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 Wizards of the Coast, 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
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