KAARJALA: THE KANTELEER

The Kanteleer Class The Kanteleer Kanteleer Songs By Level Prime Requisite: Strength and Charisma The kanteleer is a bard-like character Lev. 1 2 3 4 5 6 7 8 9 Minimum Requirements: both Strength who mixes martial skill with a musical 1 2 ------and Charisma scores must be 9 or higher. talent that can soar to magical heights. 2 4 ------To perform spell songs, a kanteleer needs The class is styled upon Kaarjala’s 3 4 1 ------a score of 13 or higher in Intelligence, legendary hero Vainoiminen. His or her 4 4 2 ------Wisdom, Charisma and Dexterity. instruments of choice are the kanteles, a 5 4 3 ------Experience Bonus: +5% for Strength type of box-harp zither that sits on the 6 4 3 1 ------and Charisma 13-15; +10% for Strength kanteleer’s lap or a table. 7 4 3 2 ------and Charisma 16-18. Kanteleers are a product of the Saamari 8 4 3 3 ------Hit Dice: 1d6 per level up to 9th level. culture, but they are welcome among the 9 4 4 4 ------Starting at 10th, +2hp per level, and Vaarana. A few town-dwelling Vaarana 10 4 4 4 1 - - - - - Constitution adjustments no longer apply. have even taken up the training. Today, 11 5 5 4 2 - - - - - Armor: Leather, scale or banded; shield. many kanteleers are occupational 12 5 5 5 2 1 - - - - Weapons: Any melee weapon musicians traveling from one place to 13 5 5 5 3 2 - - - - Special Abilities: Song Performance, another to earn some coin, practicing 14 5 5 5 3 3 - - - - Improved Performance, Spell Songs, their spear-arm during their treks. 15 6 5 5 3 3 1 - - - Fighter Combat Options (see below). Important: Kanteleers are not rogue- 16 6 5 5 3 3 2 - - - Attack Progression: As Cleric of the based characters, and they do not have 17 6 5 5 3 3 2 1 - - same level. any thieving skills as is normally 18 6 6 5 3 3 3 2 - - XP and Save Progression: As Fighter of associated with a “bard.” 19 6 6 5 3 3 3 3 - - the same level. 20 6 6 5 4 4 4 4 - - Starting Skills: Playing (Kantele); one Kanteles 21 7 6 5 4 4 4 4 1 - of: Acting, Empathy, Joke Telling, For simplicity, the kanteles available in 22 7 7 6 5 4 4 4 2 - Singing, Persuasion, Storytelling or the north are limited to the 5-, 10-, and 23 7 7 7 5 5 5 4 3 - Soothsaying; one fighter related skill. 36-string varieties, plus the giant pike 24 7 7 7 6 5 5 5 3 - Weapon Mastery: The kanteleer begins jaw kantele. 25 7 7 7 6 6 5 5 3 - with three weapon choices. Additional 26 7 7 7 6 6 6 6 4 - choices are gained as a cleric. Bone Pick...... NA...... 2cp 27 7 7 7 6 6 6 6 4 - Song Performance: The kanteleer Kantele Bow...... 10cn...... 4gp 28 7 7 7 6 6 6 6 4 1 possesses a repertoire of songs with Kantele Hammer, 29 7 7 7 7 7 7 6 4 2 which to entertain and earn a living. Pair ...... 25cn...... 5gp 30 7 7 7 7 7 7 7 4 3 Improved Performance: The kanteleer String, Regular ...... NA...... 1sp 31 7 7 7 7 7 7 7 4 4 increases his kantele playing skill 1 point String, Maiden Hair NA...... NA 32 7 7 7 7 7 7 7 5 4 every two levels. 5-string Kantele...... 30cn...... 9gp 33 7 7 7 7 7 7 7 5 5 Spell Songs: Beginning at 10th level, 10-string Kantele....50cn...... 25gp 34 7 7 7 7 7 7 7 6 5 capable kanteleers can play melodies that 36-string Kantele....250cn...... 165gp 35 7 7 7 7 7 7 7 6 6 can produce spell-like effects. Pike Jaw Kantele....180cn...... 10,000gp 36 7 7 7 7 7 7 7 7 7 Fighter Combat Options: The kanteleer st can Set Spear vs. Charge (at 1 ), Parry (at The Performance 9th), and make Multiple Attacks (two at The pike jaw kantele and maiden hair th th strings can only be obtained through The optional rules presented here for 15 , three at 30 ). resolving musical performances are based Magic Items: The kanteleer may only adventuring. The maximum song level that can be produced by a given kantele is on those used for magic shows in Gaz F5 use magical items that are normally The Western Alliance. This system is useable by fighters, plus magical sheet given in the table below. For songs greater than 6th level, the kantele must designed to showcase developing skill music written for the kantele. mastery – characters cannot become Kantele: To perform songs, the kanteleer have a number of maiden hairs equal to that song level. instant “Grand Masters” by virtue of high must use a kantele box-harp, a zither-like attribute score. Alternative mechanics instrument. The number of strings Maximum Maiden for games under Classic include a simple determines the highest level of song skill check or the storytelling rules from playable. The strings may be plucked, Strings Song Level Hairs 5 4 No Gaz2 and Gaz8. 3x and 4x games have strummed, bowed, or hammered (player’s their own integral methods to resolve choice), but it must be played from a 10 6 No 36 8 Yes variable skill-level performances. seated position with the kantele resting in For the kanteleer to earn his silver, the the lap or on a table. Pike Jaw 9 Yes audience must be appreciative of the

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SPECIAL RULES for KAARJALA: THE KANTELEER show. The exact level of that appreciation Her base score is 25, her skill score is 4, Songs levels 1 to 3 are mundane music is measured by the Performance Score. her routine score is 72, and the routine that does not contain any magic. This is based upon the character’s level, lasts 48 minutes. Assume the dice roll Mundane music does exist at 4th level and attribute bonuses, skill with the kantele gave 14. above, but most adventuring kanteleers and in communicating (optional, e.g. Jenna’s Performance is 327, but she is will be interested in acquiring song spells singing), and the level of the songs used. penalized 15 points for going long on the when the opportunity arises. As with To determine the success of a last trick. Her final score is 312. This magic-users, reverse song spells must be performance, use the formulae below. score helps Jenna in her professional learned separately. growth. To develop a new song a kanteleer must Base ability either invent the trick (cost and time as A = sum of I+W+D+Ch adjustments Score Rating GP XP normal spell research), learn them from B = kanteleer level 0-25 Ridiculous 0 0 another kanteleer (quarter cost) or take Base ability = A x B 26-50 Poor 1 1 them from another’s notes (half cost). 51-100 Fair 5 10 Mundane songs have half that cost. Skill ability 101-250 Adequate 15 25 C = slots spent on best comm. skill 251-500 Amusing 25 50 Song-Spell Styles D = slots spent on kantele playing skill 501-1000 Entertaining 50 100 Related song-spells are grouped into Skill ability = C + D 1001-2500 Wonderful 100 500 various styles or schools. To learn a 2501-5000 Fantastic 500 1000 particular song-spell, the kanteleer must Routine Level 5001+ Legendary 1000 2500 know a song-spell of the level below in Song Value = song level x minutes used* that style. Thus to learn the discordant Routine Value = sum of all song values* According to her score, Jenna gave an song cause fear, the kanteleer must amusing performance and earned 50XP. already know either unease or Performance = At her next performance, she can charge cacophony. (skill x routine) +base+1d20 the host 25 gp. Those who do not have The common styles among kanteleers organized performances, like street are: sonorous melodies, which create singers, gain half the money at the time powerful sonic fields and tones, including of performance. There is a minimum value of 1 for A the dreaded brown note; discordancy, Kanteleers who give an Entertaining or and B. whose songs disrupt mental faculties; its Wonderful Performance gain a + 1 Excessive time on the routine or an opposition, concordancy; natural reaction from those in the audience for a individual song is penalized. The length rhythms, which control the elements and month. Fantastic performances earn a +2 of song is assumed to last a number of time itself; resonance, the songs of which reaction, and Legendary earn +3. minutes up to 5 + song level. Songs can shake apart or locate objects; and extended beyond that limit reduce the harmony, where people give themselves Uncommitted Songs (Optional Rule): final score by 5 points per extra minute. over to the music, removing doubt, A kanteleer can include in his or her Performances over an hour tend to lose steeling the mind, and healing. routine songs that are not committed to audiences, even those of great musicians. long-term memory (i.e. not already The final score is reduced if the overall The style groupings of songs are found slotted) for half their effectiveness in routine lasts over 60 minutes. The below. The spells are a mixture of song value. Further, the time limit is half penalty is 15 points per extra minute. magical, clerical, and druidic spells plus normal. The routines may also include song- those particular to the kanteleer. Under- spells without effect on the audience, but lined songs are variants of existing spells, Example 2: Jenna could be studying they are still charged against the day’s while new spell-effects are marked with two additional 1st level songs and allotment of songs. italics. perform them for up to 3 minutes each

for a song value of 3 apiece. Example: Jenna Hussko is a 5th level Sonorous Melodies

Kanteleer with a +2 bonus for Charisma 4: Shield, White Noise and +3 for Dexterity. She knows four 1st Songs and Spell Songs 5: Metal Vibration, Protection from level songs and three 2nd level songs. She Unlike magic-user and clerical spells, Normal Missiles, Quivering Blades has spent two slots each on kantele kanteleer songs are committed to long- 6: Anti-Animal Shell, Death Spell playing and storytelling. term memory and cannot be changed 7: Sonic Barrier, Power Chord Stun Jenna wants to use every song for the once a song is committed. However, 8: Force Field, Power Chord Deaf maximum length of time, but she wants song spells may be used repeatedly 9: Anti-Magic Field, Brown Note to draw out her final 2nd level song for 10 during the day, up to the maximum minutes (3 minutes extra). number castable.

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SPECIAL RULES for KAARJALA: THE KANTELEER

Discordancy Lullaby: Lullaby is similar to sleep, Songs with New Effects 4: Unease, Cacophony except that the spell may be extended for 5: Confuse, Cause Fear multiple attempts up to a number of Anthem 6: Confusion, Hold Person rounds equal to the kanteleer’s Level: 7 (Harmony) 7: Feeblemind, Hold Monster Constitution, after which, the kanteleer Range: 60-feet 8: Broken Record, Unending Melody succumbs to sleep. Only 1d8 Hit Dice are Duration: 10 turns 9: Discord, Insanity affected per round. Effect: Improved Bless

Concordancy Projected Music: Projected music is Anthem doubles the effects of bless and 4: Fellowship, Suggestion similar to projected image, but creates a gives a +1 to all saves. 5: Charm Person, Lullaby sonic focal point up. Other song-spells 6: Geas, Quest can be centered at the focus, but Berserk 7: Dance, Mass Charm targeting-effects (e.g. sonic missile) still Level: 7 (Harmony) 8: Charm Monster, Animate Objects require line of sight for the kanteleer. Range: 15-feet 9: Rhapsody, Literal Lyrics Duration: 10 rounds Power Chord Stun: Power chord stun Effect: one listener Resonance functions as the spell power word stun. 4: Wind Whisper, Detect Invisible This song –spell transforms one listener 5: Knock, Magic Missile, Detect Magic Power Chord Deaf: Power chord deaf into a berserking warrior, gaining an 6: Blown Away, Project Music, Locate functions like power word blind, except extra attack per round. At the end of the Object the victim is made deaf for the duration. duration, the target is exhausted for 3 7: Remove Barrier, Dispel Magic Victims that are kanteleers can perform turns (-2 AC, no shield, move half). 8: Disintegrate, Echolocation neither mundane nor magical songs. 9: Contact , Superstar, Blown Away Earthquake, Obliterate, Appear Sonic Barrier: Sonic barrier is similar to Level: 6 (Resonance) the clerical spell barrier but it produces Range: 50 feet + 5 feet per level Harmony concussive sound instead of hammers. Duration: 1 round 4: Remove Fear, Remove Fatigue Effect: Creates cone of concussive sound 5: Bless, Vigor Superstar: This song-spell functions like 6: Free Person, Mind Mask the clerical spell holy word, but it affects This song-spell creates a cone of sonic 7: Berserk, Anthem everyone within range, regardless of force 40 feet wide at its far end. The 8: Mind Barrier, Slow, Haste alignment. The range may be extended kanteleer chooses the range (min. 10 feet) 9: Heal, Euphoria by draining the kanteleer’s Constitution, – the subtending angle responds gaining 5 feet per point drained. The accordingly. Those within the cone kanteleer must make a Constitution check Variant Song-Spells suffer 1d6 for every 3 caster levels. In after playing superstar. Failure results in addition, those within the cone must save

collapse for 1d20 hours. Collapsed vs. Death Ray or be deafened for one Anti-Magic Field: This works like an individuals must make a second turn. anti-magic shell, but the kanteleer can Constitution check. Those who fail die temporarily drop the field to use another from exhaustion if not treated within the Broken Record spell and reestablish it in the next round. 1d20 hours. Level: 8 (Discordancy)

Range: 20 feet Brown Note: The brown note, or power Unease: Unease acts the same as the Duration: Special chord kill, functions as power word kill. clerical reverse spell blight. Effect: repetitive action

Discord or Insanity: Discord and Vigor: Vigor acts like bless, but targets All those within range must save vs. insanity function identically to the receive +2 to hp and to saves vs. DR/P, spells or repeat their current action (even abilities of the same names under symbol. P/TtoS, and DB and to Open Doors. if to no effect) for a number of rounds Unlike symbol, the song-spell has a range equal to 1d4 +20 – Wisdom. of 60 feet and is not a permanent ward. White Noise: White noise, or quiet riot,

functions like silence 15-feet, with all Cacophony Literal Lyrics: The desired outcome of sounds drowned out by an ignorable Level: 4 (Discordancy) this wish-type spell is composed in a five frequency spectrum. Range: 60 feet line stanza, with five small or one major Duration: 1 round/level result (referee’s call). Ex.: “When the Effect: 15 feet +1 foot per level radius lights go out in the city…” is minor.

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SPECIAL RULES for KAARJALA: THE KANTELEER

Cacophony creates an unrelenting noise Fellowship Rhapsody that prevents concentration. Intelligence Level: 4 (Concordancy) Level: 9 (Concordancy) and Wisdom checks are at -2, spell Range: 30 feet Range: 20 feet casting requires an attribute check, the Duration: 1 round/level Duration: 1 day chance of being surprised increases by 1, Effect: increased Charisma Effect: Complete awe of kanteleer and Open Locks, Read Languages, and Find/Remove Traps suffer -25%. A save The kanteleer enjoys a temporary boost With rhapsody, all hostilities against against spells avoids these effects. of 2d4 points of Charisma among those the kanteleer cease. Opponents answer within range. questions truthfully and even accept Confuse indirectly injurious suggestions (i.e. “join Level: 5 (Discordancy) Metal Vibration my army” is okay, “fall on your sword” Range: 60 feet Level: 5 (Sonorous Melodies) is not). The spell is broken if the Duration: 1 round/level Range: 30-feet kanteleer attacks. Effect: 15 feet +1 foot per level radius Duration: 7 rounds Effect: makes weapons unwieldy Suggestion Everyone within the area of effect is Level: 4 (Concordancy) bewildered and hears noises all around All weapons with metal parts vibrate Range: 10 feet them. Those affected suffer -3 on all violently in the wielders’ hands (-2 to Duration: Task Completion missile attacks (save vs. spells hit). This penalty lasts until the weapon Effect: Single Listener permitted). Afterwards, victims have is dropped plus a number of additional difficulty describing what they observed. rounds equal to the rounds the weapon Suggestion plants an idea in the was held. If cast as a 7th level song, the listener’s head that he or she will pursue. Echolocation spell also affects metal armor and shields. Such suggestions must be ordinary Level: 8 (Resonance) Magical items are unaffected. activities like “look in the crate” and Range: 1000 feet cannot appear fatal to the victim. It can Duration: 1 round Quivering Blades also force a listener to accept a response. Effect: locate all objects Level: 5 (Sonorous Melodies) Range: 30-feet Unending Melody The kantele’s sound waves are bounced Duration: 1 round per caster level Level: 8 (Discordancy) back, giving a three dimensional picture Effect: attack and damage bonus Range: 60 feet of the environment up to the range limit, Duration: Special including invisible but not ethereal Blade tips within range of the kanteleer Effect: drives one target crazy creatures. This will identify the location are set to vibrate, granting +1 to hit and and size of objects, but it will not identify +2 to damage. The kanteleer can tune one Unending melody places an endless those objects, nor will it peer within weapon type per round, but all weapons song in the mind of a single target. The objects such as crates. Silence and white cease quivering on the same round. The target must save vs. spells at -2 or noise can counter echolocation. The spell affects opponent’s weapons, too. temporarily loose 2 Wisdom points each waves cannot penetrate walls or closed round until a save is made or Wisdom doors, but they can bend down hallways. Remove Fatigue drops to 0. In the case of the latter, the Level: 4 (Harmony) character is driven mad and engages in Euphoria Range: 10 feet self-destructive behavior to get rid of the Level: 9 (Harmony) Duration: Instantaneous song (i.e. hitting one’s head against a Duration: 20 minutes Effect: removal or prevention of fatigue surface, or jumping off a cliff). The Range: 5 feet duration of the ultimate state is treated as Effect: one individual All within the area of effect – but not per maze, using the current Wisdom the kanteleer- feel as if they have just had score. The target enters a state of unrelenting a full night’s sleep. Any fatigue penalties joy in pursuit of their activity and is are eliminated, and daily allotments of Wind Whisper immune to all mental attacks and slow or powers are reset. Casting takes 1 hour Level: 4 (Resonance) other delaying spells. They are +3 to hit and temporarily drains 2 Con points. Range: 100 feet + 200 feet per level and to damage and cannot die before the Duration: 1 round spell’s duration, but they are not immune Effect: 1 message to injury. Preparation time is 5 minutes. The kanteleer sends a message or song (non-magical) to a specific person within range. Others cannot comprehend it.

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SPECIAL RULES for KAARJALA: HYPOTHERMIA

This section provides optional rules Protection is poor if more than one of Frostbite: The character suffers dealing with the effects of hypothermia – these is lacking. frostbite damage equal to the amount in a condition arising when the body’s While sleeping, a single check is made parentheses. In addition, the character temperature drops below the level needed for the night and frostbite effects are suffers the following attribute penalties to function normally. Activity and multiplied by 4 if sheltered, 8 if until aid is obtained: Str -2, Int -2, Wis - motion in a cold environment are key to unsheltered. 2, Dex -2, Con -2, MV reduced by 10%. keeping warm. If a person lacks the In addition to the conditions listed Successive frostbite results produce energy required to stay active, he or she above, injuries impair a hypothermia cumulative penalties. becomes sluggish and less able to fight check due to the additional strain they off the numbing effects of intense cold. place on a person’s body. Using the Rules - An Example While traveling the Autuasmaa Plain, Hypothermia Checks Hit Points Remaining Penalty Paavo (Con 11) is caught in a sudden A hypothermia check is performed by 51-75% -1 snowstorm and cannot find a nearby safe saving vs. Death Ray, with any bonuses 26-50% -2 haven. He wears a heavy fur cloak and or penalties due to Constitution applied. 1-25% -4 boots but has no bedroll or blanket. He The table below lists situations that may starts looking for a cave and after a few warrant a hypothermia check, but it is not The Effects of turns he finds nothing. The referee rules exhaustive. Multiple conditions incur a Hypothermia that it is time for a hypothermia check: it is -20°C (-2) amid a snowstorm (-1), and cumulative -1 penalty, and checks are If a character fails a hypothermia check, Paavo has no shelter (-1) – a total penalty made at the most rapid rate. The referee the referee should roll d20, plus all check of -4. The character makes his check and can consider mitigating factors, such as modifiers, and consult the table below. It continues searching unaffected. He just-below-freezing temperatures, in should be noted that once a hypothermia locates a large cave in nearby hill, and adjusting the check and/or its results. check fails, all future checks fail until the takes shelter while the blizzard rages conditions which triggered the initial outside. Check failure have been eliminated for 3d4 Paavo grows hungry as four hours pass, Condition Every hours. but he ate the last of his rations 12 hours Standing idle 4 hours ago that morning. The referee calls for … in cold water 1 turn d20+mod. Result another check: It is only -5°C in the cave … in frigid water 1 rd -1 or less Hypothermia (no penalty), but Paavo is hungry (-1), … in snow (buried) 1 hour 0 Collapse and the referee decides he has been idle (- In a blizzard 1 hour 1 Delirious (1d6 rd) 1). He makes the check (-2 penalty), but Starving* 4 hours 2-3 Frostbite (1d6) is growing tired. Not rested 4 hours 4-5 Delirious (1d4 rd) The player decides that Paavo must Not protected** 1 turn 6-8 Frostbite (1d4) rest, requiring another check before Poorly protected** 1 hour 9-11 Delirious (1d2 rd) waking 8 hours later: At that time, Paavo Well protected** 1 day 12-14 Frostbite (1d2) is famished having not eaten in 24 hours 15+ No effect (-4) and has been idle (-3), had no blanket Adjustments (Cumulative) Penalty Lacking protection category -1 (-1), and the temperature dropped to - Hypothermia: The character dies in per 10°C (18°F) -1 15°C (-1) for a total of -9. He fails the 1d6 turns unless moved to a warm below freezing initial check and may be suffering location and means taken to raise the hypothermia. body temperature. Roll for additional The referee rolls for effects; a 14, or 5 * Eating regularly is essential to effects each turn while hypothermic. providing the energy necessary to keep after reduced by the -9 penalty. Although Collapse: The character falls moving and sustain bodily functions. A the result is “delirious”, the referee rules unconscious and must make a Con check person is considered starving if they have that Paavo merely falls into a deeper (per turn with penalties) to wake up. Roll not eaten in the preceding 8 hours (i.e. sleep, but must roll again with an for additional effects each turn while checks at hours 8, 12, 16, etc.). For every additional -1 penalty. The result is 2 (12- collapsed, ignoring “Delirious” or four hours beyond the first eight, penalize 10), and Paavo developed frostbite over “Collapse”. the check -1 but ignore frostbite results night, losing 12 (4x3) hit points and Delirious: The character stumbles until collapsed. suffering several penalties to his about for a number of turns contained in ** Proper protection is defined as attributes. Unfortunately he only had 11 parentheses, possibly becoming lost in insulated boots, suitable winter clothing, hit points, and weeks later his frozen the process. Reroll. Subsequent rolls shelter from the elements, and a good corpse is discovered by an adventuring have a -1 penalty. blanket for sleeping. The latter two are party. only applicable during rest periods.

12

MAP of KAARJA

VVAAUULLTTSS OOFF PPAANNDDIIUUSS

The Kingdom of Kaarjala An Unofficial Game Accessory

The trip from Kaarja to Rovaniemi had been quiet, with no surprises - Julius liked it that way. But on this particular tract the forest grew dense and cast a gloomy pall, which did not sit right with the man.

"It shouldn't get this chilly so quickly," complained his companion, Glorin. A definite chill tainted the air - and it was still summer.

The snap of twigs and branches, followed by the stench of decay, drew the party's attention. Shambling, blackened forms stepped onto the road and surrounded them. Julius, Glorin, and the third member of their party formed a defensive position. They had encountered undead like this many times since coming to Kaarjala, and judging from the numbers, this was going to be a tough fight. Perhaps they should have accepted that strange shaman's offer to accompany them, after all.

This is the tenth entry in a series of unofficial Gazetteer gaming aids for enthusiasts of the world of Mystara. This work covers the Kingdom of Kaarjala, an isolated land within Norwold’s Arctic region whose existence is made possible by a magic windmill that generates gold, grain, and warmth.

“The Kingdom of Kaarjala” provides descriptions of the history, settlements, races, and personalities of a nation that exists very much on the fringes of the civilized world. King Kaarlo and his people shield the southern lands from many of the perils of the far north, but within the nation’s midst lurks an evil so powerful that it threatens to sweep everything aside.

This product also provides rules governing the effects of hypothermia and guidelines for playing two new classes unique to Kaarjala: the kanteleer, a heroic zither-strumming warrior; and the noaid, a mysterious spellcaster who taps into the realm of spirits.