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Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

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WHAT PEOPLE SAY ABOUT KAARJALA“When a man remembers the land, theland remembers him.”– common Saamari saying“<strong>The</strong> elk and the bear – the king <strong>of</strong> theforest – are prized and respected by mykinsmen, but they are to be hunted. Butwoe befalls he who harms the swan, inrighteous, divine wrath.”– Lasse Aaltonen,Saamari expatriate,speaking before a group <strong>of</strong>adventurers in Gaudavpils“<strong>The</strong> land is not cruel, Aipaloovik; it iswhat it is, and what matters is what wecan see. Men and animals were placedhere to live and die as they might. Wetake what we need, and do what we must,to survive another day. Good hunters andwomen may go to either Agelermiut orAgneriartarfik, and the lazy will go toNoqumiut, where they will always behungry. It has always been this way.“Before the white men came over themountains, life was better. But they tookthe south from us, and made their landshot. <strong>The</strong> life flow <strong>of</strong> the land changed,and many <strong>of</strong> us died as our old huntinggrounds became no more. But still theywere not done with us. Some came northriding great reindeer, and took many <strong>of</strong>our remaining lands for their own. <strong>The</strong>ydo not fight as we do, but we learnedtheir ways to survive. One day, we willgo south again.”– Tornarsuk,Shonak warrior,speaking to his son“You can keep your cities and castles!For me, there’s nothing better than theopen road and a village inn for the night!That’s where you’ll meet the real people,the ones who built this land and keep itgoing. <strong>The</strong>y live close to the land, workhard, and help their communities. <strong>The</strong>cityfolk in Kaarja, secure behind theirwalls and obsessed with deal-making, areforgetting what it means to be <strong>Kaarjala</strong>n.Ilmarinen help us if we all end up likethem!”Pekka Outinen,Saamari warrior,chatting with an Oceansender“<strong>The</strong>y say <strong>Kaarjala</strong> is ‘a landapart’…they don’t know the half <strong>of</strong> it!More like ‘a land 1,000 years in thepast!’ Seriously, the place is just a mass<strong>of</strong> wild forests and half-frozen bogs, andyou can travel for days without seeinganyone! Decent pubs or inns are scarcerthan a sunny day in Littonia, too. <strong>The</strong>re’sreally not much <strong>of</strong> anything that woulddraw a person.“But there’s something about the placethat keeps me here. It’s more than thechance to roam a land that’s still fairlypristine, and it’s more than the prospect<strong>of</strong> finding some ancient hoard <strong>of</strong> treasurethat predates the kingdom itself.“It’s the people. <strong>The</strong>y may not havemuch more than a ro<strong>of</strong> over their headsand a plot <strong>of</strong> land, but they seem at peace– both with themselves and what they dohave. <strong>The</strong>y know who they are andthey’re content, and that’s good enoughfor them. Maybe it’s because the noblesleave them alone for the most part.“Anyhow, I think they know somethingwe could all afford to learn, ourselves.”– Carwen BerdelhinDarokinian adventurer,speaking to a friend in Kaarja“If <strong>Kaarjala</strong> is distant, its people aredoubly so. <strong>The</strong> founding <strong>of</strong> theirkingdom, despite great adversity, is one<strong>of</strong> their main sagas; this is a window intotheir soul. Please understand that theysee their realm as purely the work <strong>of</strong> theirown hands, and consequently they feelthey owe allegiance to no one. To them,Alpha is just as distant as the Sea <strong>of</strong>Dread – so distant that it is not evenconsidered.“I do think that they may yet be broughtinto the fold, if you think <strong>of</strong> them as alone animal in the midst <strong>of</strong> an open field– exposed, and having to rely on itself forsurvival. One must shelter the animal,and possibly show it where to find morefood, thus satisfying needs <strong>of</strong> which thecreature may have been unaware. Renderthem aid and guidance, convince them <strong>of</strong>their need for such, and they may come toyou.”Tarn Oakleaf,Druid Representative to Alpha,speaking to King Ericall“It was a thing most bizarre andfrightening, brother Hiram. Upon thecold night prairie did I espy one <strong>of</strong> thosenomadic shamans engaged in gruesomeenterprise – the butchering and devouring<strong>of</strong> a reindeer for some foul purpose.“It reminded me very much <strong>of</strong> thatwhich we do not speak, so complete wasthe devourment. Brother Samuel must bemad to want to trade with the <strong>Kaarjala</strong>ns,if these are the things the overland routewill encounter.”– Laradril, Leehan Explorer,writing to his brotherUsing <strong>Kaarjala</strong> withOther Game Systems<strong>The</strong> product that you are now holdingwas written with the Classic version <strong>of</strong>Dungeons & Dragons in mind;however, <strong>Kaarjala</strong> is fully usable as acampaign setting for other game systems.For First Edition AD&D, demihumansmust hail from lands outside <strong>of</strong> <strong>Kaarjala</strong>.<strong>The</strong> magic-user is rare, and the paladinunheard <strong>of</strong>. <strong>The</strong> barbarian class isfounded among some Vaarana as well asthe surrounding fringe cultures. <strong>The</strong>kanteleer may be treated either as a bardor a fighter/magic-user dual class. <strong>The</strong>noaid could be treated as a druid/magicuserdual class. <strong>The</strong> monk and cavalierclasses, as well as psionics, areincompatible with the setting.Under Second Edition AD&D, thefollowing kits are appropriate: barbarian(Icereach, Shonak and Viaskaland),outlaw, peasant hero, wilderness warrior(mainly Vaarana), noble warrior,adventurer, all thief kits (save buccaneer)– especially beggar, bounty hunter andthug, all priest kits (save fighting-monk)with the most popular being the“dwarven” kit <strong>of</strong> craftpriest. Rangers canbe explorers, giant killers, guardians,pathfinders and wardens. Wizards aremost likely witches or astrologers.Druids typically take the adviser,avenger, lost druid, or wanderer kit.Specialist wizards are external to<strong>Kaarjala</strong> proper and are limited toIllusionists, Necromancers, or Invokers.For campaigns under 3.xE, the sorcereris permitted as a character choice amongthe Vaarana, Shonak, and Viaskodans.


Un<strong>of</strong>ficial Game Accessory<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong>Ge<strong>of</strong>f GanderTable <strong>of</strong> ContentsReferee’s HandbookIntroduction ...................................................................................................................................................2History as the Immortals Know It................................................................................................................3Geography....................................................................................................................................................10Society...........................................................................................................................................................14Personalities .................................................................................................................................................22Creatures <strong>of</strong> the Autuasmaa.......................................................................................................................24Artifacts, Treasures, and Hidden Places ..................................................................................................27Adventures ...................................................................................................................................................29Player’s HandbookHistory as the <strong>Kaarjala</strong>ns Know It ..............................................................................................................1Creating Characters for <strong>Kaarjala</strong>................................................................................................................2Special Rules for <strong>Kaarjala</strong> ............................................................................................................................4<strong>The</strong> Noaide .......................................................................................................................................4<strong>The</strong> Kanteleer ..................................................................................................................................7Hypothermia..................................................................................................................................12What People Say about <strong>Kaarjala</strong> .................................................................................. Inside Front CoverMap <strong>of</strong> Kaarja.................................................................................................................. Inside Back CoverCredits:Design: Ge<strong>of</strong>f Gander<strong>Kaarjala</strong> Created By: James MishlerEditing: JTRContent Contributors: Ge<strong>of</strong>f Gander, JTR,Klaus Mogensen, Klaus Ole Kristiansen,Carl Quaif, Marco Dalmonte, the ItalianMMBCover Illustrator: JTRCartography: JTR, Ge<strong>of</strong>f GanderTypography: JTR© 2008 JTR, Ge<strong>of</strong>f GanderDUNGEONS & DRAGONS and D&D are registeredtrademarks owned by Wizards <strong>of</strong> the Coast, a subsidiary <strong>of</strong>Hasbro, Inc.This book is a work <strong>of</strong> fan contributions and does not possess<strong>of</strong>ficial recognition by Wizards <strong>of</strong> the Coast. <strong>The</strong> editor andcontributors make no representations to imply otherwise.This work may not be sold commercially in the United States<strong>of</strong> America or abroad. It may be electronically replicated(“downloaded”) in its entirety for personal use.<strong>The</strong> contributors retain copyright to their individualcontributions with a fair-use understanding <strong>of</strong> citation insubsequent works. <strong>The</strong> artists and cartographers retain allrights to their works as typically construed for art.<strong>The</strong> editor and designer retain all rights to the product “<strong>The</strong><strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong>.”


INTRODUCTIONForewordWelcome to <strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong>,the tenth region <strong>of</strong> the Classic Dungeons& Dragons game world <strong>of</strong> Mystara toreceive the “<strong>Gaz</strong>etteer” treatment underthe fan-produced <strong>Gaz</strong>F line.<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong> signals animportant point in the Norwold-cycle <strong>of</strong>gazetteers, as the attention shifts to thelands around and to the north <strong>of</strong> the GreatBay. <strong>Kaarjala</strong> explores one <strong>of</strong> thenorthernmost realms <strong>of</strong> humanity – anation on the very fringes <strong>of</strong> the worldsetting faced with its own uniquechallenges and adversaries.In addition to the standard features <strong>of</strong>the gazetteers, this product providesoptional information for adventuring inthe freezing wilderness and introducesthe noaid character class, a druid-likegroup unique to the people <strong>of</strong> <strong>Kaarjala</strong>,and the kanteleer, a zither-strummingwarrior. This work particularlycomplements the 2007 release <strong>Gaz</strong> F6<strong>The</strong> Amber Shores <strong>of</strong> Littonia, which alsowas written by Ge<strong>of</strong>f Gander.It has been my privilege to serve aseditor for this gazetteer, and Ge<strong>of</strong>f and Ihope you enjoy reading <strong>The</strong> <strong>Kingdom</strong> <strong>of</strong><strong>Kaarjala</strong> and using it in your owncampaigns.A Refuge in theFrozen NorthTo those who even know <strong>of</strong> it, <strong>Kaarjala</strong>is considered a land apart. <strong>The</strong> nationlies around the waters <strong>of</strong> the LandsplitRiver far north <strong>of</strong> Norwold’s Great Bay.It shares no common border with anyother nation that could be called“civilized.” Instead, tiny barbarian bandsand other tribal groups followingcenturies-old, annual paths trek across thedangerous, half-frozen plains and bogscontained within the Arctic Circle.Yet in the midst <strong>of</strong> all this tundra waste,<strong>Kaarjala</strong> stands as a land <strong>of</strong> wonder. It isinhabited by a people whose stubbornand straightforward nature have allowedthem to carve a strong realm out <strong>of</strong> thewilderness, and the land is protected bythe warmth <strong>of</strong> a magical artifact, theGreat Sampo. Two peoples comprise the<strong>Kaarjala</strong>n nation – the settled Saamariwho reside within the nation’s warmconfines, and the semi-nomadic Vaaranawho spend much <strong>of</strong> their time beyond theSampo’s reach. <strong>The</strong> kingdom is also aland in need <strong>of</strong> heroes, for the perils <strong>of</strong>the north are ancient and powerful, andthe kingdom is in many ways the frontier<strong>of</strong> civilization. So, too, do the legacies <strong>of</strong>Norwold’s ancient past lurk beneath theembrace <strong>of</strong> snow and permafrost.<strong>The</strong> Final Goal <strong>of</strong> theCampaign<strong>Kaarjala</strong> lends itself to a number <strong>of</strong>campaign styles, but characters –especially those hailing from the morecivilized Known World – should get thefeeling that they are in a realm farremoved from the affairs <strong>of</strong> theirhomelands, with its own dynamics,challenges, and opportunities. <strong>The</strong>atmosphere is applicable to campaignscentering on native-born <strong>Kaarjala</strong>ns ormixed parties, too, but natives shoulddevelop a sense that what affects theirland may also have an impact on theregion as a whole.Wilderness aspects – be it monsterencounters, sustenance needs orinclement weather – are a recurrentelement to adventures in <strong>Kaarjala</strong>. Thisland is a veritable island <strong>of</strong> civilization ina region that is very much untamed –wild animals and monsters abound, andone does not have to venture very far torun into something.Traditional adventures centering onhunting monsters and locating losttreasures are setting appropriate. This isan old land that has seen many conflictsduring a history that pre-dates its currentresidents, and remainders <strong>of</strong> thosetroubled periods – such as hauntedbattlefields, tombs, and ruins – awaitexploration.Players can enmesh their characters in a<strong>Kaarjala</strong>n political campaign either asnative characters or as representatives <strong>of</strong>outside interests. <strong>Kaarjala</strong>’s closestneighbor, Littonia, is hoping to establishitself internationally, and the halflings <strong>of</strong>the Leehashire are expanding theirtrading ventures, while King Ericall <strong>of</strong>Alpha strives to bring the disparate pettykingdoms <strong>of</strong> Norwold under hisauthority.For those interested in epiccampaigning, there is the potential forwar with the frost giants <strong>of</strong> Frosthaven orwestern humanoids, but the major, overarchingantagonist <strong>of</strong> the setting is theRimal Hag, an ancient adversary to the<strong>Kaarjala</strong>ns and now the Littonians. <strong>The</strong>Rimal Hag is an intelligent and powerfulopponent, so parties must slowly workthrough her numerous minions beforedrawing out the Rimal Hag directly. <strong>The</strong>featured campaign arc <strong>of</strong> this bookpresents just such a scenario thatculminates in a final encounter with theRimal Hag once the characters havereached the highest levels.Finally, <strong>Kaarjala</strong> can serve as thesetting for a few stop-over adventures asparties make their way to Frosthaven, thestrange western peaks, or the BoreanValley beyond them.Who Should Play in<strong>Kaarjala</strong>?<strong>Kaarjala</strong> is an overwhelmingly humannation, and most characters should behuman, too. <strong>The</strong> demihuman races arevery rare, having only recently arrivedfrom the south as adventurers or from theconstellation <strong>of</strong> small communities belowthe Great Bay.Kudos and CorrectionsJames (“Mystaros”) Mishler is creditedwith the creation <strong>of</strong> the nation <strong>of</strong><strong>Kaarjala</strong>, which was tied, in part, to hisTaymor corpus. To ensure continuitywithin the <strong>Gaz</strong>F product line, somedetails <strong>of</strong> its history and <strong>of</strong> its peoplehave been changed. <strong>The</strong> Shonak tribes,who also appeared in <strong>Gaz</strong> F5, have rootsin Mishler’s work on the Midlands. Inwriting this product, the impressive workon Norwold by the Italian MMB wasconsulted, particularly where geographyis concerned.<strong>Kaarjala</strong> is loosely inspired by theFinnish Kalevala epic. MarcoDalmonte’s work on Ilmarinen – a centralfigure <strong>of</strong> the Kalevala that appeared as anImmortal in the original Master’s Set –was also incorporated into this work.<strong>The</strong> author is indebted to all <strong>of</strong> theaforementioned individuals.2


HISTORY AS THE IMMORTALS KNOW ITAlthough some details <strong>of</strong> their earlyhistory survive in folklore, most<strong>Kaarjala</strong>ns can speak only from thefounding <strong>of</strong> the modern kingdomonwards (BC 105). Forgotten with thepassage <strong>of</strong> time, their history began at agreat distance from modern Norwold.Ancient History and<strong>The</strong> Great Rain <strong>of</strong> Fire<strong>The</strong> <strong>Kaarjala</strong>ns’ ancestors were pastoralNeathar tribesmen that inhabited what isnow Hyborea and the northwesternMidlands, then a cool, temperate region.<strong>The</strong>y dwelt in relative isolation for agesand avoided the conflicts that embroiledthe outside world until Blackmoor’sSecond Beastman Crusade pushed theprotean humanoids into their lands. <strong>The</strong>tribesmen were hard-pressed, but theyheld their territories with the aid <strong>of</strong>newly-arrived Blackmoorian colonists.Unaware <strong>of</strong> the Blackmoorians’ indirectrole in their misfortune, the tribesmenopenly welcomed the newcomers and fellunder their sway with the promise <strong>of</strong>wondrous technomantic devices toimprove their lives.<strong>The</strong> influence was short-lived, for theGreat Rain <strong>of</strong> Fire destroyed the oldorder, and poisonous energies bathed thenorth. Blackmoor-era settlements inupper Norwold were lost, as were those<strong>of</strong> Hyborea. Only those tribesmen thathad clung to their ancestral ways in thewestern Midlands survived, but they, toocarried with them a fascination withmagical artifacts over the millennia.<strong>The</strong> Peoples <strong>of</strong> Kainuu<strong>The</strong> Rain had shifted the planetary axis,and the tribesmen were forced to seek outa new home whose climate was morecompatible with their lifestyle. <strong>The</strong>yfollowed cold-clime wildlife andmigrated eastward to the taiga along thehills <strong>of</strong> the Borean Tier. Over the course<strong>of</strong> their journey, they battled manybeastman tribes and interacted with otherpeoples – Neathar, Blackmoorian, andOltec alike – who were themselves in theprocess <strong>of</strong> migrating in the ever-changinglandscape. Among these groups were theancestors <strong>of</strong> the Shonaks, a tribe thatwould figure prominently in the future.<strong>The</strong> climate remained unsettled forcenturies in the far north, and glaciersadvanced and retreated periodically. Thisprevented the tribesmen from creatingany lasting settlements prior to 2400 BC,when they established a firm hold over astretch <strong>of</strong> foothills and swamps along theeastern Borean Tier. This land satbetween the Borean Valley proper andthe western reaches <strong>of</strong> the lands nowknown as the Hill and Dale.<strong>The</strong> tribesmen called their land Kainuu,or “swampy land,” and took the nameSaamari for themselves. Over the nextfour centuries, some <strong>of</strong> the Saamari grewincreasingly settled, herding animals, andraising crops, and they progressedtechnologically from the Neolithic to theBronze Age. Others, however, preservedtheir semi-nomadic lifestyle; these thenwere the ancestors <strong>of</strong> the Vaarana.Figure 1 Kainuu, BC 2400Ilmarinen and theMaiden <strong>of</strong> PojaaraAround 1800 BC, an inventivecraftsman named Ilmarinen discovered acache <strong>of</strong> ancient Blackmoor technology.After experimenting with it for a time, hediscovered a means <strong>of</strong> tapping into theforces <strong>of</strong> nature to assist in his work. Hiscreations were already considered works<strong>of</strong> art, but they soon acquired magicalproperties. In the process <strong>of</strong> thistinkering, Ilmarinen developed a system<strong>of</strong> runic magic that is still practiced todayby the noaide.Ilmarinen’s skill grew, and his creationsbecame ever more wondrous. <strong>The</strong> smithpresented his best works to the Saamarichiefs for the benefit <strong>of</strong> all. Thisincluded a number <strong>of</strong> weapons that wereemployed to good effect against theirenemies.During one <strong>of</strong> his many travels acrossthe land <strong>of</strong> Kainuu, the craftsmanencountered a woman <strong>of</strong> incrediblebeauty – a fey creature known as theMaiden <strong>of</strong> Pojaara – and had his heartstolen from him. Ilmarinen followed herback to her magical domain, where hespent centuries in a state <strong>of</strong> unendingbliss with the object <strong>of</strong> his new-foundaffections.<strong>The</strong> Fall <strong>of</strong> Kainuu andthe Birth <strong>of</strong> IsanmaaDuring the craftsman’s absence and aperiod <strong>of</strong> renewed glacial migrations, theSaamari and the Vaarana were sorelytested by the humanoids <strong>of</strong> King Loark’sGreat Horde. <strong>The</strong> Horde’s arrival caughtthe people <strong>of</strong> Kainuu by surprise andoverran many settlements. <strong>The</strong> Kainuuchiefs banded together and nominatedone man – Mikko, a seasoned warrior andhunter – to lead them. Mikko organizedhis people and called upon the runemages. <strong>The</strong> people weathered the initialonslaught, but it became clear thatKainuu eventually would be lost. Mikkoled his people east, through a newlyopenedgap in the glaciers, into the landsjust north <strong>of</strong> what is now known as theHill and Dale.<strong>The</strong> bulk <strong>of</strong> Loark’s Horde had passedon to the south and east, but portionsremained in the region and continued totrouble the Saamari and Vaarana. Mikkoembarked on an aggressive campaign tosecure a new homeland for his people.By the time <strong>of</strong> his death in BC 1696,Mikko’s people had carved out a newdomain for themselves between twoseparating glacial expanses. <strong>The</strong> site wasroughly northeast <strong>of</strong> the Borean Valleyand west <strong>of</strong> the Icereach Range. Forestshad rapidly filled the uncovered uplands,the valleys were taken over by swamps,and steep mountains could be seenpiercing the eastern ice. <strong>The</strong> newcomersnamed the land Isanmaa, or “homeland”.3


HISTORY AS THE IMMORTALS KNOW ITIlmarinen’s ReturnThroughout the ordeals <strong>of</strong> the Saamariand Vaarana, Ilmarinen remained withthe Maiden <strong>of</strong> Pojaara and was unaware<strong>of</strong> all that was transpiring beyond theborders <strong>of</strong> her semi-mythical realm. Hiseternal reverie only ended when, one day,an old man entered the Maiden’s hallpraising the young man’s skill and askinghis help to repair a wagon. Ilmarinenaccompanied the old man outside andfollowed him down a path that ledbeyond the limits <strong>of</strong> Pojaara. Repairingthe wagon reignited Ilmarinen’s passionto build and invent, and the Maiden’senchantment over him broke.Ilmarinen recalled his people andreturned to Kainuu, but he found it only adesolate land. <strong>The</strong> old man reappeared,and guided the smith to Isanmaa, nowembroiled in conflict with the humanoids.<strong>The</strong> craftsman presented himself toIsanmaa’s King Maunu, and proved hisown legendary identity by revealingdetails about Kainuu and Isanmaa’sfounder, King Mikko. A convincedMaunu welcomed the inventor, and theyoung man set himself to creatingweapons and other devices that wouldturn the tide <strong>of</strong> the war in Isanmaa’sfavor.In the halcyon days <strong>of</strong> victory,Ilmarinen found himself pining for theMaiden <strong>of</strong> Pojaara. Eager to regain thehappiness he enjoyed, yet unable to leaveIsanmaa, Ilmarinen turned his talents t<strong>of</strong>ashioning a lover to replace her. Afteryears <strong>of</strong> toil, he built the Automaton, agolem made from gold and silver shapedin the Maiden’s likeness, but no matterhow beautiful his creation was, it couldnever satisfy his emotional needs.Crestfallen, Ilmarinen presented theAutomaton to King Maunu and retreatedto his private workshop.During his long period <strong>of</strong> reflection, theold man that he had befriended yearsearlier returned and revealed himself asKagyar the Artisan, an Immortal patronto craftsmen. Kagyar showed Ilmarinenhorizons undreamt and inventionsinconceivable. Realizing that there waslittle left for him in his current life, buteager to expand his knowledge and skills,Ilmarinen gratefully accepted theImmortal’s <strong>of</strong>fer to walk a new path.<strong>The</strong> Golden Age <strong>of</strong>VainamoinenIlmarinen returned to Isanmaa in BC1070 as Prince Vainamoinen, the onlychild <strong>of</strong> the aged King Saku. <strong>The</strong> princedisplayed remarkable skill in leadershipand combat from an early age on, but hisimpulsive nature aroused concern at thecourt in Kuusamo. By the time he was20, Vainamoinen was already a famedadventurer in his own right and had ledmany victorious campaigns against theneighboring humanoids. During one <strong>of</strong>his journeys the prince encountered theMaiden <strong>of</strong> Pojaara, and like Ilmarinenbefore him, Vainamoinen was lovestruckand followed her back to her domain.Months passed without a clue as to theprince’s fate, and King Saku wasincreasingly anxious. <strong>The</strong> frontiers <strong>of</strong>Isanmaa grew unsettled – the humanoidsdisplayed increasing organization andwrought havoc in Isanmaa. <strong>The</strong> kingpleaded with the Automaton to find andsafely retrieve his son.Lacking a soul <strong>of</strong> its own, the constructwas not fooled by the magical defensesthe Maiden had erected to shield Pojaarafrom unwelcome mortal eyes. It locatedthe hall in which Vainamoinen wasstaying, but the enthralled prince wasunwilling to leave. In the confrontationthat ensued, the Automaton killed theMaiden. This broke her spell over theprince, and Vainamoinen returned toIsanmaa.By that time, the humanoid raiding hadprogressed to a concerted campaign todestroy Isanmaa. King Saku fell in battlein BC 1035, elevating Vainamoinen tothe throne. <strong>The</strong> young king personallyled his troops in a determined counter<strong>of</strong>fensivethat regained all previously lostterritory by BC 1030. He then carried thewar to his enemies’ lands. In the yearthat followed, Isanmaa’s army broke ahorde numbering more than 15,000 witha combination <strong>of</strong> strategy, the weaponsand runic magic devised by Ilmarinen,and the king’s personal charisma.Even after this victory, Vainamoinenpursued remnants <strong>of</strong> the horde for thenext 20 years. When he died in BC 998,there were no humanoids anywhere inIsanmaa, and few in the surroundingregion. His legacy survived to thepresent among many northern humanoidtribes, who use Vainamoinen as abogeyman <strong>of</strong> sorts with their young.<strong>The</strong> Expansion <strong>of</strong> IsanmaaAfter the successful campaigns <strong>of</strong> KingVainamoinen, Isanmaa became a regionalpower in northern Brun. Successive kingsmounted ever more extensive campaignsagainst the neighboring humanoid tribes,exterminating many and forcing theremainder into submission. By BC 800,Isanmaa was at its zenith, receivingtribute from many tribes and culturallyinfluencing other peoples.Figure 2 Isanmaa, BC 8004


HISTORY AS THE IMMORTALS KNOW ITEventually the Saamari grewaccustomed to their position <strong>of</strong> absolutedominance and became complacent. <strong>The</strong>ambitions <strong>of</strong> their kings, however,continued to grow unchecked.In BC 591, King Ville mounted a grandcampaign to conquer the Borean Valley,home to humanoid tribes on Isanmaa’sfrontiers. At first highly successful, theking’s armies soon became bogged downin vicious guerrilla warfare and had toexpend considerable resources defendingthe conquered lands. Progress stalled,and King Ville’s resolve crumbled after asurprise counterattack by a coalition <strong>of</strong>15 tribes (BC 572). <strong>The</strong> action claimedmany lives, including that <strong>of</strong> Ville’s heir,Aarne. <strong>The</strong> army withdrew in goodorder, but the defeat and the subsequentperiod <strong>of</strong> intense border raids signaledthe end <strong>of</strong> Isanmaa’s expansionism andits golden age.<strong>The</strong> Decline <strong>of</strong> Isanmaaand Lovaara’s ShadowSurrounding humanoid tribes wereemboldened in the decades that followed,and raids became commonplace. By BC500, large sections <strong>of</strong> Isanmaa’sborderlands had been laid to waste, withentire towns and villages razed.Thousands fled to Isanmaa’s heartland,while heroes and rune mages maderepeated forays to regain control over theborder regions.Isanmaa also faced difficulties withinits borders – many recalled the past glory<strong>of</strong> the Saamari and bitterly blamed theking for the nation’s current state. Somebegan to place greater faith in Isanmaa’sadventuring heroes, but these were few innumber and could only delay thehumanoid advance. Others suspected therune mages <strong>of</strong> hoarding Ilmarinen’ssecrets for themselves. <strong>The</strong> mageswithdrew from the public in response tothis charge, which only reinforcedpopular beliefs. Seeing their cousins’kingdom crumble, the Vaarana withdrewfurther north.Isanmaa’s declining power might havestabilized or even resurged were it not forthe ambitions <strong>of</strong> a young sorceress namedLovaara. Lovaara resented the loss <strong>of</strong>esteem that she and her colleagues hadenjoyed. She questioned the policies <strong>of</strong>King Tuomo and drew to her side likemindedrune mages. Her own powersrapidly grew – unnaturally so – and sheenjoyed dark dreams that showed her apath by which all <strong>of</strong> her desires could befulfilled. As the visions’ enticementgrew, so, too, did her powers.<strong>The</strong> sorceress and her followers stageda revolt in BC 390. <strong>The</strong>y had drawnmany <strong>of</strong> the discontented – and a largehost <strong>of</strong> humanoids – to her banner. Nineyears later, their army descended onKuusamo, the capital. <strong>The</strong> city held for atime, but ultimately the gates werebreached. Nearly the entire populationwas put to the sword – including theroyal family.With the royal line extinguished and thecapital in ruins, Lovaara conquered manytowns across the heartland and destroyedeven more. Thousands <strong>of</strong> Saamari flednorthwards to join their Vaarana cousinsin safety; Lovaara, busy consolidating herown realm, was content to leave themalone for a time.<strong>The</strong> bulk <strong>of</strong> Isanmaa was transformedinto a wasteland populated byhumanoids, restless spirits, and corruptedsouls who had sworn service to Lovaaraand the dark powers into which shetapped. As the land twisted into a parody<strong>of</strong> what it had once been, Lovaaraevolved into a monster. She remained abeautiful woman, but her eyes mirroredthe evil in her soul as all compassion andempathy drained away, and the coldnessin her heart took on a physical reality.Everything she touched became coatedwith frost. Among the Vaarana and thesurviving Saamari in the north, shebecame known as Lovaara the Ice Witch.Lovaara was not long content with herdominion, and she attacked the holdoutsto the north, which had since becomemore organized. Her crusades slowlypressed northward. Ilmarinen returnedonce more to his people, this time as aVaarana hunter named Lemminkainen.Lemminkainen regrouped the falteringSaamari and Vaarana, and led them on aseries <strong>of</strong> aggressive ambushes and sneakattacks to assassinate Lovaara’s generals.<strong>The</strong> resulting chaos stalled the enemy’sadvance and diverted the Ice Witch’sattention.Accompanied by a small group <strong>of</strong>heroes, Lemminkainen sped through theenemy territory, entered Lovaara’scitadel, and attacked her there. <strong>The</strong> IceWitch turned her considerable powersagainst the heroes and killed many <strong>of</strong> herassailants, but she was gravely woundedand fled her domain in disgrace.Lemminkainen and his survivingcompanions razed the citadel and took asmany <strong>of</strong> Lovaara’s treasures as theycould.In doing so, the victors unknowinglysevered many <strong>of</strong> the mystical linksthrough which Lovaara had accessed herpowers. She lost many <strong>of</strong> them and wasleft unprotected from their unwholesomemagics. <strong>The</strong> energy quickly corruptedher physical form, and she vowedvengeance on her former people for herfall from grace.<strong>The</strong> Great FlightWith the destruction <strong>of</strong> Lovaara’scitadel and her elimination as a unifyingforce, the humanoid hordes fell intodisarray and feuded amongst themselves.<strong>The</strong> Saamari entertained thoughts <strong>of</strong>restoring Isanmaa, but over 300 years <strong>of</strong>brutal occupation and warfare haddestroyed far too much, and theythemselves were sickened <strong>of</strong> conflict.<strong>The</strong> Vaarana had suffered less, however,and they were eager to push back thehumanoids. <strong>The</strong> gulf widened betweenthe two peoples despite Lemminkainen’sdiplomatic efforts.Just as it appeared that the people <strong>of</strong>Isanmaa would fall upon each other inbattle, the Automaton reappeared beforeLemminkainen and delivered its counsel.It told him that Isanmaa was too gravelywounded to sustain her people, and thatthe humanoids would eventually regroupunder their own leaders, against whichthe Saamari and Vaarana would not longendure. If he wished his people tosurvive, Lemminkainen would lead themto a new home.He presented the Automaton before thechiefs and instructed them <strong>of</strong> what wasneeded. <strong>The</strong> Saamari chiefs agreed toundertake the journey, but those <strong>of</strong> theVaarana opted to reclaim their lands. InBC 275, Lemminkainen led a great hostnorth into the mountains. <strong>The</strong> way was5


HISTORY AS THE IMMORTALS KNOW ITperilous, with many skirmishes withbands <strong>of</strong> humanoids and barbarians, buteventually the Saamari reached sanctuaryin the fabled land <strong>of</strong> Pojaara.Lemminkainen revealed to the chiefsthat the lands on the eastern side <strong>of</strong> agreat mountain range would be their newhome. <strong>The</strong>re they would prosper so longas they upheld their spirit and foughtvaliantly for all they held dear. Yet itwas not time for their passage to the eastto begin, and Lemminkainen commandedthe Saamari to rest in Pojaara until theirgrief over the loss <strong>of</strong> Isanmaa hadsubsided; a sign would be given when thetime was right to leave. Lemminkainennamed as his successor Eino, widelyregarded as the bravest <strong>of</strong> the chiefs, andthen departed with the Automaton.<strong>The</strong> Saamari enjoyed fifteen years <strong>of</strong>peace in Pojaara, during which theirmorale and health improved greatly. Oneday, a great tremor shook the land, andthe people saw a swath <strong>of</strong> hills –mountains, actually – fall away in theeast, revealing a clear path runningthrough a wide gap. After another threeyears <strong>of</strong> preparation, the people emergedfrom Pojaara but found themselves in thenorthern reaches <strong>of</strong> the Borean Valley.<strong>The</strong>y followed a circuitous route acrossthe north, guided by beacons laid downby Lemminkainen. <strong>The</strong>y stopped severaltimes to regroup on the modern ShonakTribal Lands and the highlands north <strong>of</strong>the Hill and Dale, but external forcesalways forced them to continue theirjourney before long. Finally, the Saamarireached the western foothills <strong>of</strong> a greatmountain range – the Icereach – andmade their way through several passes.A hidden forest in the northern rangeprotected another generation <strong>of</strong> theSaamari before their odyssey continued.On the other side <strong>of</strong> the peaks, theybeheld a great, marshy plain stretchinginto the east, lightly populated by twoquarreling peoples – a stocky, nomadicpeople who followed herds <strong>of</strong> reindeercalled the Shonaks; and the fair-skinnedLittonians, who herded, farmed meagerly,and mined. Eino’s great-grandson, Risto,decreed that the plains were meant for theSaamari, and he led his people on acampaign to expel the other peoplesquickly.<strong>The</strong> Birth <strong>of</strong> <strong>Kaarjala</strong><strong>The</strong> promises made by Lemminkainen,which had been repeated by successivechiefs, soon seemed to ring hollow. <strong>The</strong>Saamari were in the midst <strong>of</strong> a frigid bog,whipped by fierce storms from the north.<strong>The</strong> few regions <strong>of</strong> dry land they couldfind had thin soil, and the summer wassimply too short to grow anything but themost meager crops. Morale fell, andbefore long people began to question theintentions <strong>of</strong> the seemingly legendaryman who had led them out <strong>of</strong> Isanmaa.<strong>The</strong> environment would prove to beonly one <strong>of</strong> several adversaries. Thisdesolate region was the winter huntingground <strong>of</strong> the nomadic Shonaks, whoresented the arrival <strong>of</strong> the Saamari andsought to drive them out. Conflict alsoarose with the Littonians to the south, forthey also had claims to the region.<strong>The</strong> Saamari were not unprepared, andused the tactics they employed againstthe humanoids in Isanmaa to theiradvantage, but they were unfamiliar withthe territory and relatively few in number.Within twenty years <strong>of</strong> leaving theIcereach Range, the Saamari wereconfined to a belt <strong>of</strong> open landsandwiched between Pohjanjärvi andIsojärvi Lakes. <strong>The</strong>y maintained theirdefensive lines, but food stores and theresources <strong>of</strong> the land would notadequately support them indefinitely.Meanwhile their adversaries hunted andgathered with impunity.In the aftermath <strong>of</strong> a ferocious Shonakassault, Ilmarinen the Smith reappearedwith many legendary devices. With hisweapons, the skills he acquired in hisprevious incarnations, and capitalizing onLittonian-Shonak hostility, Ilmarinenhelped Risto transform the Saamari’sdefensive campaign into an <strong>of</strong>fensiveone. Ten years out, the Shonaks hadbeen driven north, and the Littonians hadretreated to the southeast after their kingfell near Lake Isojärvi. <strong>The</strong> successor tothe Littonian throne, Marīs, <strong>of</strong>fered toacknowledge the Saamari presence in thenorth in exchange for peace. Both peoplesigned the Treaty <strong>of</strong> Valmiera in BC 105,and the nation <strong>of</strong> <strong>Kaarjala</strong> wasproclaimed with Risto as its first king.Rise <strong>of</strong> the New <strong>Kingdom</strong>With their frontiers secure, the Saamaribegan the slow, backbreaking process <strong>of</strong>taming their land. Ilmarinen built a newworkshop and withdrew into its sanctum.Five years later, the Saamari werebuffeted by a series <strong>of</strong> gales, and localtemperatures began to rise as a wave <strong>of</strong>sudden warmth washed over the region.<strong>The</strong> Saamari chiefs traced the source <strong>of</strong>the changes to Ilmarinen’s workshop,where a great golden windmill, glowingwith its own light, dominated thestructure. Ilmarinen emerged andformally unveiled the Great Sampo, hislasting gift to his people that would maketheir land bountiful so long as they stayedtrue to their spirit. His life’s work finallycomplete, Ilmarinen disappeared toreceive the rewards <strong>of</strong> Immortality.Risto constructed a fortress to protectthe Great Sampo, around which grew thefuture capital, Kaarja, as more peoplesettled the area to be close to the artifactand its gifts. Contact with Littoniacontinued, and relations slowly eased andbecame friendly.Figure 3 <strong>The</strong> North 0 AC6


HISTORY AS THE IMMORTALS KNOW IT<strong>The</strong> centuries following the foundation<strong>of</strong> <strong>Kaarjala</strong> were marked by frequentskirmishes with the Shonaks and theoccasional frost giant raid. Unknown toall, the sorceress Lovaara – now theRimal Hag – had located the Saamari,and she quietly established a dominion <strong>of</strong>her own south <strong>of</strong> <strong>Kaarjala</strong>, from whichthe Ice Witch intended to bring down thisnew kingdom and destroy her formercountrymen at last.<strong>The</strong> Vaarana ReunitedIn AC 630, the Saamari’s longsundered kin, the Vaarana, traversed theIcereach Range in haste. <strong>The</strong>y reached<strong>Kaarjala</strong> and brought with them tales <strong>of</strong> agreat humanoid host on the march. <strong>The</strong>irgoal <strong>of</strong> reclaiming their lands in Isanmaahad been met for a time, but theAutomaton’s prophecies had come true –the humanoids had unified once more andswept the Vaarana aside.Recalling the legendary devastationwrought by Loark’s Horde and the forces<strong>of</strong> Lovaara, King Markus called upon hisnobles to muster arms and sent word tohis Littonian allies and to the barbarians<strong>of</strong> the southern plains. While he awaitedtheir replies, the king ordered thefortification <strong>of</strong> the largest mountainpasses and called upon the Vaarana topatrol the hinterlands. Such was thesheer scale <strong>of</strong> the work that the better part<strong>of</strong> a decade was spent readying for theassault, while bands <strong>of</strong> heroes went westto scout and harry the invaders. Few <strong>of</strong>those brave souls returned.When the attack finally came in AC637, the <strong>Kaarjala</strong>ns and Littonians wereprepared but still hard-pressed. <strong>The</strong>assaults died down in winter; buthumanoid losses were easily replaced,and after three years the defenders hadwithdrawn to their secondary lines. <strong>The</strong>northern frontier was also unquiet: theShonak tribes, hearing <strong>of</strong> events to thesouth and goaded by the Rimal Hag,mounted campaigns <strong>of</strong> their own toreclaim their lost territories. <strong>The</strong> northwould surely have been lost, were it notfor the sudden arrival <strong>of</strong> a host <strong>of</strong>mammoth-riding goblins from the southand the legendary figures <strong>of</strong> Littonia’sNamejs and Lemminkainen. Heartenedonce more, the defenders struck back andbroke the invading hordes on the Plain <strong>of</strong>Skulls. Remnant groups were drivenback into the Icereach Range. <strong>The</strong>irdescendants, the Hillbans, would go on totrouble the Hill and Dale <strong>of</strong> the west.<strong>The</strong> warriors <strong>of</strong> <strong>Kaarjala</strong> and Littoniaturned their attention northwards andaided the Vaarana in driving back theShonaks. King Markus, who fought atthe front lines during the entirecampaign, was known ever after as “theSteadfast.”Nearly bled dry by years <strong>of</strong> warfare,<strong>Kaarjala</strong> turned inward to bury its deadand rebuild; however, the kingdom’smost implacable enemies – the Shonaks –were not idle. Spurred by their chieftainsand shamans, the Shonaks bandedtogether into a great host to reclaim theirlands. Numerous <strong>Kaarjala</strong>n villages fellin AC 654, and hundreds fled south andwest in search <strong>of</strong> shelter.King Markus, then an old man, fell inbattle when he met the Shonaks nearKaarja that summer. His heir, themiddle-aged Pirkka, led a counterattackthat blunted the invasion, but the northernregions remained in Shonak hands.Littonia – itself worn down fromconflicts – could contribute only ahandful <strong>of</strong> adventurers.For seven years, <strong>Kaarjala</strong> recoveredwhile the northern Vaarana pressed on.But the kingdom eventually returned tothe fight against the Shonaks. <strong>The</strong> warwas marked by slow progress until AC663 and the final battle at the WhiteSiedi. King Pirkka would succumb to hiswounds, and many <strong>of</strong> his soldiers wouldfall, but the ferocity <strong>of</strong> the <strong>Kaarjala</strong>nsdispersed the Shonaks. Today, WhiteSiedi is held as a sacred site to thenorthern Vaarana.<strong>The</strong> Age <strong>of</strong> EmperorsPirkka’s daughter, Kaisa, assumedleadership <strong>of</strong> the nation and nursed herpeople back to strength, but whereincursions arose, she reacted swiftly. Herleadership earned her title <strong>of</strong> the Lioness,or Keisa (lit. “the Cat”). Meanwhile,<strong>Kaarjala</strong>ns settled to the south and east.<strong>The</strong> crown then went to her son Arttu,an ambitious man determined to ensurethat his kingdom would never again be ashard-pressed as it was during hismother’s youth. He allotted land-grantsand sent his soldiers to formally claimKoleamaa and Itämaa, and styled himselfan emperor <strong>of</strong> the north (Keisari, or lit.the “Eagle-Cat” or griffon).<strong>The</strong> efforts met resistance fromhumanoids, barbarians, Littonians, andQeodhans – even earlier <strong>Kaarjala</strong>nsettlers. In the end, Arttu’s armies wereoverstretched, and <strong>Kaarjala</strong> mademinimal gains. He quit the southerncampaign after the Battle <strong>of</strong> Saltborg, aheavily fortified Viaskodan holding. <strong>The</strong>Itämaa campaign ended two years later.Before his reign ended, Arttu hadconstructed fortifications in strategiclocations, which ensured that <strong>Kaarjala</strong>would never again be so open toinvasion. <strong>The</strong>ir completion was left tohis son, Toivo.When Toivo’s grandson, Paavo, cameto power in AC 765, tensions seemed tobe mounting between the Saamari andVaarana. Spurred on by the noaide, thenomads were bent on reigniting a warwith the Shonaks. To bring theirimpulses to heel, Paavo ordered thecreation <strong>of</strong> a national church andstrengthened the royal prerogative, but heconceded limits on the external authority<strong>of</strong> <strong>Kaarjala</strong>. Paavo renounced the title <strong>of</strong>Keisari in favor <strong>of</strong> the traditionalKuningas.<strong>Kaarjala</strong> TodaySince the formation <strong>of</strong> the Church <strong>of</strong><strong>Kaarjala</strong>, the kingdom has remained arelatively tranquil realm. It was notdirectly involved with the events in thesouth during the reign <strong>of</strong> Akra the Ice-Witch, but the Sampo’s abilities wereoccasionally defeated by the regionalfreeze. Forays by the frost giants were acommon occurrence during this era, too.Today, tensions persist with thenorthern Shonaks and the frost giants <strong>of</strong>Frosthaven. <strong>The</strong> Vaarana have carvedout a stable buffer zone on the frontiers,and so these threats have recededsomewhat. With their survival no longerimperiled on a regular basis, some<strong>Kaarjala</strong>ns have turned their attention tothe wider world – and in particular to thepopulous lands to the south.A trickle <strong>of</strong> <strong>Kaarjala</strong>ns had beenventuring south for centuries, first to7


HISTORY AS THE IMMORTALS KNOW ITLittonia, and then to the lands <strong>of</strong> theGreat Bay, in search <strong>of</strong> adventure andopportunities. This trickle became asmall stream after AC 974, whenThyatian and Minrothaddan interestsreached Littonia, and began the process<strong>of</strong> opening that kingdom to the KnownWorld.Wishing to emulate Littonia’s apparentsuccess on his own terms, King KaarloTaavinen formally opened <strong>Kaarjala</strong> to theoutside world in AC 990, but little hasresulted thus far. <strong>The</strong> king’s detractorshave used this as pro<strong>of</strong> that <strong>Kaarjala</strong> canstand alone; but others have pointed toominous political developments inNorwold, as well as strange activity inthe unsavory region <strong>of</strong> Tuonela, as signsthat <strong>Kaarjala</strong> may soon need theassistance <strong>of</strong> the outside world if it is tosurvive.<strong>Kaarjala</strong>n TimelineBC 3000: <strong>The</strong> Great Rain <strong>of</strong> Firedestroyed Old World settlements inwhat is now upper Norwold.BC 2400: <strong>The</strong> Saamari, a nomadicpeople <strong>of</strong> the tundra and taiga, settledKainuu in eastern Borea.BC 2000: <strong>The</strong> Saamari progressed toBronze Age technology. Those thatretained their nomadic lifestylesbecame the Vaarana.BC 1800: Ilmarinen discovered a system<strong>of</strong> runic magic, with which he builtmany useful magic items. Ilmarinenpresented these items to the chiefs <strong>of</strong>his people.BC 1787: <strong>The</strong> beautiful Maiden <strong>of</strong>Pojaara enchanted Ilmarinen, and thecraftsman left for her secret realm.BC 1725: <strong>The</strong> Great Horde exited fromthe Borean Valley and enteredKainuu. <strong>The</strong> overwhelmed Saamariand Vaarana fled eastwards.BC 1696: <strong>The</strong> Saamari and Vaaranaestablished Isanmaa in the foothillsnorth <strong>of</strong> the modern Hill and Dale.BC 1390: Repairing a wagon broke theMaiden’s hold over Ilmarinen andreignited his passion for building andinventing. He located Isanmaa, thenbeset by humanoids, and lent hisskills to that realm’s defense.BC 1385: A lovelorn Ilmarinen createdthe Automaton, a golden golem in thelikeness <strong>of</strong> the Maiden <strong>of</strong> Pojaara, butgave it away to Isanmaa’s king.BC 1380: <strong>The</strong> craftsman sloughed <strong>of</strong>fhis mortal form to embark upon apath to Immortality under Kagyar.BC 1050: While adventuring, the youngPrince Vainamoinen swooned for theMaiden <strong>of</strong> Pojaara.BC 1048: <strong>The</strong> Automaton, sent byIsanmaa’s king to rescue the prince,killed the Maiden and returned withVainamoinen.BC 1035: Humanoids attacked Isanmaa,and King Saku fell in battle. <strong>The</strong>newly-crowned Vainamoinen led thedefense.BC 1000: <strong>The</strong> Shonaks reached thenorthern shores <strong>of</strong> Norwold.BC 1029: Vainamoinen defeated thehumanoids through a combination <strong>of</strong>battle prowess, runic lore, and themagical devices <strong>of</strong> Ilmarinen. Hespent the remainder <strong>of</strong> his reigncleansing Isanmaa.BC 800: <strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> Isanmaa wasat its peak, and humanoid tribes paidtribute to the Saamari kings.BC 572: <strong>The</strong> Borean Campaign endedwith the rout <strong>of</strong> Isanmaa’s army andthe death <strong>of</strong> Prince Aarne.BC 550: Humanoids tribes rose upagainst the Saamari and soweddissension within the realm.BC 500: Isanmaa’s power waned in theface <strong>of</strong> resurgent humanoid attacks.BC 400: Lovaara, a beautiful butresentful sorceress, was swayed bythe promises within her dark dreams.She developed additional powers andformed a fellowship.BC 390: Lovaara and her followersstaged a revolt in southern Isanmaa.BC 381: Isanmaa’s armies were alreadyembroiled in numerous border wars,and they were caught <strong>of</strong>f guard whenLovaara’s followers staged a revoltwith the aid <strong>of</strong> humanoids. KingTuomo fell in battle soon afterwards.BC 375: Lovaara consolidated much <strong>of</strong>Isanmaa into her own dark realm.She ignored the thousands <strong>of</strong> refugeesthat fled north with the help <strong>of</strong> theVaarana.BC 350: Lovaara attacked the remainingSaamari and Vaarana holdings in thenorth.BC 315: Ilmarinen was reborn into one<strong>of</strong> the Vaarana clans as the greathunter, Lemminkainen. Lovaara’sreach crept steadily northwards.BC 285: Lemminkainen led theremnants <strong>of</strong> Isanmaa in a stealthycampaign to hinder Lovaara. <strong>The</strong>counter-attack killed many humanoidsand checked Lovaara’s advances.BC 277: Lemminkainen breachedLovaara’s citadel in a costly raid thatwounded the sorceress, stripped her<strong>of</strong> many <strong>of</strong> her powers, and put her t<strong>of</strong>light. <strong>The</strong> humanoids fell intoquarreling disarray.BC 275: <strong>The</strong> Automaton reappeared andcounseled Lemminkainen to lead theSaamari to a new home in the east.<strong>The</strong>y stumbled into the hidden realm<strong>of</strong> Pojaara, but the Vaarana remainedbehind to protect their lands. Afterissuing prophetic orders, the hero andthe Automaton disappeared.BC 260: <strong>The</strong> Saamari interpreted thedestruction <strong>of</strong> Alinor as a sign and leftPojaara.8


HISTORY AS THE IMMORTALS KNOW ITBC 257-210: <strong>The</strong> Saamari dwelt in asuccession <strong>of</strong> camps in the westerntundra.BC 207-182: <strong>The</strong> Saamari dwelt atPyhäkköpunki above the Roaguncal.BC175-140: <strong>The</strong> Saamari took sanctuaryin the Pohjoskätkettymetsä within thenorthern mountains.BC 140: <strong>The</strong> Saamari traversed theIcereach and continued west throughthe gaps in the Winter Peaks.BC 135: <strong>The</strong> Saamari entered the landsabove the Great Bay, but resultingconflicts slowly hemmed them intothe central frozen marshlands.BC 115: Ilmarinen returned and gave theSaamari great weapons. <strong>The</strong>y wenton the <strong>of</strong>fensive against the Littoniansand Shonak nomads. King Uldis <strong>of</strong>Littonia raised an army to reclaimtheir stolen territory.BC 105: King Uldis died at Isojärvi. Hissuccessor, Marīs, drafted the Treaty<strong>of</strong> Valmiera. <strong>Kaarjala</strong>, the nation <strong>of</strong>the Saamari, was formed as a result.BC 100: Ilmarinen appeared before theSaamari at Kaarja and presented themwith the Great Sampo. Onceactivated, the device began totransform the surrounding land into amore temperate region.BC 50: <strong>The</strong> Vaarana retook part <strong>of</strong>Isanmaa from the humanoids.BC 15: Frost giants wroughtconsiderable havoc in <strong>Kaarjala</strong>.AC 90: Several dark champions aroseamong the embattled humanoids <strong>of</strong>Isanmaa.AC 120: <strong>The</strong> humanoids pushed backagainst the Vaarana in Isanmaa.AC 132: <strong>Kaarjala</strong>ns intercepted frostgiants invading northern Norwold atthe Maanselkä River.AC 200: Vaarana heroes killed the mostpowerful <strong>of</strong> the humanoids’ darkchampions, and a stalemate ensuedbetween the two groups.AC 320: Constant, low-levelskirmishing with the Shonaks andneighboring humanoid tribes leadsKing Hanno to institute reforms thatexempt those who can finance andsupport soldiers from land taxes.Those with the means to do sobecome the progenitors <strong>of</strong> the modernnobility; the king’s role as defender <strong>of</strong>the land is reduced.AC 625: <strong>The</strong> Vaarana <strong>of</strong> Isanmaa wereagain beset by humanoids.Lemminkainen appeared before themand instructed them to follow theirlong-departed cousins eastwards.AC 630: <strong>The</strong> Vaarana arrived in<strong>Kaarjala</strong>, telling tales <strong>of</strong> humanoidhordes from the west.AC 637: <strong>The</strong> humanoid hordes invadedthe east.AC 640: A massive coalition <strong>of</strong>Littonians, <strong>Kaarjala</strong>ns, Vaarana,barbarians, and pygmy mammothridinggoblins turned back thehumanoids at the Battle <strong>of</strong> Skulls. Asa consequence <strong>of</strong> casualties and landrewards,the <strong>Kaarjala</strong>’s dual noblechieftainsystem gave way tonoblemen only.AC 654: Several Shonak tribes bandedtogether to drive out the <strong>Kaarjala</strong>ns,who are still recovering from the war.Several villages were destroyed.AC 661-663: <strong>The</strong> <strong>Kaarjala</strong>ns’ retaliatorywar against the Shonak culminated atthe Battle <strong>of</strong> the White Siedi.AC 663-684: Under the reign <strong>of</strong> theLioness, Kuningatar Kaisa, the nationslowly recovered. Vaarana nomadsventured south into Koleamaa, andsome Saamari joined the freeholds <strong>of</strong>Itämaa.AC 684: Kuningas Arttu styled himselfthe Keisari <strong>of</strong> <strong>Kaarjala</strong> and embarkedupon an ambitious expansion.AC 690: Humanoids and Viaskodansdefeated the <strong>Kaarjala</strong>ns at Saltborg.AC 692: <strong>Kaarjala</strong>n soldiers retreatedfrom Itämaa.AC 694-712: Arttu commissioned aseries <strong>of</strong> fortresses before dying. Hisheir, Keisari Toivo, oversaw theircompletion.AC 750: By this time, the Vaarana wereexpanding their territories, pushingback the Shonaks still further.AC 770: Paavo created the Church <strong>of</strong><strong>Kaarjala</strong> as a means to stop risingreligious tensions between theSaamari and Vaarana. Thisdevelopment strengthened the royalprerogative but at the cost <strong>of</strong> the title<strong>of</strong> Keisari; the influence <strong>of</strong> the noaidewas reduced.AC 860-874: <strong>The</strong> Age <strong>of</strong> Akra. Amassive freeze throughout Norwoldperiodically overwhelmed the heating<strong>of</strong> the Great Sampo. Shonak herdersleft for the western tundra, while frostgiants made annual forays into theAutuasmaa and beyond.AC 893: Shonak nomads returned toupper Norwold.AC 961: Deposits <strong>of</strong> bog iron werediscovered in the half-frozen swampsnear the village <strong>of</strong> Lovajärvi. Manypeople relocated to the region.AC 973: Lovajärvi was destroyed by asmall horde <strong>of</strong> undead originatingfrom deep within the swamps. <strong>The</strong>region was abandoned afterwards.AC 990: King Kaarlo Taavinen, in aneffort to replicate the apparent successexperienced by Littonia, <strong>of</strong>ficiallyopened his kingdom to outsiders.Few immediate changes resulted.AC 1000: Time <strong>of</strong> the gazetteers.9


GEOGRAPHY<strong>The</strong> Land<strong>Kaarjala</strong> is located north <strong>of</strong> the ArcticCircle, with much <strong>of</strong> its territory nestledin the Autuasmaa, a broad swampy riverplain between the Rivers Maanselkä(Landsplit) and Tukkijoki. <strong>The</strong> landslopes slightly from the northern spur <strong>of</strong>the Icereach Range in the west until itreaches the coast. A more distinct, flutedshape emerges along the north-southtransect, for the Autuasmaa sits slightlybelow both the Everwinter Lands and theViaskaland. West to east, the region hasan average height above sea level fallingfrom 600 feet to 200 feet.<strong>The</strong> Autuasmaa is still undergoingextensive post-glacial rebound, with acurrent average rise <strong>of</strong> two inches percentury around Kaarja and points west,and one inch per century at the coast.This process will accelerate in the nextfew centuries, and it is plausible that thecoastline will extend an additional four toeight miles after another 800 years.<strong>Kaarjala</strong>’s most abundant naturalresources are iron, peat, and wood; otherresource needs are generally met throughtrade with Littonia.Mountains and HillsAlthough <strong>Kaarjala</strong> is not significantlyelevated above sea level, there are anumber <strong>of</strong> hills and mountain ranges inthe wider region that merit description.<strong>The</strong> Raatovaarat Mountains areactually a line <strong>of</strong> steep hills rangingbetween 500 and 800 feet above the localbaseline. <strong>The</strong>y run southwest from LakeHämäräjärvi beyond <strong>Kaarjala</strong>’s westernborders. <strong>The</strong> mountains are comprisedprimarily <strong>of</strong> sandstone that was foldedand uplifted millions <strong>of</strong> years ago, andthen subsequently battered by theelements. <strong>The</strong> recent glaciation period cutseveral steep valleys through them, whichwere then enlarged by explosivewatershed events and tremors followingthe destruction <strong>of</strong> the Alphatian <strong>Kingdom</strong><strong>of</strong> Alinor.Although much <strong>of</strong> the resulting waterflows made their way to Hämäräjärvi, aconsiderable quantity was redirectedunderground, where they carved outnumerous caverns. Many <strong>of</strong> these caveshave since dried, but they have not beenextensively explored. Persistent rumorsstate that deposits <strong>of</strong> silver are abundantin the caverns’ lower levels, but that themetal recoils from the touch <strong>of</strong> men.Mercury hazards abound around lodes <strong>of</strong>silver and titanium.Also significant are the PallastunturiHills, which constitute the northernfoothills <strong>of</strong> the Icereach Range. <strong>The</strong>yrange in height from 150 feet above thebaseline at their northernmost extent, tomore than 1,000 feet where they meet themountains proper. This region isexceedingly bleak, being fully exposed tothe prevailing arctic climate.<strong>The</strong> closest true mountains are theRaanivaara Mounts, or Winter Peaks,an isolated segment <strong>of</strong> the Icereach thatwas cut <strong>of</strong>f by random aftershocks <strong>of</strong> theearthquake that destroyed Alinor. <strong>The</strong>Peaks average 12,000 feet in height, andare igneous (granite) like much <strong>of</strong> theIcereach. Over the years a handful <strong>of</strong><strong>Kaarjala</strong>ns and others have visited themountains in search <strong>of</strong> precious metalsand other deposits, but those whoreturned did so empty-handed. <strong>The</strong> lessfortunate ran afoul <strong>of</strong> the localhumanoids that dwelled in a series <strong>of</strong>caves within the eastern foothills.Immediately south <strong>of</strong> the Winter Peaksare the Karelides, another semi-isolatedcluster <strong>of</strong> mountains within the Icereachsystem. All that is presently known <strong>of</strong>this large massif has come courtesy <strong>of</strong>adventurers and explorers. <strong>The</strong>re are twoprimary ridgelines that run north-south inthe Karelides, but much <strong>of</strong> the rest seemsunstructured. <strong>The</strong> dominant peak in thisgroup is the ice-covered peak <strong>of</strong> Halti(19,800 feet). <strong>The</strong> local granite containsuntapped veins <strong>of</strong> silver and iron.ForestRoughly half <strong>of</strong> <strong>Kaarjala</strong>’s territory iscovered by coniferous forests – primarilywhite pine and spruce – and a few stands<strong>of</strong> birch. <strong>The</strong> thin, acidic soil <strong>of</strong> theregion – mostly moraine or glacial tillcovered with a very thin layer <strong>of</strong> humus –prevent all but the hardiest undergrowthfrom growing. <strong>The</strong> most common shrubsand bushes are juniper, cranberry, anddwarf willow. Where there is no soil, theregion’s granite bedrock is clearlyvisible.Beyond the warming effects <strong>of</strong> theGreat Sampo, the prevailing arcticclimate descends with a vengeance, andthe only vegetation that manages tosurvive are varieties <strong>of</strong> lichens, mosses,sedge grasses, and low-lying floweringplants adapted to the arctic, such as arcticpoppies, purple saxifrage, and whitlowgrass. <strong>The</strong>se are fairly widespread southand east <strong>of</strong> <strong>Kaarjala</strong>, but vegetation thinsout dramatically within forty miles <strong>of</strong><strong>Kaarjala</strong>’s northern and western frontiers.This is especially true for the windsweptPallastunturi Hills, which are utterlydevoid <strong>of</strong> any vegetation, and thedesolate tundra <strong>of</strong> the Everwinter Lands.<strong>The</strong> Plains<strong>The</strong> central portion <strong>of</strong> <strong>Kaarjala</strong> isdominated by the Autuasmaa (Land <strong>of</strong>Bliss) Plain, a region that once lay at thebottom <strong>of</strong> a great glacial lake. Centuries<strong>of</strong> sedimentation have given the plainsome <strong>of</strong> the richest soils in the far north,but the land would still be consideredmarginal by Known World standards.Tall grasses are the major vegetationwhere the land is not being tilled, withfrequent patches <strong>of</strong> natural wildflowers.Southwest <strong>of</strong> <strong>Kaarjala</strong> lies the Plain <strong>of</strong>Skulls, so named because much <strong>of</strong> thefighting during the Battle <strong>of</strong> the Skullswas conducted here, leaving the bodies <strong>of</strong>untold numbers <strong>of</strong> humans andhumanoids intermixed with the skeletalremains dating to the Great Rain <strong>of</strong> Fire.This region was bleak to begin with; theaddition <strong>of</strong> the skeletal remains <strong>of</strong> morethan 10,000 humans, giants, andhumanoids made it more so. Few peopleventure here willingly; even the localhumanoid tribes give it a wide berth.WaterwaysTowards the end <strong>of</strong> the last ice age –when the destruction <strong>of</strong> Alinor shatteredthe northern ice shield – retreatingglaciers produced a great lake thatdominated what is now central <strong>Kaarjala</strong>from Lakes Isojärvi and Pohjanjärvi tothe confluence <strong>of</strong> the Kesäjoki River.Lake Hämäräjärvi was roughly doubleits current size, with a marshy peninsulacutting the lake in half where the modernnorthern lakeshore rests.10


GEOGRAPHYOver the ensuing centuries the watersreceded as the glaciers left the region,producing a landscape filled with manylakes and rivers, with margins dominatedby fens. Between the region’s continuingpost-glacial rebound and the warming <strong>of</strong>the Great Sampo, these lakes will befurther reduced.<strong>Kaarjala</strong> is defined by two major rivers– the Maanselkä (better known in thesouth as the Landsplit River) and theTukkijoki. <strong>The</strong> headwaters <strong>of</strong> theMaanselkä are located in LakeHämäräjärvi, from which it descendsrapidly for a few miles before starting tomeander along the swampy margins <strong>of</strong>the Autuasmaa Plain. It flows at amoderate pace until it enters a naturaldepression currently filled by LakeIsojärvi, where it is joined by hundreds <strong>of</strong>tiny tributaries. <strong>The</strong> water is slowed by anatural leveling <strong>of</strong> the terrain – withoutwhich the shallow lake would not exist.<strong>The</strong> Maanselkä meanders east <strong>of</strong> theIsojärvi until it merges with theTukkijoki, after which the river gathersstrength and depth for its final stretch tothe ocean.In addition to the two major rivers,there are three sizeable tributaries (theKesäjoki, Kalajoki, and Sinijoki Rivers)and countless streams and creeks – all <strong>of</strong>which tend to be very shallow. <strong>The</strong>primary source <strong>of</strong> the northern TukkijokiRiver is Lake Pohjanjärvi. <strong>The</strong> earlywaters slowly strengthen, fed first by theriver Kalajoki and then the Kesäjoki.<strong>The</strong> Kalajoki is relatively strong and fastflowing, and it draws from numerousbogs to the north <strong>of</strong> Lake Pohjanjärvi.<strong>The</strong> coldest <strong>of</strong> <strong>Kaarjala</strong>’s waterways, theKesäjoki River is fed by seasonal melting<strong>of</strong> permafrost in the Everwinter Lands.<strong>The</strong> river is very shallow and slow, andthe bed is dry for the winter and much <strong>of</strong>the fall.<strong>The</strong> Tukkijoki suffers a considerabledrop in momentum in an easterndepression. <strong>The</strong> river becomes sosluggish and shallow that it is hard todistinguish it from the surroundingswamps. At the edge <strong>of</strong> this region, theTukkijoki meets the faster-flowingMaanselkä River.<strong>The</strong> Sinijoki (“Blue River”) is not adirect tributary <strong>of</strong> the Maanselkä butflows from the Plain <strong>of</strong> Skulls into LakeHämäräjärvi. Owing to the unsavorynature <strong>of</strong> its place <strong>of</strong> origin, most<strong>Kaarjala</strong>ns do not drink from it, nor willthey eat fish caught from the river’swaters.<strong>Kaarjala</strong> is blessed with over 1,000freshwater lakes that have been carvedout <strong>of</strong> the underlying bedrock by glacialaction. Most are less than ¼ square milein size, but three lakes – Hämäräjärvi,Isojärvi, and Pohjanjärvi – are numberedamong the largest lakes on the continent.Fens dominate the margins <strong>of</strong> many <strong>of</strong>these waterways and lakes.Located in the uplands around theRaatovaarat Mountains, Hämäräjärvi is<strong>Kaarjala</strong>’s highest lake. It is also thedeepest, with an average depth <strong>of</strong> morethan 60 feet. Some portions near thewestern shores are more than twice thatmeasure.Although Lake Isojärvi is thesouthernmost <strong>of</strong> the big lakes, its watersare the coldest. Many people attributethis (correctly) to its proximity to theunsettlingly cold land <strong>of</strong> Tuonela. Forsimilar reasons, fewer fish live in thislake. <strong>The</strong> common and giant pike aretwo such fish that do, but most lifeconsists <strong>of</strong> worms, small eels andcrustaceans, and <strong>Kaarjala</strong>n crayfish. <strong>The</strong>average depth <strong>of</strong> Isojärvi is 25 feet.Pohjanjärvi, the northern great lake, isconsiderably deeper than the Isojärvi withan average depth <strong>of</strong> 40 feet. Of all thelakes, this is the richest in terms <strong>of</strong> thenumber and variety <strong>of</strong> fish. It is alsohome to the rare <strong>Kaarjala</strong>n ringed seal.Surrounding LandsLocated in the sparsely populated north,<strong>Kaarjala</strong> does not share borders with anyother organized state, with the exception<strong>of</strong> Tuonela, <strong>of</strong> which the <strong>Kaarjala</strong>ns areunaware that it is the personal domain <strong>of</strong>the Rimal Hag. Its closest <strong>of</strong>ficialneighbor, Littonia, lies roughly 300 milesto the southeast, and the civilized lands <strong>of</strong>the Great Bay are over 350 miles to thesouth.<strong>The</strong> intervening mix <strong>of</strong> steppes andtaiga between the Autuasmaa and theGreat Bay – known variously asViaskaland (home <strong>of</strong> the Viaskoda) bythe barbarians indigenous to the region,Ziemelnieks teritorija (“northernterritory”) by the Littonians, andKoleamaa (“bleak land”) by the<strong>Kaarjala</strong>ns. It is home to a large variety<strong>of</strong> migratory animals, humanoids, andhumans. Viaskoda barbarians live nearthe northern shores <strong>of</strong> the Great Bay andwander north only to trade or war withthe southern Vaarana clans (the latterusually happens during lean years).North <strong>of</strong> <strong>Kaarjala</strong> are the frigidEverwinter Lands (also called Pohjola,or the Land <strong>of</strong> the North). <strong>The</strong>y are adesolate complex <strong>of</strong> tundra, snowfields,and rock outcroppings that stretches tothe Norzee (also known as the FrosthavenSea). This region experiences extendedpolar nights with total darkness duringthe winter months. Areas to the southtypically experience twilight conditionsduring most <strong>of</strong> this period with only afew days or a week <strong>of</strong> complete night.<strong>The</strong> arctic willow and species <strong>of</strong> lichenare the only plants that can survive here –all <strong>of</strong> these thrive during the briefsummer, making the bleak plainsintensely colorful for a few weeks. It isduring the high summer that the northernVaarana clans live here, tending theirreindeer. <strong>Kaarjala</strong> makes no claim to theEverwinter Lands, but the nation doespay the territory close heed because <strong>of</strong>the presence <strong>of</strong> the nomadic Shonaks andthe frost giants <strong>of</strong> Frosthaven.<strong>The</strong> Frozen Moors constitute a change<strong>of</strong> terrain in the Everwinter Lands duesouth <strong>of</strong> Frosthaven. This region was farmore hospitable during the period prior tothe Great Rain <strong>of</strong> Fire, when it possesseda more southerly latitude. <strong>The</strong>n it was acold-temperate marshland near theancient dwarven holdings. It wasinhabited by reclusive spellcasters andothers who resisted the technomantic andcultural influence <strong>of</strong> Blackmoor. <strong>The</strong>region acquired a decidedlyunwholesome aspect following the GreatRain <strong>of</strong> Fire. <strong>The</strong> shift in the planetaryaxis and the deepening freeze made theland less than hospitable. Foolhardyadventurers and Shonak nomads havelegends about “<strong>The</strong> People Before”whose angered spirits flit about the land.11


GEOGRAPHY<strong>The</strong> watershed for the MaanselkäRiver’s final leg is called Itämaa (“eastland”). Here, the climatic transition zonecreated by the Great Sampo (see below)is buffeted by the damp air massesmoving inland from the coast. <strong>The</strong> resultis a cool region with frequent downpoursin summer and heavy blizzards in winter.Enterprising nobles sought to colonizethis territory at various times after<strong>Kaarjala</strong>’s founding, but the climate andperiodic incursions by sea raiders, theQeodhans, prevented any lastingestablishment. Less than two thousandfreeholders – primarily <strong>of</strong> mixedSaamari, Littonian, and Qeodhan stock –currently make their homes along theshores <strong>of</strong> Itämaa. Shonak raids areinfrequent, but they pose a sufficientthreat to compel the inhabitants to formdefensive coalitions in times <strong>of</strong> need.Climate andEnvironmental NotesWere it not for the moderating effects<strong>of</strong> the Great Sampo, <strong>Kaarjala</strong>’s climatewould be truly arctic – frigid winters,short, cool summers, and very littleprecipitation. Thanks to the artifact,however, the kingdom enjoys a northerntemperate climate similar to that <strong>of</strong>central Littonia. This pocket <strong>of</strong> warm airhas resulted in the creation <strong>of</strong> a transitionzone surrounding it, where it collideswith cold air masses circulated by thepolar jet stream. Conditions within thiszone – which ranges from 10 to 25 milesin width – are truly terrible, with frequentsleet and hailstorms, high winds, andgenerally damp conditions. <strong>The</strong> presence<strong>of</strong> this zone has masked many <strong>of</strong> theeffects <strong>of</strong> the Rimal Hag’s influence overthe region <strong>of</strong> Tuonela.<strong>Kaarjala</strong> lies many miles north <strong>of</strong> theArctic Circle, and it has long days duringthe summer, and short ones in winter.Although it does not experience the truepolar days and nights <strong>of</strong> regions furthernorth, the period around the summersolstice is marked by several days duringwhich it is never truly dark; although thesun does not remain fully above thehorizon. Likewise, the dead <strong>of</strong> winter ismarked by a period where the sun doesnot rise and twilight conditions prevail.Although blessed with numerous riversand lakes, <strong>Kaarjala</strong> is too far inland for itsclimate to be regularly affected by oceancurrents on the Alphatian Sea. It receivesmoderate precipitation, averaging 80rainy days per year. Thunderstorms are arare occurrence.Winter lasts from mid-Eirmont to earlyFlaurmont (four and half months). Arcticpressure leaks through the Sampo’sprotective shield, and winter ischaracterized by moderate snowfalls (6-8inches per month) and cold temperatures(-25° to -15° C, -13° to 5° F).Spring is marked by quickly risingtemperatures and scant precipitation. <strong>The</strong>season runs 11 weeks from Flaurmont tolate Klarmont. <strong>The</strong> temperatures rangebetween 0-6° C (32-42° F), but it feelsmuch colder in the transition zone due tothe dampness caused by colliding airmasses. Planting is done quickly oncethe snows have cleared.Summer typically lasts seven to eightweeks with light precipitationpunctuating an otherwise dry period.Temperatures range from 14° to 20° C(57° to 68° F).Autumn begins at the beginning <strong>of</strong>Ambyrmont, and lasts until earlyEirmont. This is a particularly stark andgloomy time <strong>of</strong> year, as the floweringplants go dormant until spring anddeciduous trees are largely unheard-<strong>of</strong>.Temperatures average 10° to 15° C (50°to 59° F), with frost first appearing in lateAmbyrmont.Communities and RuinsMost <strong>Kaarjala</strong>ns live in small, ruralcommunities that make use <strong>of</strong> theavailable timber for construction. <strong>The</strong>sevillages are largely self-sufficient.<strong>The</strong> Vaarana who maintain a seminomadiclifestyle <strong>of</strong>ten have more thanone permanent dwelling, typically takingthe form <strong>of</strong> sod huts in the north andframe dwellings in the south and east.When following their reindeer herds,though, the Vaarana live in a circular,tepee-like tent known as a laavo,constructed <strong>of</strong> inward-leaning woodenpoles with a floor <strong>of</strong> birch twigs coveredwith reindeer fur carpets. All dwellings,whether permanent or temporary, arearranged around a central fire.Ahmovaara: This bustling farmingvillage (410) is located at the crossroadsfor routes connecting Kaarja, Rovaniemi,and Polvijärvi. Although most <strong>of</strong> thepeople spend their days raising crops, agrowing number make a living by servingthe needs <strong>of</strong> the growing number <strong>of</strong>travelers who use the roads.Ekola: Most people in this village <strong>of</strong>130 occupy themselves with hunting,tanning, farming, or harvesting localherbs. Disquiet has recently fallen overEkola, due to a string <strong>of</strong> disappearancesin the surrounding forests. No bodieshave been recovered, but hunters claim tohave seen spirits and other, less savorycreatures nearby.Iisalmi: Many <strong>of</strong> the 270 inhabitants<strong>of</strong> Iisalmi are hunters and woodcutters,but a fair number also supplement theirdiet by catching lake trout and pike inHämäräjärvi. Local tanners have begunto experiment with different treatmentsfor hides, and they have produced leatherthat is amazingly water resistant. Word<strong>of</strong> this discovery is making its way toKaarja.Kaarja: Kaarja, the capital, is also thelargest <strong>Kaarjala</strong>n settlement with apopulation <strong>of</strong> 7,600. It was one <strong>of</strong> thefirst permanent settlements established bythe Saamari after passing out <strong>of</strong> theIcereach, and it is known throughout thefar north as the home <strong>of</strong> the GreatSampo. As with many <strong>of</strong> <strong>Kaarjala</strong>’slarger settlements, Kaarja is protected bya wood and earth palisade, and most <strong>of</strong>its buildings are wooden. <strong>The</strong> mostnotable exception to this construction isthe Royal Palace, an imposing structurethat doubles as a refuge in times <strong>of</strong> war.Lovajärvi: Lovajärvi was a quietvillage <strong>of</strong> woodcutters, until thediscovery <strong>of</strong> bog iron decades ago in thenearby swamp brought unexpectedriches. As more people flocked to thevillage, the locals pressed deeper into theswamp in search <strong>of</strong> more deposits, andcloser to the domain <strong>of</strong> the Rimal Hag.Angered at the intrusion, she sent a force<strong>of</strong> undead in AC 973 to eliminate thethreat. None escaped the swift slaughter.Now Lovajärvi is shunned, and thewilderness is slowly reclaiming itsbuildings. Were adventurers to visit, theywould find the local temperatures are12


GEOGRAPHYnoticeably colder and the undead aregular sight – all signs that the regionsurrounding the ruins is slowly fallingunder the Rimal Hag’s sway.Polvijärvi: <strong>The</strong> fishermen <strong>of</strong>Polvijärvi (105) catch pike and salmonfrom Lake Isojärvi while others log thenearby forests. Several miles to the east,bog iron deposits have been found in acold and blighted swampland. That areais reputed to be the home <strong>of</strong> evil spirits,so while some locals are eager to takeadvantage <strong>of</strong> the find, older residentspoint to the disturbing fate <strong>of</strong> Lovajärviand urge caution.Rovaniemi: This moderatelyprosperous fishing village <strong>of</strong> 530 lies atthe confluence <strong>of</strong> the Tukkijoki andMaanselkä Rivers, a spawning ground formany salt-water species, including thefamed Landsplit salmon. Although manyfishermen ply their trade here, some saildownstream to the Alphatian Sea insearch <strong>of</strong> bigger catches. Some villagershave also started selling smoked fish andpickled salmon roe to Kaarjan merchants.Rovaniemi is also frequently used by the<strong>Kaarjala</strong>n River Fleet as a staging area.Tainuu: Tainuu is a quiet fishingvillage that sits on the northern shore <strong>of</strong>Lake Pohjanjärvi. Most <strong>of</strong> the 140inhabitants catch and smoke perch andnorthern pike, but during the springcalving season the <strong>Kaarjala</strong>n ringed sealis also hunted. Shonak raids are rare.Vaasa: This village <strong>of</strong> 100 is jokinglyreferred to by many as “the end <strong>of</strong> theline”, as the road from Kaarja ends here.Vaasa lies within the transition zonebetween the temperate pocket created bythe Great Sampo and the true continentalclimate <strong>of</strong> the far north. As such, thevillagers eke out a living on the taiga byherding sheep and goats, hunting, andgathering herbs during the brief summer.<strong>The</strong> local Shonak tribes trouble Vaasaregularly, and as a result there is apermanent military presence here, as wellas a small fortress.Uusimaa: this western region was thefirst to be settled by the Saamari. Itsname roughly translates as “new land” inrecognition <strong>of</strong> this fact. Much <strong>of</strong> theterritory is now under the control <strong>of</strong> thepowerful Saarela family.Other Sites <strong>of</strong> InterestTuonela: This region lies to thesoutheast <strong>of</strong> <strong>Kaarjala</strong>, and is largelycomprised <strong>of</strong> half-frozen bogs andswamps, with the occasional stand <strong>of</strong>pines rising out <strong>of</strong> the mire. Few animalsare ever seen here, and the local flora hasa decidedly sickly aspect to it. Whatgives the region a forbidding air is thepall <strong>of</strong> decay that hangs over it. Sunlightseems muted, as though viewed through adirty window, and temperatures are fiveto ten degrees cooler than thesurrounding regions, even during theheight <strong>of</strong> summer. <strong>The</strong> seeming absence<strong>of</strong> life has led the <strong>Kaarjala</strong>ns to name thisregion Tuonela (“Land <strong>of</strong> the Dead”), andit is generally shunned by all.Tuonela is the domain <strong>of</strong> the RimalHag, and it has been under her control forcenturies. Her very presence hascorrupted the land, such that no animalwill willingly enter the region, and thosethat pass through almost invariablysicken and die soon afterwards.<strong>The</strong> White Siedi: This is a holyplace constructed <strong>of</strong> giant white quartzboulders and decorated with numerousreindeer antlers and other fetishes. It isused by the northern Vaarana clans fortheir summer ceremonies. A great battlewas fought nearby against a small horde<strong>of</strong> Shonak warriors in AC 663.Västeränga: This well fortifiedvillage <strong>of</strong> 440 is the largest community inItämaa. Most <strong>of</strong> its inhabitants fish, butothers gather herbs and hunt. <strong>The</strong>headman, Tönis Ruus, is the de facto warleader for the entire region, and he wouldcoordinate its defense if Itämaa wereinvaded.Turkupunki: Turkupunki (238) isthe second largest coastal village <strong>of</strong>Itämaa. Its population is a quarterQeodhan. By a centuries-old pact, theregional Shonak do not raid this village,and they can found trading here. Turkupunkiis beset by Qeodhan reavers andoutlaw bandits in the interior.Maahlapils: Located 47 miles north<strong>of</strong> Littonia’s Teci Bog, Maahlapils (216)was originally a Lietuvan community inItämaa. Today, Lietuvans comprise abare majority and share the village withthe Saamari.Saltborg: Saltborg is a heavilyfortified village <strong>of</strong> 350 sitting atop a lonehill - actually a very large burial mound -in Viaskaland. Most <strong>of</strong> its inhabitantsherd sheep or work metal traded withother clans living further south. KeisariArttu’s imperial ambitions were checkedhere in AC 690.Aberdon, Benthem, andUtherton: <strong>The</strong>se sites were moderatesizedsettlements during the final years <strong>of</strong>the Blackmoor-era. Today, little remainsabove ground to testify to their formerpresence, but ruins do lurk below.Overall Population<strong>The</strong> total population <strong>of</strong> <strong>Kaarjala</strong> isroughly 70,000; this figure comprisesthose living within the boundaries <strong>of</strong> thekingdom (50,000), as well asapproximately 20,000 semi-nomadicVaarana who have pledged fealty to thethrone. Given their seasonal wanderings,many Vaarana will be living outside<strong>Kaarjala</strong>’s borders at any given time: thenorthern clans spend the summer monthsdeep in the Everwinter Lands, and somesouthern clans range as far as thenorthern fringes <strong>of</strong> Greater Littoniaduring the winter.In addition, roughly 5,000 unalignedVaarana live in the hospitable valleyslocated southwest <strong>of</strong> the Winter Peaksand lands further west. <strong>The</strong>y seldominteract with the <strong>Kaarjala</strong>ns, but trade onoccasion with the farther-rangingVaarana clans loyal to the kingdom.Itämaa and Koleamaa are home to1,500 and 7,500 people, respectively.Contact with <strong>Kaarjala</strong> is sporadic at best.Rounding out the human population <strong>of</strong>the region are the 7,000 Shonaks whoinhabit the eastern Everwinter Lands.<strong>The</strong> humanoid population numbersalmost 5,000 in the Everwinter Lands,and 10,000 in Koleamaa. Few <strong>of</strong> theselive in the patrolled regions around<strong>Kaarjala</strong>. <strong>The</strong> peaks and hills <strong>of</strong> theIcereach Range are home to another8,000 humanoids, but these rarely enter<strong>Kaarjala</strong>n territory.13


SOCIETY“Bieggolmai makes, and breaks, the best<strong>of</strong> men.”– common Vaarana sayingRaces<strong>Kaarjala</strong>’s population has always beennigh-exclusively human. Most <strong>of</strong> itspeople will go through life without evermeeting an elf, dwarf, gnome, or halfling,but humanoids and giants are wellknown,and belief in forest spirits iscommon. If foreign interests continue toexpand, these other races could maketheir presence known in the comingyears.Humans<strong>The</strong> <strong>Kaarjala</strong>ns have lived in the farnorth <strong>of</strong> Brun for millennia and in theAutuasmaa for over 1100 years. <strong>The</strong>yare divided between the largely settledSaamari and the semi-nomadic and lessnumerous Vaarana.Individuals <strong>of</strong> both ethnicities tend tobe slightly taller than average (6’ formen, 5’9” for women) with faircomplexions and moderate builds. Haircolor is typically light or dark brown, butblondes are not unknown among thosewho have some Antalian pedigree. Some<strong>Kaarjala</strong>ns have a slight epicanthic foldover the eyes courtesy <strong>of</strong> Oltec ancestry –this is more prevalent among theVaarana. In most respects, though, itwould be difficult for a Known Worlderto distinguish a <strong>Kaarjala</strong>n from aNorwolder or Heldanner.Men and unmarried women wear theirhair long and unbound, while marriedwomen braid theirs or tie it in a bun.Traditional Saamari dress for menconsists <strong>of</strong> a linen shirt, a woolen vestand jacket, long wool trousers, woolstockings, and stout leather shoes orboots. Women wear linen blouses with awool skirt, bodice, coat, socks, andleather boots.Both sexes wear hats – men don knittedwool caps or brimmed felt hats, whilewomen wear a tanu, or cloth cap, or ashaped bonnet. During the brief summer,men <strong>of</strong>ten don knee breeches, and favorshoes over boots; wool coats are set asidein favor <strong>of</strong> linen.Fabric is expensive in <strong>Kaarjala</strong>, and oneway in which wealth is signaled is in thegenerousness <strong>of</strong> a garment’s cut and theextent <strong>of</strong> its embroidery. Marks <strong>of</strong>distinction include clothing made <strong>of</strong> finewool as well as the addition <strong>of</strong> colorfulstripes.<strong>The</strong> most common form <strong>of</strong> dress amongthe Vaarana is the gakti (tunic),accompanied by wool trousers for menand skirts for women; all apparel is made<strong>of</strong> wool or felt – the former for winterand the latter for summer. Clothing tendsto be very brightly dyed – dark blue is acommon color, with distinctive bands <strong>of</strong>bright red or yellow on the hems <strong>of</strong>skirts, the cuffs <strong>of</strong> tunics, and hats. <strong>The</strong>way in which clothing is adornedindicates the wearer’s place <strong>of</strong> origin andtheir clan.<strong>The</strong> most common form <strong>of</strong> footwear forboth sexes is a reindeer skin moccasin,with turned up toes and lined with s<strong>of</strong>tsedge grass to protect against cold anddampness. Women wear brightly coloredwool caps decorated with ribbons or lace,while men’s headwear varies by region.Clans in the north favor a conical hatmade <strong>of</strong> wool, while those in the south<strong>of</strong>ten wear a four-cornered felt hat(known as a čiehgapir, or “four windshat”) edged with fur. Both men andwomen wear reindeer skin coats duringthe cold months.In addition to the Saamari and Vaarana,there are around 600 people from othernations, most <strong>of</strong> who live in and aroundKaarja. Over half <strong>of</strong> these are Littoniansdrawn north in search <strong>of</strong> opportunities. Afull description <strong>of</strong> the Littonians, theirculture, and rules for creating Littoniancharacters can be found in <strong>Gaz</strong> F6 <strong>The</strong>Amber Shores <strong>of</strong> Littonia. Of thoseLittonians living in Kaarja, three-quartersare <strong>of</strong> Litoniesu stock.<strong>The</strong> remaining foreigners hail fromvarious nations <strong>of</strong> Norwold –Viaskodans, Norwolders, Alphans and asmattering <strong>of</strong> folk from even more distantrealms. <strong>The</strong> majority <strong>of</strong> the foreignerspresent in <strong>Kaarjala</strong> have arrived here onlywithin the last ten years in pursuit <strong>of</strong>adventuring opportunities, and theyreached <strong>Kaarjala</strong> by way <strong>of</strong> Littonia.DemihumansAs <strong>of</strong> AC 1000, there are fewer thanone hundred elves, dwarves, gnomes, andhalflings living in <strong>Kaarjala</strong>. Dwarves arethe most common group with 43individuals, all hailing from Stormhavenor the small clanholds in the Icereach andWyrmsteeth Ranges. A small contingent<strong>of</strong> 22 Leehan halflings made their way toKaarja four years ago to set up trade andinn-services. <strong>The</strong> remaining demihumansin <strong>Kaarjala</strong> are individual adventurers.Most <strong>of</strong> them live in and around Kaarja,where opportunities for adventure (i.e.,patrons with money to spend) are mostplentiful; however, the troubled regionaround Polvijärvi and Lovajärvi is also alocus <strong>of</strong> adventurer activity, human anddemihuman alike.Other Races<strong>The</strong> barren lands north, west, and south<strong>of</strong> the kingdom are inhabited by severaltribes <strong>of</strong> goblins (known as hiisi in both<strong>Kaarjala</strong>n tongues), the most powerfuland organized <strong>of</strong> which are the Yrgun,which receive tribute from several minortribes. <strong>The</strong> Yrgun inhabit the northernslopes <strong>of</strong> the Winter Peaks, and haveexcavated extensive tunnel complexesdeep underground. Most northern goblinsdress in cured wolf, reindeer, or polarbear hides, but they are otherwiseindistinguishable from their southerncousins. <strong>The</strong> Yrgun are unique amongthe northern goblins in that they usecured and dyed human skins forceremonial dress.In addition to the goblins, ice trolls – astocky breed, but equally dangerous –can be found on the western slopes <strong>of</strong> theWinter Peaks. <strong>The</strong>y normally huntwolves, bears, and reindeer; but the oddgoblin or human will do.Kobolds are numerous in thesouthwestern mountains. <strong>The</strong> <strong>Kaarjala</strong>nsknow them as the koirankuonolainen, andthey are the only subspecies <strong>of</strong> kobold tosport a significant fur coat – black withrust brown markings on the chest andface.<strong>The</strong>re are also about two dozen “packs”<strong>of</strong> lupin (known as lupinkoiranlainen) inViaskaland, as well as the eastern andnorthern foothills <strong>of</strong> the Icereach Range.14


SOCIETY<strong>The</strong>y are generally reclusive and pursue ahunter-gatherer existence, but at leastthree packs herd reindeer. <strong>The</strong> lupins area very recent arrival to Norwold, cominghere from the Hyborean and Boreancoasts. Encounters with the packs havebeen rare thus far, but there have beenoccurrences <strong>of</strong> trade with the Viaskodaand the Vaarana clans. Conflicts with thelocal goblins tribes are infrequent, butexceedingly bloody. <strong>The</strong> lupins havegood relations with the Shonaks in thewest, a legacy <strong>of</strong> being allied Tribes <strong>of</strong>Law in the old conflicts <strong>of</strong> the Midlands.Note: Those who use Bruce Heard’sDragon Magazine article on lupin subracesmay consider the lupinkoiranlainento be a variety <strong>of</strong> Norwold Malamute,known as the <strong>Kaarjala</strong>n Lapphund. <strong>The</strong>Lapphunds sport grey, light brown, orwhite fur. <strong>The</strong> Malamute itself will notexist in <strong>Gaz</strong>F Norwold for another two tothree decades.Social StandingIn comparison to many other nations,<strong>Kaarjala</strong>n society is not highly stratified.Serfdom never existed; commoners,whether they live in villages or in thecountryside, own their own land and areresponsible for its productivity.Commoners historically would contributeto the community in the form <strong>of</strong> goods orlabor, but in recent centuries this hasevolved into the payment <strong>of</strong> land taxes.As in other realms, the commoner classis the largest in <strong>Kaarjala</strong>. It comprises abroad spectrum <strong>of</strong> occupations, fromfarmers, loggers, trappers, and herdsmenin the country to leather-workers,blacksmiths, carpenters, and othercraftsmen in the villages and towns.<strong>The</strong> townsfolk are overwhelminglySaamari, and <strong>Kaarjala</strong>n towns are similarto their southern counterparts with a level<strong>of</strong> bustle that is largely absent in the ruralregions. Nevertheless, crucial differencesexist. <strong>The</strong> largest <strong>Kaarjala</strong>n settlementsare small by the standards <strong>of</strong> the KnownWorld, and the “pr<strong>of</strong>essional” class (e.g.,scribes, accountants, and highlyspecialized trades) are largely absentoutside <strong>of</strong> the royal court; although this isslowly changing.Above the commoners are several ranks<strong>of</strong> nobility. At the very bottom is theuntitled noble, or Aatelinen (literally,“noble”). <strong>The</strong> most common occupants<strong>of</strong> this rank are members <strong>of</strong> fightingorders, but individual heroes have beengranted this rank on numerous occasions.In the case <strong>of</strong> the former, the honorific isgenerally not hereditary, and its holdersare not considered “true” nobles by thenobility. In the latter case, the rank ishereditary, but it does not come attachedwith a fief.<strong>The</strong> greater nobility includes the ranks<strong>of</strong>: Vapaaherra (baron) or Vapaaherratar(baroness), Kreivi (count) or Kreivitär(countess), and Ruhtinas (prince) orRuhtinatar (princess). <strong>The</strong> princes andprincesses <strong>of</strong> the royal house are referredto as Prinssi and Prinsessa, respectively.<strong>The</strong> king is referred to as the Kuningas,the queen the Kuningatar. In the past,ambitious or simply self-important kingsand queens also have referred tothemselves as Keisari (emperor) andKeisarinna (empress). Among the highernobility, a given title is used to addressall male members <strong>of</strong> the title-holder’sfamily.<strong>Kaarjala</strong>n nobility arose from a decisionby King Hanno that those who couldafford to maintain at least one soldierwould be exempted from ordinary taxeson one acre <strong>of</strong> land. Prior to that time theking ruled the realm directly, spendingmuch <strong>of</strong> his time traveling between hisestates and overseeing his army. Landtaxes were imposed in order to financethe construction and maintenance <strong>of</strong>fortifications and the small river fleet. Asa result <strong>of</strong> this decision, wealthierlandowners took it upon themselves tomaintain more soldiers, in order to securetax exemptions on larger swaths <strong>of</strong> land.Thus, the nobility grew from members <strong>of</strong>the peasantry who had enough wealth, orwere able to command enough physicalresources, to maintain soldiers.As the centuries passed, the noblescame to wield considerable economicpower, and they now own large tracts <strong>of</strong>land bought from the commoners. Bytradition, they are forbidden from taxingthe land <strong>of</strong> commoners living under theirjurisdiction, but they may demand goodsor military service in times <strong>of</strong> crisis.LanguageA number <strong>of</strong> languages are commonlyheard in <strong>Kaarjala</strong> and the larger northernregion.Alphatian: Although by no meanscommonly spoken, Alphatian is used by asmall group <strong>of</strong> Alphan expatriates wholive and work in Kaarja.Hymsprach: Commonly known toother races as Giantish, Hymsprach is thelanguage for all true giant-folk in thenorth (fire and larger).Litoniesu: <strong>The</strong> Litoniesu minority inKaarja is large and vibrant enough thattheir native tongue is still spoken, and itis the most commonly heard foreignlanguage in Kaarja.Qamuuq: Qamuuq (“our words”) isthe language spoken by the Shonaksinhabiting the eastern Everwinter Lands.Due to historical animosities Qamuuq isseldom heard in <strong>Kaarjala</strong>, but someVaarana clans make use <strong>of</strong> it whenconflicts are at low ebb. Qamuuq is aslightly variant dialect <strong>of</strong> the parentShonak language heard north <strong>of</strong> the Hilland Dale (<strong>Gaz</strong> F5 <strong>The</strong> Western Alliance).Saamari: Saamari is the native tongue<strong>of</strong> most <strong>Kaarjala</strong>ns, and it is the <strong>of</strong>ficiallanguage <strong>of</strong> court. It is unrelated to anyother Mystaran language except Vaarsu.A dialect is spoken by the people <strong>of</strong>Itämaa, which is 90% compatible.Vaarsu: This is the language spokenby the Vaarana. It has no written form,although a runic system derived fromboth Ilmarinen and the Antalians is inuse. It is related to Saamari, but centuries<strong>of</strong> separation and a measure <strong>of</strong> Antalianinfluence have made them almostmutually unintelligible. <strong>The</strong>re isconsiderable variation in colloquialVaarsu, with three main dialects, each <strong>of</strong>which can be divided into at least twosub-dialects. <strong>The</strong> slow-spoken westerndialects between Kaarja and the Icereachhave 30% compatibility with Saamari;whereas the southern dialects have 30%compatibility with Viaskan-Antalian.Northern Vaarsu – spoken north <strong>of</strong> theMaanselkä River – is characterized byclipped consonants and a quickintonation.Viaskan: This is the language spokenby the Antalian-descended Viaskodas,commonly called the Northern Bay15


SOCIETYBarbarians. Centuries <strong>of</strong> separation fromthe other Antalian populations andintermittent contact with the Littoniansand the <strong>Kaarjala</strong>ns have modified theirlanguage. Viaskan is 85% compatiblewith the dialect spoken around theAlphan Peninsula, 65% withNorwoldensian, and less that 60% withthe Icereach or Wyrmsteeth dialects.ReligionSaamari religious practices haveformalized over the centuries, partially asa result <strong>of</strong> the rise <strong>of</strong> the Church <strong>of</strong><strong>Kaarjala</strong>. <strong>The</strong> High Priest <strong>of</strong> the Church,widely known as the Grand Smith <strong>of</strong>Ilmarinen, oversees a clerical councilcomprised <strong>of</strong> the most senior clergymen(called Smiths) from each community.<strong>The</strong> council discusses broadadministrative and doctrinal matters, butit grants individual priests and itinerantsconsiderable leeway to run their ownaffairs.Individual Smiths also act as thespiritual voices <strong>of</strong> their communities, andthey have a level <strong>of</strong> authority greater thana village council member. In addition toleading regular religious services andother ceremonies, many clerics also <strong>of</strong>fera limited education for <strong>Kaarjala</strong>ns inexchange for service or generous tithes.In most places, such educationencompasses a rudimentary knowledge <strong>of</strong>the history and legends <strong>of</strong> <strong>Kaarjala</strong> (more<strong>of</strong> the latter), basic arithmetic, and theinculcation <strong>of</strong> social values. If the clericis literate, students may also be taught toread – this is more common in the largersettlements.<strong>The</strong> people <strong>of</strong> <strong>Kaarjala</strong> – both Saamariand Vaarana – revere legendary figuresand personifications <strong>of</strong> the physicalworld, as befits a people who arose in thefar north and survived its severe climate.<strong>The</strong> listings for Immortals linked to thetheir beliefs reveal the hidden,convoluted history <strong>of</strong> the people, withelements borrowed from the (O)ltecs,(N)eathar, (T)honians, (L)ittonians,(V)iaskodas, and even the (H)umanoids.Not every figure <strong>of</strong> lore corresponds toan actual Immortal, and Ilmarinen, Thor,and Terra (or Djaea) perform multipleroles for different aspects that arevenerated separately. <strong>The</strong> figure <strong>of</strong> Ukkoarose from contact with the Thonians(Blackmoorians) and originally waslinked to Odin, but it becameincreasingly affiliated with Thor over thecenturies <strong>of</strong> Viaskodan contact.Additionally, Hel took over the persona<strong>of</strong> Tuoni after the apparent demise <strong>of</strong>Thanatos during Nithia’s destruction, butJabbmeaaakka is tied to the beastmen andhumanoids. Immortals whose names areitalicized are considered female by the<strong>Kaarjala</strong>ns.<strong>The</strong> Vaarana cleave more strongly tothe folklore roots and their historic<strong>The</strong> Common <strong>Kaarjala</strong>n PatronsFigure Immortal Attribute SourceIlmarinen Ilmarinen Craftsmanship NativeLemminkainen Ilmarinen Hunting NativeVainamoinen Ilmarinen War Native<strong>The</strong> Saamari PatronsAhti Protius Water, rivers NPekko Terra Crops, barley, brewing NPelervo Terra Harvests NTapio Ordana Forests LTuoni Hel Death O/TUkko Thor <strong>The</strong> sky, thunder T/V<strong>The</strong> Vaarana PatronsBeaivi Ixion <strong>The</strong> sun OMattarakka Terra Mother Goddess, women, children HHovrengalles Thor <strong>The</strong> sky, thunder VJabbmeaaakka Hel Death, the Underworld HBieggolmai None Wind, the powers <strong>of</strong> nature Nativeinteractions with humanoids and othertribes, and they follow a shamanistictradition. Everything – people, animals,and even plants – is thought to be sacred,created by the powers beyond as part <strong>of</strong>their great work. Noaide (shamans) actas mediators between mortals and theImmortals, asking questions on behalf <strong>of</strong>their people and relaying any responses.Most such communication concerns thesacrifice required to cure an illness,conceive a child, or ensure success on ahunt. Noaide also mediate disputes,perform healing, and bestow blessings –thus, they play a critical role in anyVaarana community.Most Vaarana also believe in the notion<strong>of</strong> a dualistic soul; people are generallythought to have two souls – oneassociated with the body and itsfunctions, and one for the mind thatdeparts after death. This belief is held bymany Shonak tribes as well.Holidays and CelebrationsJuhannus: Juhannus is the mainMidsummer festival. Great bonfires areburned and drunken revelry is the order<strong>of</strong> the day. Although there is no set dayfor the event, <strong>Kaarjala</strong>n communitiesnormally hold this celebration withinseven days <strong>of</strong> the solstice. During thistime, some young women also makebridal wreaths and place them under theirbeds, after which they are supposed tosee their future husbands in their dreams.Joulu: Joulu is the <strong>Kaarjala</strong>nMidwinter celebration, anacknowledgment <strong>of</strong> the old year’spassing, and the dawn <strong>of</strong> the new one. Inaddition to family feasts with a foodspread called the joulupöytä, a commonpractice is to melt a piece <strong>of</strong> tin and dropit into a bucket <strong>of</strong> cold water. <strong>The</strong> shapeassumed by the tin is used to predictone’s fortunes for the coming year.CultureTo those who know them, the<strong>Kaarjala</strong>ns have a reputation for beingvery straightforward and stubborn. Littlethought is given to a person’s title, whattheir ancestors did, or what they claimthey can do; all that matters is what aperson can do right now, and whether16


SOCIETYthey can be depended on to help theirfamily or community. <strong>The</strong>ir attitudes arecharacteristic <strong>of</strong> the peoples who livenorth <strong>of</strong> the Great Bay, but the <strong>Kaarjala</strong>nscarry it to an even further degree. Cut <strong>of</strong>ffrom other “civilized” nations anddependent on a magical artifact for theircontinued prosperity, <strong>Kaarjala</strong>ns feel theyhave little luxury to dwell on possibilitiesor be introspective; threats to survival arevery real and require quick action.<strong>The</strong> everyday perils <strong>of</strong> life in the farnorth have inured the <strong>Kaarjala</strong>ns toadversity; the struggle to survive isconsidered a part <strong>of</strong> life, just as theseasons’ progression and the weatherpatterns are seen as elements <strong>of</strong> existencethat cannot be controlled by mortals.This stoic acceptance <strong>of</strong> the challenges <strong>of</strong>life, encompassed by the Saamari wordsisu (“grit and guts”), is <strong>of</strong>ten viewed asmelancholy by most others, save perhapsfor the dwarves whose own attitudes aresimilar in some respects.To the <strong>Kaarjala</strong>ns, sisu expresses thesheer determination that allowed theirancestors to build their kingdom and towithstand the suffering they enduredwhile driving away invading forces thatwould take away their hard-won lands.This carries forward into a deep regardfor the value <strong>of</strong> hard work, theimportance <strong>of</strong> the common struggle tosurvive, and the need to do whatever isnecessary to keep what one has.<strong>The</strong> <strong>Kaarjala</strong>ns hold a deep reverencefor nature in all its forms. This attitudestems in part from their nomadicbackground – a lifestyle still practiced bymost Vaarana – but also from theirenduring respect (and fear, to somedegree) <strong>of</strong> the capriciousness <strong>of</strong> nature.Most Saamari express this reverence byenjoying nature’s bounty whenever theycan, and holding festivals to mark theturning <strong>of</strong> the seasons; the Vaarana, asdiscussed above, tend towards the directworship <strong>of</strong> nature in all its forms.Another nomadically derived feature <strong>of</strong>the Vaarana culture is the use <strong>of</strong> unique“family runes.” <strong>The</strong>se runes serve thesame purpose as branding and denotewhich reindeer belong to whom. Vaaranawho still herd reindeer will alwaysrecognize another family’s rune on sight.JokamiehenoikeusA commonly-held notion among<strong>Kaarjala</strong>ns is that <strong>of</strong> jokamiehenoikeus(“everyman’s right”, or more commonly“right to roam”). <strong>The</strong> people have theright to access all open, uncultivatedland, be it public or privately owned.Thus, gardens and farmers’ fields areconsidered <strong>of</strong>f-limits, while pasturelandand forests are not. This right carrieswith it responsibilities – trespassers areexpected to make their passage as tracefreeas possible, and those foraging orhunting are expected only to take asmuch as they need to eat in the now.Those who deny jokamiehenoikeus toothers are ostracized.This practice arose during thekingdom’s early years, when the landwas still cold and brutal. Saamari chiefsat the time agreed that their collectivesurvival would be dependent on sharingresources, and property restrictions wereloosened. Some <strong>of</strong> these attitudespersisted even as the realm became moreorganized. It should be noted, this beliefdoes not extend to personal possessions.Currency and TradeMost <strong>Kaarjala</strong>ns conduct their businessthrough barter – this practice is commoneven in Kaarja – but the kingdom hasminted coins for well over a century. <strong>The</strong>initial purposes <strong>of</strong> the currency was topay mercenaries and for the settling <strong>of</strong>accounts between the noble families thatcould not be met with livestock or othergoods. As trade deepens with Littoniaand foreign mercantile interests operatingthere, currency is becoming moreimportant as a medium <strong>of</strong> exchange.<strong>The</strong> <strong>Kaarjala</strong>n currency system is basedon the markka (gp, plural markkaa),which is subdivided into the penni (sp,plural penniä), and the oren (cp, pluralorenissa). Foreign coins – primarilyLittonian santīmu (sp), but also Alphatianmirrors (sp) and judges (cp) – are used inlarger <strong>Kaarjala</strong>n settlements; the formervalued by weight, the latter at face value.Where coins are exchanged domestically,it is almost always silver or copper thatchange hands; few people are wealthyenough to have markkaa. Cutting coinsto make change is a common practice.Due to the beneficial effects <strong>of</strong> theGreat Sampo, <strong>Kaarjala</strong> produces enoughbasic foodstuffs (primarily grains andpotatoes) to feed itself in all but the worstyears. <strong>The</strong>re is significant logging andfishing, but most production is fordomestic consumption. Growing marketsexist in Littonia and Alpha for <strong>Kaarjala</strong>nhides – particularly reindeer, bear, andringed seal.<strong>The</strong> semi-nomadic Vaarana rely on theherds <strong>of</strong> reindeer during the wintermonths and farm ancestral lands in<strong>Kaarjala</strong> during the summer. <strong>The</strong>y storea portion <strong>of</strong> their harvests in stonestorehouses dug into the ground to helpsurvive the lean times. Other than sellinghides or cured meat, they contribute verylittle to <strong>Kaarjala</strong>’s economy.GovernanceAlthough it is an organized kingdom,<strong>Kaarjala</strong> lacks many <strong>of</strong> the trappings andinstitutions, e.g. codified laws, penalcodes, and bureaucracies that KnownWorlders would expect to see in a nation.<strong>The</strong> <strong>of</strong>ten harsh environment militatedagainst developing more complex socialsystems. Nevertheless, <strong>Kaarjala</strong>n societyhas a stable monarchy with a strong,independent-minded nobility.<strong>The</strong> most important locus <strong>of</strong> authorityis the town or village council (thekäräjäoikeus). Local nobles wieldinfluence with these councils, butcommunities under their jurisdiction aretypically allowed to run their day-to-dayaffairs themselves. <strong>The</strong> exception to thisarrangement occurs during times <strong>of</strong> crisisor war, in which case it is understood thatthe nobility will assume responsibility forprotecting the people in exchange fortheir obedience. <strong>The</strong> king is a distantfigure who figures infrequently in dailylife, but his visits to communities aremajor events, and the details quicklybecome the stuff <strong>of</strong> legend as they areretold and embellished.Traditionally, only the king or hisdesignees may collect taxes. At the time<strong>of</strong> <strong>Kaarjala</strong>’s founding, there was onlythe people and their leader. Even afterthe nobility arose, this arrangement hadremained, but this once-personal connectionbetween liege and subject grew ritualizedthrough the tax collection system.17


SOCIETYAt the end <strong>of</strong> the year, eachkäräjäoikeus levies a tax <strong>of</strong> one-fifth <strong>of</strong>estimated income on behalf <strong>of</strong> the kingon all households under its jurisdiction.After local collection, this tax, paid incash or goods, is delivered to the localnoble. Two-thirds <strong>of</strong> that then passes onto the king, less one markka for each<strong>of</strong>ficially listed soldier under the noble’scommand.When needed, the king may summonhis nobles to court to seek their counselon various matters. <strong>The</strong>se assemblies,called rälssi, function as a looseparliament. <strong>The</strong> rälssi dissolve when thematter at hand has been resolved.Crime and PunishmentAlthough <strong>Kaarjala</strong> has no written legalcode, both the Saamari and Vaarana havewell-defined standards <strong>of</strong> properbehavior, with slight variations betweencommunities. Each settlement policesitself, and transgressions are handled bythe käräjäoikeus. <strong>The</strong> council also mightbring in pertinent citizens to helpadjudicate. For example, a council mightcall upon the community’s most seniormerchants or craftsmen to help judge aperson accused <strong>of</strong> selling inferior goods.All members <strong>of</strong> such councils are laypeople, with one person nominated as thelaamanni (literally, lawman), whopresides over the proceedings andmaintains order but has no additionalpowers. A käräjäoikeus is struck onlywhen there are cases to resolve and thereare no other pressing matters for thecommunities such as harvests or hunts.Consequently, most cases are delayeduntil winter.<strong>The</strong>se traditional practices are slowlygiving way to a more formalized systemin Kaarja, where the King’s Counciloperates year-round. King Kaarlo seeselements worthy <strong>of</strong> emulation inneighboring Littonia’s own evolvinglegal system. He has upheld tradition bymaintaining a käräjäoikeus, but the kingreserved the right to appoint its membersand has ordered <strong>of</strong>ficials to draft a legalcodification <strong>of</strong> the traditional system.This move has angered some nobles, wh<strong>of</strong>ear that the king’s code will one day bethe only acceptable version <strong>of</strong> <strong>Kaarjala</strong>nlaw.Punishment varies according to thecrime, but it is usually restitution in theform <strong>of</strong> goods or indentured servitude fora period <strong>of</strong> time – this applies both inrural regions and in Kaarja. Seriouscrimes such as murder are <strong>of</strong>tenpunishable by death or exile for life.<strong>The</strong>se harsh punishments are commonlycarried out immediately afterpronouncement. Executions are byhanging in Kaarja, but elsewhere it isdone by dragging. In the case <strong>of</strong> exile,the community drives out the <strong>of</strong>fenderwith nothing more than what they werecarrying at the moment <strong>of</strong> sentence. Fewexiles survive long in the wilderness.Norwold’s druidic order has alsointerposed in <strong>Kaarjala</strong>n affairs with theirown penal system. Due to the importance<strong>of</strong> the land for their survival, the<strong>Kaarjala</strong>ns have accepted this. Specialthree-druid councils exist to adjudicate inmatters where a person has inflicted harmon the environment, such as poisoning ariver, burning a forest, or renderingfarmland unproductive. Once captured,the <strong>of</strong>fender is turned over to the druidsresponsible for the region affected. Iffound innocent, or if the council findsthat there were mitigating circumstances,the accused is released or ordered toperform minor restitution, e.g. a shortquest. Those found guilty are taken intothe forest, never to be seen again. Many<strong>of</strong> these are polymorphed into animals.Organizations“He who lies thrice believes he’s toldthe truth.”– <strong>Kaarjala</strong>n sayingChurch <strong>of</strong> <strong>Kaarjala</strong>: <strong>The</strong> Church<strong>of</strong> <strong>Kaarjala</strong> was <strong>of</strong>ficially formed byKing Paavo in AC 770 following afermenting religious dispute between theSaamari and Vaarana. <strong>The</strong> Saamari,during their roughly 700-year separationfrom their cousins, had incorporated thevarious aspects <strong>of</strong> Ilmarinen into theirfaith, and adopted elements from theirLittonian and Viaskodan neighbors. Inaddition, their settled lifestyle led to theincreased formalization <strong>of</strong> rites. <strong>The</strong>Vaarana had maintained the old ritesalong with concepts pulled from thewestern humanoids, and for centuriesthey refused to adopt the new Immortals.Successive monarchs let the Church lookafter its own affairs so long as itcontinued to support the monarchy andtithings continued to come in.Requirements: Pr<strong>of</strong>ess belief in the<strong>Kaarjala</strong>n pantheon, and attest to themiracles <strong>of</strong> Ilmarinen’s great works.Cost: Churchgoers pay a tithe <strong>of</strong> onepenni per month (or equivalent value inservice or goods) to their local church.Privileges: Membership in the Churchconveys a degree <strong>of</strong> acceptability inSaamari society.Brothers (C1-6) receive free room andboard at the nearest church, basiceducation, and enjoy a measure <strong>of</strong> respectfrom the citizenry.Smiths (C7+) further receive a stipend<strong>of</strong> 10 penniä per month over and aboveall operating costs, and they have theright to be attended by two Brothers, plusan additional Brother for every five levelsattained beyond 10th.<strong>The</strong> Grand Smith resides in the churchat Kaarja, where he is served by a retinue<strong>of</strong> ten Brothers and two Smiths. <strong>The</strong>Grand Smith receives a stipend <strong>of</strong> 10markkaa per month.Responsibilities: Churchgoers mustdefer to the clergy on religious matters,observe all rites, and pay their tithes.Clergy must defer to those <strong>of</strong> higher rank,and undertake any task assigned by theGrand Smith.Hindrances: Poor reaction from noaideand some segments <strong>of</strong> Vaarana society.Followers <strong>of</strong> the Forge: <strong>The</strong>Followers <strong>of</strong> the Forge are a sect withinthe Church <strong>of</strong> <strong>Kaarjala</strong> that views thepolitical and social changes making theirway northwards with concern and fear.Tales told by adventurers have leftparticularly poor impressions about theEmpires <strong>of</strong> Alphatia and Thyatis.Littonia is considered a fallen realmbecause it traffics with southerners, and<strong>Kaarjala</strong> is soon to be under siege.<strong>The</strong> Followers envision a strong nationfree <strong>of</strong> these corrupting influences, with asociety built along Saamari lines. <strong>The</strong>irhighest-ranking members ponder whetherthey will have to overthrow the king if hecannot be dissuaded from seeking furthercontact and ties with the outside world.18


SOCIETY<strong>The</strong> Vaarana, with their faith in thenoaide, are considered backwardbarbarians. <strong>The</strong> Church <strong>of</strong> <strong>Kaarjala</strong>views the Followers with increasingembarrassment, and it is beginning todistance itself from the movement.After passing through sometimesdangerous rites <strong>of</strong> initiation, members aregrouped into small councils, which meetmonthly. Aware that they could be indanger from their own Church andgovernment, the Followers have adopteda rough cell-structure for the group’sorganization and coordination. Commonmembers typically only know people intheir own council, but they can identifyone another via their anvil markings (seebelow). Some councils pursue moreexcessive measures such as vandalismand assaults against foreigners or thosethought to be “cultural traitors,” but thisis not the norm.Paralleling the Church, the leaders <strong>of</strong>the Fellowship are known as Smiths;however, for every five Smiths there isone Forgemaster, all <strong>of</strong> whom reportdirectly to the Grand Forgemaster <strong>of</strong><strong>Kaarjala</strong>.<strong>The</strong> Amber Brotherhood <strong>of</strong> Littonia(see <strong>Gaz</strong> F6) has begun infiltrating theFollowers, viewing the organization as atool to further its own plots. To date, twocouncils in Kaarja have been co-opted,yet the Brotherhood is unaware <strong>of</strong> theFollowers’ larger objectives.Requirements: Men <strong>of</strong> pure Saamaristock only. Members bear a tattoo orbrand <strong>of</strong> an anvil on their left shoulder.Cost: 2 penniä per month, or 5 hours <strong>of</strong>work per week.Privileges: Tacit support fromsympathetic nobles and variousfirebrands in Kaarja. Additional supportcomes from some <strong>of</strong> the druid councilsthat also frown upon the Empires’ impacton Norwold.Responsibilities: Participate in rallies,marches, pamphleteering, and appealingto the king’s court, and attend monthlymeetings. Members must also supportany Follower in distress and neverdivulge the identities <strong>of</strong> other Followers.Hindrances: Poor reaction from theVaarana, the King, the Church <strong>of</strong><strong>Kaarjala</strong>, and foreigners in the know.<strong>The</strong> Northern Union: <strong>The</strong>Northern Union is a gentlemen’s clubwhose members subscribe to the notionthat the north (meaning the lands north <strong>of</strong>the Great Bay) will prosper if its peoplesunite under a common banner, and rejectany overtures from any power that wouldclaim sovereignty over the region. Most<strong>Kaarjala</strong>ns, concerned with making endsmeet, sc<strong>of</strong>f politely at best whenpresented with the Northern Union’sgrand vision. Nevertheless, its membersare convinced that they will bring themasses over to their line <strong>of</strong> thinking ifthey can find the right argument.Requirements: Noble, or otherwisehave the time or inclination to chat aboutpolitical ideals.Cost: None; members are expected tohost meetings, which involve largedinners and drinks afterwards, at theirhomes on a rotating basis – a potentiallyexpensive affair.Privileges: Access to the liberalintelligentsia <strong>of</strong> <strong>Kaarjala</strong>, most <strong>of</strong> whoare highly dedicated to the cause.Responsibilities: Members contributeto the extent that they wish; however,active participation during meetings is amust, and those with the means areexpected to host a function at some pointduring the year.Hindrances: Poor reaction from most<strong>Kaarjala</strong>ns (useless fops) andconservative nobles (spineless socialites).Circle <strong>of</strong> Druids: <strong>The</strong> Circle <strong>of</strong>Druids is an informal grouping <strong>of</strong><strong>Kaarjala</strong>’s druids, formed in AC 100when it became clear that the GreatSampo was permanently changing thelocal environment, and the Saamari wereturning away from their traditional,nature-focused faith. Since that time, theCircle has sought to limit the inroadsmade by civilization into what itconsiders a unique and magicalwilderness habitat.Although the Circle is unanimous in itsdesire to protect the <strong>Kaarjala</strong>nwilderness, other druids in Norwoldbelieve that the influence <strong>of</strong> the GreatSampo should be reduced - or eveneliminated – to restore the region to itsoriginal state. As a result, manymembers are torn between their desire toprotect the land that sustains them, andthe imperative to respect nature in itsvirgin form, as advocated by some <strong>of</strong>their colleagues.Requirements: Membership is open todruids only.Cost: None.Privileges: Support from the DruidCouncil <strong>of</strong> Norwold.Responsibilities: Actively protect thewild regions <strong>of</strong> <strong>Kaarjala</strong> from sentientbeings that clearly intent on harm, as wellas those living in rural regions whocoexist peacefully with nature; administerpunishments as set forth by druidic law inaccord with <strong>Kaarjala</strong>n tradition.Hindrances: Possibility <strong>of</strong> becomingenmeshed in the politics <strong>of</strong> the DruidCouncil <strong>of</strong> Norwold. Many noaide seethemselves as the upholders <strong>of</strong> traditionalnature-oriented values, and view thedruids as interlopers.Relations withSurrounding LandsAlpha: No formal relations existbetween <strong>Kaarjala</strong> and Alpha, but eachnation has become aware <strong>of</strong> the other viaLittonia. King Ericall entertains thethought <strong>of</strong> asking King Kaarlo to swearfealty, as southern <strong>Kaarjala</strong> occupies thenorthern fringes <strong>of</strong> his kingdom’s currentclaim, but <strong>Kaarjala</strong> is so remote that itsindependence is not a priority problem.Alphatia: <strong>The</strong> Alphatian Empire iseven less likely to take notice <strong>of</strong> <strong>Kaarjala</strong>.Its wizards at Alpha dismiss it as abarbarous realm <strong>of</strong> little consequence.This view is unlikely to change unless thekingdom develops a more vigorouspresence in the region or a naval presence<strong>of</strong>f <strong>of</strong> Itämaa.Frosthaven: <strong>Kaarjala</strong> has sufferedcountless attacks over the years,including full-scale invasions. Attitudesare hostile towards the giants, but the<strong>Kaarjala</strong>ns do not share the deep hatredfelt by their Littonian neighbors.Heldann: Heldannic warbirds fromthe Eye <strong>of</strong> Vanya have flown over<strong>Kaarjala</strong> a number <strong>of</strong> times, and theOrder has a couple <strong>of</strong> agents working inKaarja, but their activities are limited toinformation gathering only. No planscurrently exist to incorporate this isolated19


SOCIETYkingdom into any future Heldannicempire, but that may change if the frostgiants become more organized, or ifAlphatia strengthens its presence.Leeha: <strong>The</strong> halfling traders <strong>of</strong> Leehawill probably pursue opportunities in<strong>Kaarjala</strong> with greater energy after theybecome established in Littonia, but anadvance team has already arrived inKaarja.Littonia: <strong>Kaarjala</strong> and Littonia haveextensive trade and political ties, giventheir similar circumstances and sharedhistory. Relations are generally friendly,and <strong>Kaarjala</strong> depends on Littonia to act asits trading gateway to the south. Littoniais well aware <strong>of</strong> this fact and may try tocompete with foreign interests that wantto build any networks this far north.Oceansend: No contact has beenestablished yet, but an alliance could beformed if King Ericall seeks to expandhis influence too vigorously.Ostland: Ostlanders have beensailing up and down the coast <strong>of</strong> Norwoldfor centuries, and on some occasions theyhave even sailed up the Maanselkä Riverto raid <strong>Kaarjala</strong>n settlements. Some <strong>of</strong>the more forward thinking Ostlanders –typically those allied to Queen Yrsa – arelooking at <strong>Kaarjala</strong> as part <strong>of</strong> a futurenorthern trading network.Qeodhar: Baron Norlan considersthe Alphatian Sea and the Norzee hisprivate domain, and he would take a dimview <strong>of</strong> the <strong>Kaarjala</strong>ns establishing astronger maritime presence – especiallywhen tensions with Littonia are on therise. For now, however, <strong>Kaarjala</strong> israrely mentioned in the halls <strong>of</strong> Farend.Shonak Tribes: Shonak tribes onceoccupied the lands <strong>of</strong> <strong>Kaarjala</strong>, but theywere driven north after the kingdom’sfounding. Relations have been hostileever since, though individual trade doesoccur.Thyatis: <strong>The</strong> Empire has notestablished diplomatic relations with<strong>Kaarjala</strong>. <strong>The</strong> general thinking in ThyatisCity is that <strong>Kaarjala</strong> is simply too remoteto be <strong>of</strong> strategic interest, but this maychange as agents operating out <strong>of</strong>Oceansend and Alpha learn more aboutthe nations <strong>of</strong> this region.<strong>The</strong> Druid Council <strong>of</strong> Norwold:Early druids played an important role inIsanmaa, but their influence declinedsharply after the fall <strong>of</strong> the old kingdom.Although the noaide are very natureoriented,they are not true druids andhave no representative with the Council,but there is a loose circle <strong>of</strong> <strong>Kaarjala</strong>ndruids. <strong>The</strong>re is conflict within theCouncil over <strong>Kaarjala</strong>. Some arefavorably disposed to the Sampo’s lifegivingwarmth, but others – particularlythose whose heritage is with theViaskodas and Shonaks – see thedestruction <strong>of</strong> the Arctic climate and thepotential for wider damage caused by theSampo’s warming. Other druids,opposed to the arrival <strong>of</strong> the greatempires to Norwold, support theactivities <strong>of</strong> the Followers <strong>of</strong> the Forge.<strong>The</strong> MilitaryOwing to its relatively decentralizednature, the only standing force that<strong>Kaarjala</strong> maintains is the king’s personalguard. In times <strong>of</strong> need, they areaugmented by the militia resources <strong>of</strong> thenobles, which are <strong>of</strong> variable quality. Allwater-based forces are under the king’sdirect command, by tradition.<strong>The</strong> Vaarana maintain an informaldefensive force known as theRauhanturvaaja (Peacekeepers), whowatch the frontiers <strong>of</strong> the kingdom. <strong>The</strong>Rauhanturvaaja are not formally part <strong>of</strong>the <strong>Kaarjala</strong>n military; however, they dotrain extensively with their Saamaricousins.In the royal and noble forces <strong>of</strong><strong>Kaarjala</strong>, an alikersantti (undersergeant,F2-3) leads squads with five soldiers (F1-2). Typically four <strong>of</strong> these squads arethen commanded by a kersantti (sergeant,F4-6). Finally a kapteeni (captain, F7+)commands four kersantti. Thus a unit atfull complement will have 101 men. Akapteeni normally reports directly to thelocal governing noble, but in largecampaigns a kenraali (general, F12+)may perform this role.Unless noted otherwise, assignedequipment includes: kapteeni (plate mail,normal sword), kersantti (banded mail,normal or bastard sword), alikersanttiand soldiers (scale mail, normal sword),and archers (leather, shortbow).<strong>The</strong> Royal Army <strong>of</strong> <strong>Kaarjala</strong>Personnel: 2 (<strong>F10</strong>) mounted kapteeni, 8(F5) mounted kersantti, 32 (F3)alikersantti, 120 (F1) soldiers, 40archersNon-combat Personnel: 50Leadership: K. Kaarlo Taavinen (F26)Troop Class: AverageBR 88Although his soldiers technically servehim as a feudal lord, King Kaarlo’sdecision to name his forces the RoyalArmy <strong>of</strong> <strong>Kaarjala</strong> has grated on some <strong>of</strong>the more independent-minded nobles.<strong>The</strong> Defenders <strong>of</strong> UusimaaPersonnel: 1 (<strong>F10</strong>) mounted kapteeni, 4(F5) mounted kersantti (plate mail,normal or bastard sword, spear), 16(F3) alikersantti (banded mail, normalsword, spear), 60 (F1) soldiers (chainmail, normal sword, spear), 20 (F1)archersNon-combat Personnel: 25Leadership: Kreivitär Meeri Saarela(F13)Troop Class: AverageBR 72<strong>The</strong> Defenders <strong>of</strong> Uusimaa are thepersonal militia <strong>of</strong> the Saarela family.<strong>The</strong>y spend much <strong>of</strong> their time patrollingthe western hills, and have fought theYrgun on many occasions – hence theirheavier armor. <strong>The</strong>y train togetherextensively, and have a reputation forbeing very steadfast in battle, especiallyagainst charges.<strong>The</strong> Army <strong>of</strong> the EastPersonnel: 1 (<strong>F10</strong>) mounted kapteeni, 4(F5) mounted kersantti, 16 (F3)mounted alikersantti, 30 (F1) lightcavalry (as soldier), 30 (F1) soldiers,20 (F1) archersNon-combat Personnel: 25Leadership: Rasmus Varvikko (F18)Troop Class: AverageBR 84<strong>The</strong> Army <strong>of</strong> the East, led by KreiviRasmus Varvikko, guards the frontierwith Itämaa. Rasmus has structured thearmy as a rapid response force to raiders.20


SOCIETYLocal MilitiaNumber <strong>of</strong> such Units: 9Personnel: 1 (F5) mounted kersantti, 4(F3) mounted alikersantti, 15 (F1)soldiers, 5 (F1) archersNon-combat Personnel: 2Leadership: Knight or veteran warrior(<strong>F10</strong> kapteeni)Troop Class: Below AverageBR 47Local militias will form for localdefense only. <strong>The</strong> leadership <strong>of</strong> theseunits are typically the retinue <strong>of</strong> variousnobles.Rauhanturvaaja(Peacekeepers)Number <strong>of</strong> such Units: 5Personnel: 20 (F3) mounted lightinfantry (leather, spear, normal sword),30 (F3) mounted archers (leather,shortbow, normal sword)Leadership: Jääkäri (Ranger – F9)Troop Class: FairBR 77<strong>The</strong> Rauhanturvaaja are mounted onspecially trained reindeer. <strong>The</strong>y are fullycapable <strong>of</strong> living <strong>of</strong>f the land and need nosupport personnel. <strong>The</strong>re are usually fiveunits active at any given time; should<strong>Kaarjala</strong> ever be invaded, an additional10 Rauhanturvaaja units could bemustered from the populace for localdefense. During any month, there is a30% chance that an activeRauhanturvaaja unit will be patrollingwith one <strong>of</strong> the Saamari units above.<strong>Kaarjala</strong>n River FleetNumber <strong>of</strong> such Units: 6Personnel: 4 (F1) sailors and 6 (F4)marines (leather, normal sword).Non-combat Personnel: 14 (NM) rowers(will help repel boarders but will notfight otherwise)Leadership: Kapteeni (<strong>F10</strong>)Troop Class: Below AverageBR 42<strong>Kaarjala</strong> maintains a small fleet <strong>of</strong>shallow-bottomed river boats that patrolthe major rivers. <strong>The</strong>ir primary purposeis interdiction, but they can be used aslight troop transports in times <strong>of</strong> crisis.<strong>The</strong> boats used by the River Fleetshould be considered “Large RiverBoats” (as per the Rules Cyclopedia):<strong>Kaarjala</strong>n River Fleet BoatCost 6,000gpHP 40-60AC 7Crew 14 rowers, 4 sailors,6 marinesCapacity 60,000cnMove 24 mi/day or 40ft/rdArms 1 fixed ballista (2 sailors)All told, the <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong> has atotal troop strength <strong>of</strong> 893 fighting menand women supported by 108 noncombatpersonnel. <strong>The</strong> <strong>Kaarjala</strong>n RiverFleet comprises 6 vessels, 36 marines, 24sailors, and 84 noncombatant rowers.Should the entire Rauhanturvaaja forceever be mobilized, an additional 510troops would be added to the total,bringing the kingdom’s total complementup to 1,463.Other Military ForcesItämaa MilitiaNumber <strong>of</strong> such Units: 3Personnel: 5 (F4) medium infantry (scalemail), 20 (F1) light infantry (leatherarmor), 10 (F1) archersNon-combat Personnel: 4Leadership: 1 F7 mounted soldierTroop Class: Below AverageBR 49Should Itämaa ever be invaded, thelocals can muster up to three militiagroups for self defense. Tönis Ruus(<strong>F10</strong>) would coordinate the combinedassemblage <strong>of</strong> the Itämaan host – eachmilitia unit is commanded by one <strong>of</strong> histrusted companions.Vaarana Clan UnitNumber <strong>of</strong> such Units: UnknownPersonnel: 3 (F3) warriors, 15 (F1-2)warriors, 1 senior noaid (No3),dagger), 2 noaide (No1)Leadership: Clanhead (F5)Troop Class: PoorBR: 30Vaarana warriors carry spears andshortbows and wear leather (hide) armor.<strong>The</strong> noaide wear leather and wield clubsand daggers. <strong>The</strong>se clan units constitutethe men in 3-6 affiliated families withinthe clan, and are found throughout theVaarana, particularly among those livingoutside <strong>of</strong> <strong>Kaarjala</strong>n authority. <strong>The</strong>seforces are skirmishing units and do notjoin with other military forces, such asthe Rauhanturvaaja or the Royal Army,without the approval <strong>of</strong> the noaide.Shonak HordeNumber <strong>of</strong> such Units: 4Personnel: 30 (F9) great hunters (leatherand bone armor, knife, spear), 60 (F5)veteran warriors (leather, spear,knife), 300 (F1) warriors (leather,spear, knife), 150 (F1) archers(shortbow, knife), 20 (C5) shamans(knife).Leadership: warleader (F15, leather,spear)Troop Class: FairBR 61<strong>The</strong> statistics given above would beused if the eastern Shonak clans evermustered their full strength and marchedinto battle. Otherwise, they use clanunits similar to the Vaarana. Given theirnomadic lifestyle, they do not requirenon-combat personnel to support them.Yrgun MaraudersPersonnel: 20 (7HD) ice troll brawlers,100 (2HD) hobgoblin heavy infantry(scale mail, normal sword or axe),150 (1HD) goblin light infantry(leather amour, normal sword orspear), 100 (1HD) goblin wolf riders(leather amour, spear), 100 (1HD)goblin archers (leather amour,shortbow), 20 (4HD) goblin wokani(dagger).Leadership: Goblin King Shigath (Go11)Troop Class: FairBR 69<strong>The</strong> Yrgun have managed to captureand “domesticate” some <strong>of</strong> the nearby icetrolls. In times <strong>of</strong> need, the Yrgun cansummon another 200 (1HD) goblinwarriors from other tribes.21


PERSONALITIESRoyaltyKaarlo Taavinen, Kuningas <strong>of</strong><strong>Kaarjala</strong>: F26, Str16, Cha16. Kaarlohas been the king <strong>of</strong> <strong>Kaarjala</strong> for 15 yearsand has great dreams for his country, buthe is growing increasingly impatient overthe pace <strong>of</strong> change. This frustration hascolored his perception <strong>of</strong> Littonia’sprogress, making that kingdom seemwealthier and more advanced than it trulyis. At the same time, Kaarlo is trying tokeep the Saamari and Vaarana together,bridge the gap between the Church <strong>of</strong><strong>Kaarjala</strong> and the noaide, and strengthen<strong>Kaarjala</strong> against its external enemies.Elina Taavinen, Kuningatar <strong>of</strong><strong>Kaarjala</strong>: NW, Wis 17. Raised in ahighly political family, Elina’s skill atseeing through the deceptions <strong>of</strong> others islegendary at court. Her quiet counsel hasbeen a boon to her husband, but her mainconcern is for the welfare <strong>of</strong> her children– especially wayward Tuomo. Elinaopenly respects the noaide and consultswith them frequently.Tuomo Taavinen, Prinssi <strong>of</strong><strong>Kaarjala</strong>: F9, Str 13, Con 17. Tuomo isa huge (6’5”) man who loves to drinkand, in open imitation <strong>of</strong> Lemminkainen,to lead raiding parties into the wildernessto fight goblins. <strong>The</strong> king hopes that hisheir will get his impulsiveness out <strong>of</strong> hissystem before ascending to the throne.Niklas Taavinen, Prinssi <strong>of</strong><strong>Kaarjala</strong>: F6, Str 16, Wis 7. Unlikelyto take the throne, Niklas has focused hisenergies on becoming a renownedwarrior. He is essentially a hero lookingfor a cause. During his spare time, hewanders the woods near Kaarja in search<strong>of</strong> monsters to slay. Should the princeencounter adventurers <strong>of</strong> stature, he willbe tempted to accompany them.Equipment: war hammer +1.Auli Taavinen, Prinsessa <strong>of</strong><strong>Kaarjala</strong>: F1, Dex 16. Auli is a 15year-old tomboy who wants to lead therough-and-tumble lifestyle <strong>of</strong> her eldestbrother, Tuomo, but she knows that herfather will likely marry her <strong>of</strong>f. She isquick tempered and proud <strong>of</strong> her scarrednose – a result from when her nose wasbroken during a fight with Tuomo. It isprobable that she will leave home for alife <strong>of</strong> adventuring when she is older.Nobles and LeadersPekka Seppanen, Grand Smith<strong>of</strong> Ilmarinen: C25, Str 15, Wis 17. As<strong>Kaarjala</strong>’s spiritual leader, Pekka strivesto balance caring for his flock andguiding the king – duties that sometimesconflict. He has recently experiencedvivid dreams about the adventures <strong>of</strong>Ilmarinen, which he has interpreted as awarning that <strong>Kaarjala</strong> is threatened by anancient power <strong>of</strong> darkness. He is inclinedto doubt the noaide, who claim thatforeign heroes will help win the day.Rasmus Varvikko, Kreivi <strong>of</strong>Rovaniemi: F18, Wis 14. Rasmus is agreat bear <strong>of</strong> a man known as the “Count<strong>of</strong> the East”. His family owns a greatdeal <strong>of</strong> land near Rovaniemi, and theirtitle was elevated to that <strong>of</strong> Kreivi forvalorous service during the Battle <strong>of</strong>Skulls. Since that time, the family hascrossed blades with Ostlanders andQeodhans, for whom the family nurturesan abiding dislike. Rasmus believes thatthe king is not doing enough to stamp outthe threats emanating from Tuonela.This has earned the Kreivi the watchfuleyes <strong>of</strong> the agents <strong>of</strong> the Rimal Hag.Ilkka Pyysalo, Vapaaherra <strong>of</strong>Respoo: Kant2. Ilkka is one <strong>of</strong> theprincipal organizers <strong>of</strong> the NorthernUnion gentlemen’s club. Despiteholdings in the east, the noble prefers tolounge about Kaarja cracking-wise aboutthe uneducated masses and traditionboundnobles.Meeri Saarela, Kreivitär <strong>of</strong>Uusimaa: F13, Str 14, Dex 16. <strong>The</strong>Saarela family has long held estatesaround Hämäräjärvi and the hilly countryto the west. <strong>The</strong> countess is tall andsolidly built, and is not shy aboutpursuing what she wants. When herhusband died in battle, it was expectedthat Meeri would remarry, but sheshocked her peers by remaining a widowand taking the occasional lover. She isconvinced that there is great mineralwealth to be had in the uplands, andMeeri has ventured there herself in search<strong>of</strong> it. Although she has been unsuccessfulso far, the Kreivitär is hiring dwarvesthrough Kaarja and Littonia to come andsurvey the land.TeemuKainulainen,Vapaaherra <strong>of</strong> Iisalmi: F11, Str 15,Cha 15. Teemu’s family rules the regionsurrounding Iisalmi. <strong>The</strong>y have beenvassals to the Saarelas <strong>of</strong> Uusimaa forcenturies. Teemu is a jovial man whomuch prefers hunting moose and othergame to governing –he is perfectly happyturning over matters to his youngerbrother, Risto.Risto Kainulainen, Vapaaherra:F16, Str 13, Int 15. Unlike his olderbrother, Risto is a very pragmatic,businesslike man with a reputation forgetting things done. On the surface heseems content to run his brother’s affairs,but he secretly resents the fact thatTeemu holds the ruling title. Some <strong>of</strong> theRimal Hag’s spies have noted thisresentment, and are trying to influencehim. When he is not running thedominion, Risto wanders the countrysidein search <strong>of</strong> goblins.Equipment: normal sword +2.Kalervo Tuuri, Aatelinen: F5,Str7, Int15. As a member <strong>of</strong> the Order <strong>of</strong>White Stag, Kalervo is a member <strong>of</strong><strong>Kaarjala</strong>’s lower nobility. He is anunlikely warrior who relies on cunningand tactics to succeed. He is a frequentcompanion <strong>of</strong> Tuomo and serves as theKing’s watchful eye where the prince isconcerned.Liisi Jalonen, Aatelinen: AmberMage2, Cha17, C. Liisi is a socialclimber who spent her youth in Littonia,where she was joined the AmberBrotherhood. Now in <strong>Kaarjala</strong>, she hidesher past, while angling for a landedhusband.CityfolkÁsllat the Swift: T7, Dex 17, Cha14. Ásllat hails from one <strong>of</strong> the southernVaarana clans, but he was enthralled bythe relative bustle <strong>of</strong> Kaarja as a youngman. Unable to find work he enjoyed, hetook up thievery and was “adopted” by agang. Over the following years hebecame a skilled thief, and now <strong>of</strong>fers hisservices as a guide, translator, and scoutto anyone with a big enough purse, or aninteresting quest.22


PERSONALITIESEino Mäki: NM. Eino runs theWhite Swan Inn in Kaarja, which hasbeen a popular stopover for both localand foreign adventurers for several years.A great deal <strong>of</strong> information comes to hisattention.Iiro Juhala: NM, Int 17, C. Iiro isthe king’s advisor on political and foreignaffairs, but he was swayed by emissaries<strong>of</strong> the Rimal Hag years ago. He feeds theking false information that makes<strong>Kaarjala</strong> look backward and unprepared,thus strengthening his impatience andjealousy. He also goads the king intoinvading Itämaa, while discouraging anymoves against Tuonela, describing suchan expedition as requiring great effortwith no gain. Iiro appears middle-aged,but in truth the man is 137 years old – agift from the Rimal Hag.Kalle Päätalo: F16. In his youth,Kalle adventured extensively as far southas Littonia and Alpha, and he now enjoysa comfortable retirement in Kaarja.Although untitled, his reputation as adaring warrior commands considerablerespect. Kalle knows a great deal aboutthe lands <strong>of</strong> the far north, as well as thepurported locations <strong>of</strong> several treasures.Heroes and HeelsPekka Outinen: F5, Str 18, AL L.Pekka is a warrior who loves his nationdeeply – especially everything outside <strong>of</strong>Kaarja. He fears that his people will losetheir way if they abandon their values,which he suspects is the secret goal <strong>of</strong> thesmall foreign presence in the country.Equipment: battle axe +2, +3 vs. goblinsTönis Ruus: <strong>F10</strong>, Str18, Con17,Dex6. Tönis cherishes his freedom andhas fought giants, Shonaks, Lietuvans,Qeodhans, and <strong>Kaarjala</strong>ns – anyone whohas attempted to take his and his fellows’land. Should war come to Itämaa, it islikely that Tönis would take charge andcoordinate the local militia.Equipment: two-handed sword +3Mádes <strong>of</strong> the Broken Skis: F3.Mádes is a Vaarana hunter familiar withthe southwestern lands. Two winters ago,his skis broke while enroute to <strong>Kaarjala</strong>,yet Mádes survived hypothermia and thehoarfrost creatures <strong>of</strong> Tuonela to reachthe protective warmth <strong>of</strong> the Sampo.Hánno the Eight-Fingered: F16,Str 15, AL C. Hánno lost two <strong>of</strong> hisfingers during a skirmish with Shonakwarriors 20 years ago. He was forced tolearn to wield his sword with his lefthand, yet his injury has not blunted hisenthusiasm for battle, nor has it madehim more cautious. <strong>The</strong> Vaarana warrior<strong>of</strong>ten wanders the Everwinter Lands insearch <strong>of</strong> worthy opponents and glory.Gáddjá <strong>of</strong> the Roaring River:No22, Int 15, Wis 16. Gáddjá is a seniornoaid <strong>of</strong> the northern Vaarana clans andkeeper <strong>of</strong> the White Siedi, one <strong>of</strong> thegreat holy places <strong>of</strong> her people. Shespends much <strong>of</strong> her time communingwith spirits, and has been warned that anancient evil that threatened her peoplelong ago is resurging. Gáddjá is nowsearching for likely heroes.Heikki Laaksonen, Vapaaherra:3HD, C. Heikki is a middle-aged manwho claims descent from a family thatheld estates near the lost village <strong>of</strong>Lovajärvi. He spends much <strong>of</strong> his timein Kaarja, agitating for greater vigilancein the south. In truth, Heikki wascaptured shortly after the fall <strong>of</strong>Lovajärvi, and converted into a zombieby the Rimal Hag. She now uses him asa puppet to stir up strife; she sees andhears everything he does.Esko Yrjönen, Smith <strong>of</strong>Polvijärvi: C12, Wis 16. Esko is thesecret leader <strong>of</strong> the Followers <strong>of</strong> theForge. He is concerned about theunsavory things stirring in Tuonela; butsees little action from the king, whileforeign adventurers tramp about.Convinced by Tove Saikkonen that thecontinued foreign presence will lead hisflock astray, Esko has begun speakingout against them.Lasse Saikkonen, Vapaaherra:F7. Lasse owns a small, declining estatesouth <strong>of</strong> Rovaniemi. His father ran upimpressive gambling debts upon hisdeath, forcing Lasse to sell much <strong>of</strong> theland to pay them; the remainder is toomarginal to be <strong>of</strong> any use, and itsproximity to Tuonela has driven manypeople away. Depressed over his loss <strong>of</strong>status, he turned to alcohol for solace.His wife, Tove, runs what remains <strong>of</strong> hisestate.Tove Saikkonen, Vapaaherratar:NW, Int 16, AL C. Tove is aschemer who dreams <strong>of</strong> power. She isdisgusted by her husband’s apathy overhis reduced circumstances. She wasapproached by spies <strong>of</strong> the Rimal Hag,who claimed that their mysterious patronwould grant her great power if she servedthem. Tove now stirs up trouble in thesouth by spreading rumors about theforeign adventurers’ intentions.Hrah-andurr: Lupin F7, Str18.Hrah-andurr the leader <strong>of</strong> a lupin pack <strong>of</strong>reindeer herders in the western tundra.His name – roughly “Bear Dog” – waswon by defeating a grizzly bear unarmed.Shigath: Go11, C. Shigath is theGoblin King <strong>of</strong> the Yrgun. He dreams <strong>of</strong>a leading a great goblin nation from thefortified Winter Peaks, and he has donewell thus far in unifying the Yrgun. Hisgreatest opponents are the kobolds to hissouth and the northern Shonaks.Kwinn: F7, Str18, Con18, Wis18, N.<strong>The</strong> mighty Kwinn is an outcast Shonakhunter and tracker whose familiarity withthe north country has made him a usefulmercenary. He has contacts with his ownpeople, <strong>Kaarjala</strong>ns, Littonians, Qeodhans,even Viaskodans and the halflings <strong>of</strong>Leeha. Kwinn is recognizable in hisheavy seal-fur coat and a totemicnecklace holding four small skulls.Equipment: spear+3, +5 vs. seals andwhalesJenna Huusko: Kant5, Cha17, Dex18. Jenna is a well recognized kanteleerwho travels <strong>Kaarjala</strong> providing song andmirth for food and coin. She issympathetic to the plight <strong>of</strong> the Followers<strong>of</strong> the Forge – and has composed a fewsongs on their behalf – but she isotherwise unlikely to engage with them atthe risk to her career.Sune: Dr 17. Sune is Norwold’sranking druid for much <strong>of</strong> theAutuasmaa. She is opposed to thecontinued existence <strong>of</strong> the Great Sampoand actively lobbies other regionalhierophants for a vote <strong>of</strong> confidence indestroying the device. Her most vocalopponent is Hegan, the Vaaranaarchdruid over the other half <strong>of</strong> theAutuasmaa, and the one in which theSampo resides.23


CREATURES <strong>of</strong> the AUTUASMAASave for the deepest forests, monstrouscreatures are uncommon in <strong>Kaarjala</strong>, butthe surrounding lands abound with them,and these dangerous foes do wander intothe nation. Most encounters in theheartland are with normal or largeanimals. This list <strong>of</strong> likely monstersincludes creatures contained in the RulesCyclopedia, the Creature Catalog, and<strong>Gaz</strong> F6 <strong>The</strong> Amber Shores <strong>of</strong> Littonia.Some monsters unique to <strong>Kaarjala</strong> aredescribed afterwards, as are <strong>Kaarjala</strong>nnames for common monsters.DistributionsAutuasmaa Plain: ajattara, dog,elk, ghost, grab grass, hoarfrost zombie(rare), kratti, owl, normal and giant rat,reindeer, sheep, arctic wolf, insectswarm, rabbit, white griffon<strong>Kaarjala</strong>n Forest: ajattara, archerbush (rare), brown bear, crab spider, dog,grey wolf, lynx, elk, ghost, hoarfrostzombie (rare), kratti, moose, owl, owlbear, rabbit, red fox, robber fly, squirrel,skeleton, valkoinen, wild boar,wolverine, crone <strong>of</strong> chaosItämaa: ajattara, brown bear, polarbear (uncommon), crane, frost giant(rare), giant dragonfly, ghost, ghostlyhorde, giant and normal beaver, giantserpentweed, insect swarm, kratti, moose,northern pike, osprey, perch, rabbit,salmon, skeleton, swan, crone <strong>of</strong> chaos,wychglow, white dragonfly (summeronly)Lakes: giant and normal beaver,salmon, perch, northern pike, <strong>Kaarjala</strong>nringed seal, swan, weed eelRaatovaraat Mountains: cavebear, frost salamander, cougar, ghostlyhorde, golden eagle, human (Vaarana,Shonak), lupin (rare), lynx, mountainhare, snow ape, white dragon, frost giant,mek, white dragonflyEverwinter Lands: ajattara, arcticfox, arctic hare, arctic wolf, bumblebeeand giant arctic bee (summer only), frostgiant, frost salamander, ghost, ghostlyhorde, goblin, human (Shonak, Vaarana),ice wolf, kratti, lemming, owl, reindeer(summer only), white dragon, skeleton,spectre, wooly mammoth, yowler,zombie, crone <strong>of</strong> chaos, mek, whitedragonfly (summer only), polar bearIcereach Range: kokko, mountaingoat, mountain lion, red dragon (small),snow ape, white griffon, owl bear, roper,hook horror, hulker, mek, kobold,bugbearTuonela: hoarfrost animate,hoarfrost zombie, crone <strong>of</strong> chaosViaskaland: ajattara, arctic hare,giant ant, bison, ghostly horde, goblin,insect swarm, human (Viaskoda,Vaarana), lupin (very rare), musk ox,owl, pygmy mammoth, rabbit, reindeer(winter only), spectral hound, skeleton,white dragon, wight, dire and arctic wolf,wooly mammoth, white griffon, crone <strong>of</strong>chaosWinter Peaks: arctic wolf, goblin,hobgoblin ice troll, kokko, mountaingoat, crystal and white dragons, mek,white dragonflyNew Creatures<strong>The</strong>re are a number <strong>of</strong> creaturesindigenous or unique to the Autuasmaaand surrounding lands, including thevalkoinen, a curse-originated werereindeer;hoarfrost animates and zombies,the undead beasts <strong>of</strong> Tuonela; the kratti, amiserly banshee; and finally the RimalHag herself.Valkoinen (White Reindeer)AC 1HD 10***Move 240’(80’)Attacks 2 kicks or 1 gore<strong>of</strong> 1 biteDamage 1d6/1d6 or 1d10or 2d6No. Appearing 1 (1)Save As MU10Morale 10Treasure Type NilIntelligence High (16)Alignment ChaoticXP Value 3250HabitatWoods, swampMonster Type: Lycanthrope (Unique)<strong>The</strong> valkoinen is created whenever awoman, on the advice <strong>of</strong> a noaid, makesa sacrifice at certain siedi (Vaarana holysites) in order to secure the love <strong>of</strong> a man.Unknownst to her, such a noaid is inleague with dark spirits, furthering theircause by sowing discord. <strong>The</strong> victim isdirected to cursed siedi, built upon siteswhere a person was killed by betrayal.Instead <strong>of</strong> winning love, the woman isturned into a lycanthropic vampire benton killing men. Her former personality issubmerged.By day, the valkoinen is a beautifulwoman who frequents the darker forestsand swamps to avoid direct sunlight(suffering one point <strong>of</strong> damage for everyturn spent outside). <strong>The</strong> creature ischarming and will be extremely friendlytowards any man whose Charisma is 15or higher. Should her attentions bereciprocated, the valkoinen will try toseduce her intended victim and draw himaway. Once alone, she will seek tooverpower him (WR 29) and drain hisblood. When feeding, the valkoinendrains six hit points per round.By night, the valkoinen wanders herterritory in the guise <strong>of</strong> a large whitereindeer with glowing red eyes and insearch <strong>of</strong> her favored prey, men. Incombat the valkoinen will try to kick andgore, closing in to bite only if theopponent gets too close. When facedwith multiple opponents, the preferredtarget will always be the male with thehighest Charisma. If an opponent isoverpowered, the valkoinen will seek t<strong>of</strong>lee with her future meal, rather thancontinue fighting any remainingopponents.<strong>The</strong> valkoinen is immune to sleep,charm, and hold spells, and may only behit by magical weapons. When injured,she regenerates two hit points per round.<strong>The</strong> spirit <strong>of</strong> the woman cursed as avalkoinen can be freed through the death<strong>of</strong> the creature, killing the noaide whodirected her to the cursed siedi, or forcingthem to lift the curse, or through a wishor remove curse (cast by a spellcaster <strong>of</strong>20 th level or higher).According to the rules governing thecurse, there can only be one valkoinen atany given time. Should she be killed, orif the curse is lifted, the dark noaide willknow <strong>of</strong> it instantly and immediately setabout creating another beast. <strong>The</strong> onlyway to end the curse forever would be tolocate and destroy (or properly sanctify)all <strong>of</strong> the cursed siedi, and break thecircle <strong>of</strong> dark noaide.24


CREATURES <strong>of</strong> the AUTUASMAAHoarfrost AnimateAC 5HD 1*-4*Move 90’(30’)Attacks 1 bite, 2 claws,1 gore or 1 kickDamage 1d6, 1d3/1d3,1d8 or1d4+diseaseNo. Appearing 1 (1-4)Save As F1-F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 13, 25, 50 or 125HabitatWoods, swampMonster Type: Undead (Rare)Whenever an animal dies in Tuonela,the ambient negative energies producedby the Rimal Hag’s influence animate thecarcass within 24 hours. <strong>The</strong> result is ahoarfrost animate, an undead beast thatbehaves in much the same manner as itdid in life – predators attack and killherbivores, while the latter graze amongstTuonela’s dead vegetation. Whenever aliving creature ventures near, however,they will attack. <strong>The</strong> creature has onehalfthe hit dice <strong>of</strong> the live animal (min.1); saves are adjusted accordingly.Hoarfrost animates use whatever forms<strong>of</strong> attack would be available to it in life –bears bite or claw their opponents, deerand elk kick, etc. Most focus on thenearest opponent, but they are intelligentenough to shift their attacks elsewhere ifnecessary. Unlike living animals, thesecreatures will fight until destroyed. Inaddition to standard undead immunities,they are immune to cold-based attacks,but take full damage from fire.In addition to regular damage, there is a50% chance that any injury sustainedfrom an attack will become infected,draining one point <strong>of</strong> Constitution andStrength per day. Should either attributefall to zero, the victim dies only to rise asa hoarfrost zombie within 24 hours. <strong>The</strong>infection may be cured magically (as adisease or curse). Alternatively a skillednoaid (9 th +) may prepare a naturalantidote – gathering the ingredients andpreparing the mixture takes 1d4 days.Hoarfrost ZombieAC 7HD 3*Move 60’(20’)Attacks 1 touchDamage 2d4 + stunNo. Appearing 1-3 (1-8)Save As F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 50HabitatWoods, swampMonster Type: Undead (Rare)Hoarfrost zombies are the animatedremains <strong>of</strong> people who perished in theregion <strong>of</strong> Tuonela. <strong>The</strong>y are blackenedfrom frostbite with leathery, partiallymummified skin, but otherwise look thesame as they did in life.Normally they wander aimlesslythroughout the realm <strong>of</strong> Tuonela andregions that border it, but should theyencounter a living creature they willattack instantly.Due to their connection to the RimalHag’s magic, she may use a hoarfrostzombie as her personal eyes and earssimply by mentally locating one <strong>of</strong> them– she knows intuitively where all <strong>of</strong> themare at all times – and concentrating forone round; after which she will see andhear through the zombie. While doingso, the Rimal Hag may still conduct hernormal activities. However, if sheconcentrates fully on the task, she mayspeak through the zombie’s vocal chords(if it possesses any), and direct its actionslike a puppetmaster.In combat, hoarfrost zombies will touchan opponent. If successful, the intensecoldness inflicts 2d4 damage, and stunsthe victim for 1d4 rounds. If the RimalHag is directing a zombie, it may use anyweapons or other equipment still carried– attacks are rolled as though made by a36th level magic user.Like hoarfrost animates, hoarfrostzombies are immune to cold-basedattacks, but take full damage from fire.KrattiAC -1HD 4**Move 180’(60’)Attacks 1 touch or 1screamDamage 1d6 + stunNo. Appearing 1 (1)Save As MU5Morale 8Treasure Type CIntelligence Low (6)Alignment ChaoticXP Value 175HabitatWoods, swamp,plainsMonster Type: Undead (Rare)Kratti are a form <strong>of</strong> non-corporealundead that haunt barrows, tombs, andany other burial site where the occupantwas so covetous in life that he or sherefused to be parted with their wealth indeath. It should be noted that they arenot the spirit <strong>of</strong> the deceased per se; buttheir greed personified, cloaked withsome aspects <strong>of</strong> their former personality.Kratti are translucent and vaguelyhumanoid in shape, with no discernablefacial features aside from a gaping mouththat runs the width <strong>of</strong> their heads.This form <strong>of</strong> undead is strongly tied tothe wealth they valued so much in life;they will not venture, on average, morethan a thousand yards from their lair.Should a trespasser enter their domain, akratti will withdraw to the darkest corneror enter the vessel containing its mortalremains and wait. If any move is made todisturb the contents <strong>of</strong> the tomb, it willtry to surprise its opponent.In combat, a kratti will try to stun itsopponent with a piercing scream (savevs. Paralysis or be stunned for 1d6rounds), after which it will strike, witheach successful hit inflicting 1d6 damage.If confronted by several opponents, itwill focus on those who remainunstunned after its initial scream. Shouldit be reduced to 50% or less <strong>of</strong> its hitpoints, it will scream again.<strong>The</strong> kratti is incorporeal, capable <strong>of</strong>passing through solid barriers. It mayonly be hit by magical or silver weapons.25


CREATURES <strong>of</strong> the AUTUASMAA<strong>The</strong> Rimal HagAC 2HD 36*******Move 90’(30’)Attacks Touch/gaze, orone spellDamage 3d6/special, orby spellNo. Appearing 1 (1)Save As MU36Morale 10Treasure Type See BelowIntelligence Genius (19)Alignment ChaoticXP Value 46,500<strong>The</strong> Rimal Hag was once a Saamarisorceress <strong>of</strong> great power in the lost realm<strong>of</strong> Isanmaa. <strong>The</strong>n named Lovaara, shewas among the most skilled <strong>of</strong> the runemages in the arts <strong>of</strong> elementalism andplanar magics, but she was not contentwith the acclaim she received and wanteda land <strong>of</strong> her own to rule. An entropicemissary taught the sorceress wondroussecrets in exchange for her loyalty.Among the secrets gleaned were the arts<strong>of</strong> (Nithian) necromancy. Lovaara madea bid to control Isanmaa, but she wasultimately undone by the actions <strong>of</strong>Lemminkainen and other Saamari andVaarana heroes.Left forgotten by the people <strong>of</strong> Isanmaaand their descendants, Lovaara vowedvengeance against her former kinsmen. Ittook her many centuries to locate theSaamari – for they moved according tothe great path set forth by Lemminkainen– but Lovaara located them andestablished her own territory near theirnew home, <strong>Kaarjala</strong>. She has spent thefollowing centuries rebuilding hermagical might. <strong>The</strong> time to unleash herfury is nigh, and if successful, she willremake the north in her own image.Once a tall, pleasant-looking woman,with blond hair and amber eyes, Lovaaranow resembles a withered corpse cakedwith frost. <strong>The</strong> ancient injuries shesustained from the Isanmaa heroes andthe subsequent exposure to unwholesomemagics have corrupted her into a parody<strong>of</strong> what she once was. Despite herappearance, the Rimal Hag is not undead,but is a mortal who has prolonged her lifewith powerful magic.Whenever possible, she avoids directconfrontation, preferring to work throughproxies – either undead pawns or peoplebrought under her control.If the Rimal Hag is not casting a spellduring a round <strong>of</strong> combat, she may touchone opponent and gaze at that target oranother each round.<strong>The</strong> touch <strong>of</strong> the Rimal Hag freezes all<strong>of</strong> the moisture in the body part affected,inflicting 3d6 damage and stunning thevictim with pain (1d6 rounds). She maycontinue inflicting damage on a person inthis way simply by retaining her grip onher opponent. Individuals who perishfrom this freezing will rise in the nextday as undead servants <strong>of</strong> the Rimal Hag.Once per round, the Rimal Hag mayalso gaze at an opponent. <strong>The</strong> victimmust make a saving throw vs.Petrification with a -4 penalty or bepartially frozen by a wave <strong>of</strong> intense cold(treat as affected by a slow spell for 1d6turns). Opponents who attempt to avoidthis by not looking at the Rimal Hagsuffer a -4 penalty to all attacks. Unlike amedusa, the Rimal Hag is immune to theeffects <strong>of</strong> her own gaze should opponentsseek to reflect it.<strong>The</strong> Rimal Hag has a vast repertoire <strong>of</strong>spells at her disposal. Referees mayassume that she has access to everymagic-user spell in the any standard ruleset (e.g., the Rules Cyclopedia), andothers so desired.<strong>The</strong> Rimal Hag is immune to all spells– clerical, druidic, and magical – up to 4hlevel, and cannot be feebleminded or slainby death spells. Spells that inflict colddamage instead will heal her, up to hermaximum hit points; however, fire-basedattacks inflict full damage.<strong>The</strong> Rimal Hag is an adversary that theplayer characters should learn about onlylater on in their adventuring careers, andone that they should not encounter untilthey are <strong>of</strong> very high level.If encountered outside <strong>of</strong> her lair, shewill be carrying 2d4 magic items <strong>of</strong> thereferee’s choice. Inside her lair, theRimal Hag possesses another 5d8 magicitems, plus coins, gems, and jewelrygiven under Treasure Type H. Her laircontains many magical traps and is filledwith powerful servants – both living andundead.Native NamesAave, Haamu or Kummitus: ghost,apparition, phantom, or spectreAhma: wolverineAjattara: vadātājs (see <strong>Gaz</strong> F6)Akka, Haahka or Harppu: hagAnkerias: eelHaltija: fairy, gnome, or spiritHämähäkki: spiderHauki: pikeHiisi: goblinHirvi: elk or mooseHirviö or Epäsikiö: monsterIlves: lynxJättiläinen: giantJoutsen: swan (protected by the gods)Kakkiainen: a nocturnal leprechaun orspirit who appears in one’s dreams toreveal the location <strong>of</strong> treasureKani: rabbitKarhu: bearKarju: boarKehikko, Kehys or Luuranko: skeletonKeisari: griffon (archaic)Kettu or Repo: foxKissa: catKoira: dogKoirankuonolainen: koboldKokko: arctic rocKotka: eagle, artic rocKratti: banshee (guarding treasures)Leijona or Jalopeura: lionLupinkoiranlainen: lupinLohi: salmonLohikäärme: dragonMajava: beaverMammutti: mammothMehiläinen: beeMenninkäinen: earth elementalMörkö: bugbear, bogey, spookNäkki: a malevolent spirit or dryad-likecreature <strong>of</strong> pools and streams; mostlymales (cf. drowned maidens; <strong>Gaz</strong> F7).Noita: sorcererNoita-akka: crone <strong>of</strong> chaos or witchNorppa: ringed sealPaholainen: fiendPäiväkorento: dragonflyPässi or Lammas: sheepPeikko: hobgoblinPöllö or Tarhapöllö: owlPoro: reindeerRallattaa: trollSusi: wolfTonttu: brownie or impVampyyri: vampire26


ARTIFACTS, TREASURES, and HIDDEN PLACES<strong>The</strong> Great Sampo(Lesser artifact: Matter, neutral)Ilmarinen’s greatest work is a 100-foottall post mill built atop a two-storyroundhouse – all <strong>of</strong> which is built <strong>of</strong> solidgranite. <strong>The</strong> fan blades and tower rotateautomatically to face the prevailing windsand are supported by a glowing, ten footthick rod <strong>of</strong> iron embedded deep into theground. <strong>The</strong> roundhouse protects thesupport pillar and functions as a storagearea for the Great Sampo’s products.<strong>The</strong> entrance to the roundhouse isflanked by statues – actually 20 HDbronze golems – <strong>of</strong> Lemminkainen andVainamoinen. <strong>The</strong> statues activate whenanyone intending to damage the Sampodraws near. <strong>The</strong> main level <strong>of</strong> theroundhouse contains a number <strong>of</strong> storerooms and workshops used by seniorclerics <strong>of</strong> the Church <strong>of</strong> <strong>Kaarjala</strong>. <strong>The</strong>second level is open to the inside <strong>of</strong> thetower and contains three large stone bins,above each <strong>of</strong> which is suspended abronze pipe that vanishes into the GreatSampo’s workings.Powers: <strong>The</strong> Great Sampo possessesthe following powers:Create food and water: As per spell,up to five times daily.Detect magic: 180' range, at will.ESP: As per spell, up to four timesdaily.Dispel evil: As per spell, up to threetimes daily.Additional Features: Anyone insidethe Great Sampo regenerates 1 hp/hr, andany perishable item placed within thestore rooms will not spoil. Mundanerepairs or crafting done in any <strong>of</strong> theworkshops will be automaticallysuccessful; attempts to create enchanteditems receive a 10% bonus.<strong>The</strong> Great Sampo produces 100pounds <strong>of</strong> grain per day, 100 pounds <strong>of</strong>salt per week, and 100 pounds (or 1,000markkaa) <strong>of</strong> gold per month. OnlyIlmarinen himself may alter this output.Handicaps: Anyone who resideswithin or uses the Great Sampo becomesincreasingly driven to build and invent.This change <strong>of</strong> personality becomespermanent after one month, after whichreaction rolls with dwarves and gnomeswill receive a +1 bonus, but encounterswith druids, noaide, and elves and similarraces receive a -2 penalty.In addition, elvish and druidic magicwill have a 15% chance <strong>of</strong> failure whencast around anyone who has spent morethan two months in the Great Sampo.This effect is permanent, and once knownreactions from the affected groups arepenalized an additional -2. Animals, too,sense the person's growing disconnectwith nature and are unfriendly or hostile.Penalties: <strong>The</strong> spell-like powers drawtheir strength from the user. Create foodand water reduces the user’s Constitutionby two for one hour; all other spell-likepowers drain one point. Should one’sConstitution score reach zero, he or shedies instantly, and the artifact consumestheir spirit (no resurrection possible).Those using any <strong>of</strong> the Sampo’sworkshops must save vs. Spells orbecome compelled to work incessantlyfor one day (12 hours). At the end <strong>of</strong> thatday, another save must be made, at -2.Or the character must work through thenight at the same feverish pace. Thisprocess continues, with each subsequentsave penalized by an additional -2, untilthe project is finished; the charactermakes a save; or he or she literally worksthemselves to death (fatigue, hunger).<strong>The</strong> Great Sampo's regeneration powerwill not begin until the project iscomplete.Within 120 feet <strong>of</strong> the Sampo, magiccast by elves, fairies, druids, and noaidehas a 20% chance <strong>of</strong> failure. In addition,wild animals will not willingly comewithin one 1,000 feet <strong>of</strong> the structure,becoming highly agitated and violent ifdriven to do so.Activation and Use: <strong>The</strong> Sampo’spowers are available for use at any time.A character learns how to operate onepower each time he completes a project.Destruction: <strong>The</strong> Sampo will shutdown if its central mechanisms aretouched by an incarnation <strong>of</strong> Hel, or if thecentral pillar <strong>of</strong> iron is ever struck by theIce Scepter <strong>of</strong> Pohjola.Other Magical ItemsVoimavyö: This is a girdle <strong>of</strong> powerthat grants its wearer Strength 17 andmental powers such as clairvoyance,ESP, and mind blank.<strong>The</strong> original Voimavyö was a silver andgold girdle made by Ilmarinen while heresided in Isanmaa. This device alsoprotected against charm, sleep, fear, andfeeblemind spells.Umpiputki: An umpiputki is ahollow bronze tube that clips onto aperson’s girdle or belt. <strong>The</strong>se items arebelieved to be gifts from the GreatPowers above. In fact, they are remnants<strong>of</strong> ancient Blackmoor’s technomancy andmachinery that retain magical energy.<strong>The</strong>se devices have various degrees <strong>of</strong>healing power or, more rarely, someother ability. Whenever an umpiputki isfound, the referee should roll on thefollowing table:d10 Result Charges1 Cure light wounds 2d62 Cure disease 2d43 Neutralize poison 1d84 Knock 1d85 Cure critical wounds 1d66 Levitate 1d67 Magic missile 1d68 Cureall 1d39 Conjure elemental 1d310 Raise Dead 1d2Ukonvasara: <strong>The</strong> Ukonvasara(“Hammer <strong>of</strong> Ukko”) is a magical warhammer once wielded by Ukko (Thor)during his ancient battles with the giants.This is not Mjolnir, but another, similarweapon. This weapon is truly massive,requiring Str18 to wield it. It functionsas a war hammer +5, +10 against giants.Devotees <strong>of</strong> Ukko, both clerics andlaypeople, commonly wear stone amuletsshaped like a hammer (treat as a holysymbol). <strong>The</strong>se amulets purportedlybestow Ukko’s favor upon the wearer –and by extension <strong>of</strong>fer some protectionfrom his legendary wrath. When craftedby a cleric <strong>of</strong> Ukko, such items provide a+1 bonus to saving throws againstmagical and mundane lightning.27


ARTIFACTS, TREASURES, and HIDDEN PLACESIlmarinen’s Automaton<strong>The</strong> Great Smith Ilmarinen crafted theAutomaton as a duplicate <strong>of</strong> the Maiden<strong>of</strong> Pojaara, the fey enchantress withwhom he had fallen in love. <strong>The</strong> objectis a golem formed <strong>of</strong> gold and silver andshaped such that there are no visibleseams – it literally resembles a beautifulyoung woman with golden skin, emeraldeyes, and silver hair. <strong>The</strong> Automatonwas physically perfect in every way, butit lacked a heart and soul and thus couldnever truly replace the Maiden.In rescuing the Isanmaan prince,Vainamoinen, the Automaton killed theMaiden, and Ilmarinen has never beenable to touch his creation again, hiding ituntil the Saamari needed it once more.<strong>The</strong> Automaton is currently located inone <strong>of</strong> Ilmarinen’s secret workshopssomewhere in <strong>Kaarjala</strong>, where it awaitsthe time when it will be needed oncemore to help protect Ilmarinen’s people.It is possible, however, to encounter it inthe wilderness.[Note: For the Automaton as an Artifact,see the Master’s Set – Ed.]Isanmaa<strong>Kaarjala</strong>n lore is filled with the exploits<strong>of</strong> Lemminkainen and Vainamoinen, aswell as a host <strong>of</strong> lesser heroes, whoperformed great deeds for Isanmaa. <strong>The</strong>greatest story, recounted in the player’ssection, is that <strong>of</strong> the rise and fall <strong>of</strong>Isanmaa and its people. <strong>The</strong> loss <strong>of</strong> theold homeland, and the great trek in search<strong>of</strong> a new home, is the subject <strong>of</strong> manysongs, and played a strong role in theformation <strong>of</strong> the <strong>Kaarjala</strong>ns’ psyche.Even today, the sense <strong>of</strong> loss is there –more so because the nature <strong>of</strong> theSaamari’s journey through Pojaaraensured that no one knew where theyemerged. No one knows exactly whereIsanmaa was located; there is only asense that it lay somewhere west <strong>of</strong> theIcereach Range. Most <strong>of</strong> those whosearched for it headed due west, andfound nothing.Isanmaa existed north <strong>of</strong> the modernWestern Alliance (<strong>Gaz</strong> F5) in territorymarked as Shonak Tribelands. <strong>The</strong> routetaken by the Saamari led north into thewestern Icereach and through atemporary gate into Pojaara. After theirtime <strong>of</strong> rest had ended, they werereleased into the Borean Valley, fromwhich they made their way east along amarked trail, crossing the Icereach Rangeat the end near the Winter Peaks. Eventhe Vaarana were turned around, headingthrough a maze <strong>of</strong> valleys beforeemerging north <strong>of</strong> the Icereach Range.<strong>The</strong> current inhabitants are mixture <strong>of</strong>semi-nomadic western Shonak tribes andBorean humanoids who <strong>of</strong>ten worktogether against that region’s far-rangingLowland Roags. <strong>The</strong> ruins <strong>of</strong> Kuusamoand a handful <strong>of</strong> other towns have beenovertaken by wilderness, such that only athorough search could find any traces <strong>of</strong>lasting habitation. Nevertheless, muchwas left behind and remains to bediscovered.KainuuAlthough the earliest tales make noexplicit mention <strong>of</strong> Kainuu, <strong>Kaarjala</strong>nfolklore states that Mikko and his peoplecame to Isanmaa from “a great valley farto the west”. Locations along the BoreanTier were erased over the centuries, butthe odd relic appears now and again inthe nations <strong>of</strong> West Haven, Taralon, andSnowden. It is conceivable that some <strong>of</strong>Ilmarinen’s early works survived andmay lie undisturbed.PojaaraPojaara is a fairy-realm (cf. Dreamland,<strong>Gaz</strong>5, PC1) that was originally ruled bythe Maiden, a powerful northern sidhe. Itwas a refuge to many fairy-kin during theearly years after the Great Rain <strong>of</strong> Fire.Pojaara takes the form <strong>of</strong> a lush,forested valley always in late spring.Roughly oval-shaped, its precise size isdetermined by the number <strong>of</strong> peopleoccupying it at any given time – it isalways large enough to accommodate itsinhabitants comfortably, with enoughfood in the form <strong>of</strong> game, berries, androots to keep them satisfied. Only spells<strong>of</strong> 3rd level or less may be cast here.Pojaara is accessed by portals thatresemble mountain passes, caves, or gapsin hills. <strong>The</strong>se portals appear all overnortheastern Brun, usually wheneversanctuary is needed – the realm possessesa rudimentary awareness and appearswhere it can do the greatest good. Onceentered, the portal closes; although thereis always at least one open portal betweenPojaara and Mystara at any given time.Thus, a person could pass throughPojaara and unknowingly reappear onMystara thousands <strong>of</strong> miles away<strong>The</strong>re is a single structure in Pojaara.<strong>The</strong> Maiden’s hall is a great longhouseconstructed <strong>of</strong> living pine trees. LikePojaara itself, the hall is not tied to astatic location. It is comfortablyappointed and always clean, and canaccommodate up to 100 people. Inaddition, the hall is blessed with a stasisfield that halts the progress <strong>of</strong> poisonsand illnesses as long as the afflictedperson remains within its walls. Anydamage done to the hall, or to the forests,is instantly regenerated.In addition to the attributes listedabove, the Maiden was capable <strong>of</strong> sealingPojaara <strong>of</strong>f from the Prime Plane entirelyand controlling where the portals opened.<strong>The</strong> means to do so are secreted awaysomewhere in the realm, as are clues tothe Maiden’s lost Ice Scepter.Saivo (<strong>The</strong> Spirit Realm)Saivo is the Vaarana name for theUnderworld, which is ruled by Jabbmeaaakka(Hel). It is an exact replica <strong>of</strong>the living world; but the lakes and oceansare as still as a pond, and the sky is pitchblack. Illumination comes from a faintluminescence that permeates everything.<strong>The</strong> souls <strong>of</strong> the deceased dwell herefor a time before reincarnating or movingon to other realms. Some souls, however,choose to remain, and spirits with evilleanings have been known to prey onmortal visitors.Visitors’ perceptions are colored bytheir own life experiences andpersonality, which modify the terrain insubtle – and occasionally terrifying –ways. Resident spirits can alsomanipulate how people perceive theirsurroundings. Due to their affinitytowards spirits, noaide are capable <strong>of</strong>viewing Saivo as it truly appears; thus,they are immune to any illusions createdby malevolent spirits. While there theymay also view past or future events (atthe referee’s discretion).28


ADVENTURESWhat follows is a broad story arc thatintroduces <strong>Kaarjala</strong> as a campaign settingand involves players in a meta-plotlinethat could impact the entire far north.<strong>The</strong> overall plot is compatible with thatpresented in <strong>Gaz</strong> F6 <strong>The</strong> Amber Shores <strong>of</strong>Littonia.<strong>The</strong> scenarios and arcs are optional andmany could be run individually or inanother order. <strong>The</strong>y have been designedwith native characters in mind, but it ispossible to use them with foreign-bornparties as well. <strong>The</strong> level suggestions canbe modified to suit your own needs.Heroes in the Making(Levels 1-4)This introductory arc familiarizes theplayers with <strong>Kaarjala</strong> as a campaignsetting through a variety <strong>of</strong> adventuringopportunities. At this stage, thecharacters will not be involved in any <strong>of</strong>the major plotlines, but they can begin toacquire reputations as rising heroes.Shonak Raid: Shonak warriors havebeen increasing the intensity <strong>of</strong> their raidsin Uusimaa, destroying a number <strong>of</strong>homesteads and murdering severalfamilies. Local Vaarana clans are withtheir reindeer herds in the EverwinterLands, and the local militia has theirhands full already. <strong>The</strong> characters mustheed the call for heroes and convince theShonaks to return to their own lands.Lost Treasure: While pursuing theShonaks along the northern fringes <strong>of</strong> thekingdom, the characters find a number <strong>of</strong>odd hills – burial mounds erected forlong-dead Saamari chieftains, or evenheroes from other, now-forgottencultures. With their mission complete,the party is free to explore these ancienttombs; but they will have to contend withits supernatural guardians.Save the Dwarves!: At KreivitärMeeri Saarela’s invitation, dwarvenprospectors have begun exploring theRaatovaraat Hills in the Uusimaa, butthey now fall prey to local hazards,including far-ranging ice trolls and theever-present Yrgun. <strong>The</strong> Kreivitär hiresthe party to make their way to the remoteprospecting camps and either <strong>of</strong>ferprotection or rescue any abducteddwarves before it is too late.Yrgun on the Rampage: <strong>The</strong>characters’ efforts spur the Yrgun tomount a campaign to claim theRaatovaraat Hills, and any mineralwealth, for themselves. <strong>The</strong> soldiers <strong>of</strong>Uusimaa have faced the goblins manytimes before, but the addition <strong>of</strong> tributarygoblin tribes and extra ice trolls shift theodds in the attackers’ favor. Uusimaa’scommanders need the characters to serveas scouts and infiltrators, possiblyventuring deep behind enemy lines todisrupt the attack. Should the party helpthe Uusimaa forces defeat the Yrgun, itwill have earned the gratitude <strong>of</strong> theSaarela family. Failure, meanwhile,entails a dangerous refugee migration asthe Yrgun solidify their hold in the west.Foul Business in Kaarja(Levels 5-9)<strong>The</strong> characters have begun to rise toprominence in <strong>Kaarjala</strong>; their reputationcolored – for good or for ill – by thedefense <strong>of</strong> Uusimaa. A number <strong>of</strong> noblesand factions at court are already workingto enmesh the party in various plots.<strong>The</strong> characters receive an invitation topresent themselves at the court <strong>of</strong> KingKaarlo in Kaarja, likely their first visit tothe capital which provides a measure <strong>of</strong>culture shock. Thieves are thick on theground, as are wily townsfolk and sellswordsfrom half a dozen nations thecharacters have likely never heard <strong>of</strong>.Many quick one-<strong>of</strong>f adventures arepossible here; some are suggested below.Iiro Juhala, the king’s advisor,summons the characters, ostensibly tointerview them as potential champions <strong>of</strong>the king. He presents himself as aprotective, fatherly figure who can shieldthe characters from the intrigues at court,and it may be some time before theyrealize where Iiro’s loyalties truly rest.In truth, he wishes to set them up aspawns to advance his own plans – andthose <strong>of</strong> the Rimal Hag – to steer KingKaarlo Taavinen into embarking onaggressive military campaigns that willweaken the <strong>Kaarjala</strong>n army, and set thestage for a takeover.Useful Idiots: One <strong>of</strong> the localgangs decides to use the unsuspectingrural characters as mules to fence stolengoods. When local authorities discoverthe items, the characters find themselvesfacing Kaarjan justice or indebted to thejail-busting gang.City vs. Country: <strong>The</strong> charactersare bewildered by the economic hardship,crime, and various religious, ethnic andcultural tensions <strong>of</strong> <strong>Kaarjala</strong>. Will thecharacters try to distance themselvesfrom the many fault lines in Kaarjansociety, or will they begin to fall into onecamp or another? Or could they be luredaway to Littonia and places even further afield.<strong>The</strong> Living Dead: Iiro dispatchesthe characters to the southern marchesnear the border with Tuonela, where theymust follow up on reports <strong>of</strong> undead. <strong>The</strong>danger is real but rigged, for the RimalHag has moved only a small number <strong>of</strong>hoarfrost creatures to the area – enoughto challenge the party, but not kill them.Rescue Mission: Fresh on the heels<strong>of</strong> their first assignment, the charactersreceive word that a young noble hasdisappeared while hunting in the south.To rescue him, they must venture deeperinto accursed Tuonela in another <strong>of</strong> theRimal Hag’s tests. Alert characters willrealize that the undead’s organizedbehavior is indicative <strong>of</strong> a commandingpresence.Peeling the Onion: Iiro deflectssuspicions over the undead onto theFollowers <strong>of</strong> the Forge. <strong>The</strong> charactersquickly find this group is a hardorganization to penetrate. In a scenarioemphasizing good roleplaying, the partymay gain the trust <strong>of</strong> a cell and, in sodoing, learn that there is more to thegroup than demonstrations andvandalism. A thorough party shouldconclude that the Followers have noconnection with the undead activity, andsome characters might end upsympathizing with the suppressedFollowers. Although Iiro will quietlybury any report the characters make, thestrands <strong>of</strong> broader plots are there for theparty to ponder.29


ADVENTURES<strong>Kaarjala</strong> On <strong>The</strong> March(Levels 10-13)Acclimating to the machinations <strong>of</strong> thecourt <strong>of</strong> Kaarja, the party has attracted aspatrons one or more <strong>of</strong> the minor nobles.Depending on how they have acquittedthemselves thus far, one or more <strong>of</strong> thecharacters is eligible to receive a landgrant, title, or other reward.<strong>The</strong>ir erstwhile patron, Iiro, hasdetermined that the characters are tooperceptive (if successful and notcorruptible) or hopelessly incompetent (ifnot). To remove them, he presentsinformation to the king alleging thatShonak raiders are active in Itämaa. <strong>The</strong>king, having been fed a steady diet <strong>of</strong>misinformation for several years, isconvinced that <strong>Kaarjala</strong> must take overItämaa. Absorbing the region would alsogrant <strong>Kaarjala</strong> direct access to the sea,and the promise <strong>of</strong> new lands has quietedeven the king’s staunchest opponents.Iiro’s assignment will remove the partyfrom <strong>Kaarjala</strong> while the <strong>Kaarjala</strong>n armymusters. Little do they know, he hashired several parties <strong>of</strong> thugs to ensurethey never complete their journey.<strong>The</strong> Vanguard: Iiro reports thatlarge numbers <strong>of</strong> Shonak warriors aremassing in the east and sends the party toItämaa to locate their camps. His spiesshadow the party as it encounters wildanimals and bandits with increasingfrequency.A Visit to Itämaa: <strong>The</strong> party entersthe sparsely-inhabited region <strong>of</strong> Itämaa.Instead <strong>of</strong> thousands <strong>of</strong> hostile warriors,they find a few humanoid bands and ahandful <strong>of</strong> neutral or friendly settlements.If they turn back to <strong>Kaarjala</strong> to reportsomething amiss, the thugs makerepeated ambushes until Rovaniemi,where the <strong>Kaarjala</strong>n army has massed.A Traitor Unmasked: Survivingcharacters, armed with informationgleaned from their would-be assassins,can report the inaccuracy <strong>of</strong> a Shonakinvasion. Unfortunately, King Kaarloand the army are already on the march toend the false threat and bring glory to thenation. Whether implicated or not, Iirowill do everything in his power to stallthe party and prevent theircommunication with the King.If reached in time, King Kaarlo willsummon Iiro and make him respond toany accusations. Iiro himself layscharges against the characters, and thosefound guilty face execution for treason inwhat is the party’s most dangerousroleplaying encounter. Played correctlyand supported by evidence, the king mayeven disband the campaign, but thiscarries risks, too, for the king’s politicalopponents will seize the opportunity toportray him as indecisive and impulsive.Greater <strong>Kaarjala</strong>?: If thecharacters failed to make their case, butfended <strong>of</strong>f Iiro’s accusations, the Kingremains unconvinced by either side andcontinues to march on Itämaa todetermine the truth for himself. <strong>The</strong>locals see the move as an invasion andmount pre-emptive attacks. Withinweeks, Itämaa is a giant battlefield, withVästeränga under siege. With the warcommenced, the characters must decidewhether to see the kingdom victorious.Unless the characters can defusetensions, the fighting weakens the army,and many troops are billeted throughoutItämaa to maintain order for years tocome.With the kingdom’s attention diverted,the Rimal Hag makes her move (seebelow), and as <strong>Kaarjala</strong> now has accessto the sea, Qeodhar begins to take aninterest in this new coastal player.A Shadow SpreadsNorthwards (Levels 11-15)Regardless <strong>of</strong> whether the charactersaverted the war between <strong>Kaarjala</strong> andItämaa, Gáddjá <strong>of</strong> the Roaring Riverseeks them out, telling them that they arethe heroes that <strong>Kaarjala</strong> desperatelyneeds, but they are woefully unpreparedfor what has been set in their path,referring to it as “the cold one that is notdead”. Gáddjá becomes the characters’new mentor, <strong>of</strong>fering cryptic advicebased on messages received from Saivo.Depending on the resolution <strong>of</strong> the trialwith Iiro, many <strong>of</strong> the characters now arelikely minor nobles with estates along thenorthern or southern fringes, or possiblyin newly-conquered Itämaa.Alternatively, they could be outlawsworking to save an unwelcoming nation.Rise <strong>of</strong> the Shonaks: Word <strong>of</strong><strong>Kaarjala</strong>n aggression in Itämaa spread tothe Shonak. Appearing as Torngasuk (aShonak sky deity), the Rimal Hag incitesseveral Shonak tribes to unite and marchsouth on their enemies. If <strong>Kaarjala</strong>nforces are spread thin, much <strong>of</strong> thenorthern dominions are imperiled. Evenif the Itämaan war was averted, theShonak are still formidable and brushaside the Vaarana. <strong>The</strong> defense andcoordination <strong>of</strong> the kingdom is in thehands <strong>of</strong> the characters.Summoning the Yrgun: <strong>The</strong>Rimal Hag duplicates her success withthe Shonaks, this time appearing beforeYrgun shamans. <strong>The</strong> warriors <strong>of</strong> GoblinKing Shigath open a second (or third)front for <strong>Kaarjala</strong>. Should <strong>Kaarjala</strong> showitself too resilient, the Rimal Hag couldopen up yet another front, attacking fromTuonela. Beset from all sides, <strong>Kaarjala</strong>faces its darkest hour since the nation’sfounding. Further complicating matters,representatives <strong>of</strong> King Ericall <strong>of</strong> Alphacould <strong>of</strong>fer an alliance for the price <strong>of</strong>submission.Cleaning the Mess: In theaftermath <strong>of</strong> multiple wars, <strong>Kaarjala</strong>looks to rebuild – assuming it survived.<strong>The</strong> characters are asked to investigatethese unusually coordinated attacks – aprocess that could take some time.Gáddjá points to unallied Vaarana clansin the far west beyond the Yrgun landsand the hunting grounds <strong>of</strong> the ice trolls.From these clans, the characters can learn<strong>of</strong> ancient legends about an eternal witch,cold as death, and <strong>of</strong> great power.Meeting the Natives: <strong>The</strong>characters reach the lands <strong>of</strong> the unalliedVaarana as they are being attacked bywhat appears to be several westernShonak tribes under the command <strong>of</strong> alarge white dragon. From the noaide <strong>of</strong>rescued clans, the characters can learnhistorical details now forgotten by<strong>Kaarjala</strong> – including those <strong>of</strong> thecampaign against Lovaara and theresulting flight from Isanmaa. <strong>The</strong> partyis directed to seek further answers in thesouth, “where the Northmen range”. <strong>The</strong>path is not so simple, and they will bebeset by vengeful noaide <strong>of</strong> lost clansand dark noaide serving their ownagendas.30


ADVENTURESOn to Viaskaland: <strong>The</strong> charactersmake their way south to the lands <strong>of</strong> theViaskoda, who are currently at peacewith the southern Vaarana. Word <strong>of</strong> theirdeeds precedes them, and the party isaccosted by several Viaskodan chiefsdemanding their aid in quelling therestless dead. <strong>The</strong> choice is theirs: risktime and lives on an apparent side quest –but with the gain <strong>of</strong> allies – or continueforth, angering the Viaskodans.Let <strong>The</strong>m Sleep: By noaidedivinations or Viaskodan clues, the partyheads to the ancient battleground <strong>of</strong>Saltborg. Amid the rising dead, one <strong>of</strong>the burial mounds grants access to a vastunderground complex whose denizens –living and dead – are directed by apowerful pawn <strong>of</strong> the Rimal Hag.Survive and succeed, the party will havenot only eliminated a major gatheringthreat but also found evidence that theintelligent force behind <strong>Kaarjala</strong>’stroubles emanates from Tuonela.<strong>The</strong> Northern Alliance(Levels 16-25)<strong>The</strong> actions <strong>of</strong> the party have formedalliances – or hostilities – among thedistant Vaarana and the Viaskoda. Ifthey have truly distinguished themselves,King Kaarlo may even appoint them ashis <strong>of</strong>ficial representatives to thesegroups. <strong>The</strong> <strong>Kingdom</strong>’s borders aresecure for the moment, but tensionsremain. With her forces largely in check,a frustrated Rimal Hag turns her fullattention towards the characters that havebeen disrupting her plans.Giants On the March!: <strong>The</strong> RimalHag has managed to rouse the giants <strong>of</strong>Frosthaven and enticed them to rampageand reestablish the ancient <strong>Kingdom</strong> <strong>of</strong>Nordenheim, which once held sway overmuch <strong>of</strong> the territory above the GreatBay. <strong>Kaarjala</strong>’s northern defenses aresorely tested, and many giants breakthrough to wreak considerable havoc.Characters will have their hands fulldefending their dominions, aiding theirallies, and making the perilous journey toGaudavpils to seek Littonian aid.Scores to Settle: While the frostgiants are rampaging, the Shonaks andYrgun seize the opportunity to conductsome light raiding <strong>of</strong> their own. Also theItämaans attempt an uprising (possiblywith Qeodhan aid), and raiders couldstrike eastern <strong>Kaarjala</strong>.At the Court <strong>of</strong> King Karlis:Unfortunately, Littonia is facingchallenges <strong>of</strong> its own, and can send onlya fraction <strong>of</strong> the needed soldiers. <strong>The</strong>characters must return to Kaarja with theLittonians, possibly picking upViaskodan volunteers along the way.[Note: <strong>Kaarjala</strong>ns could also participatein the Littonian arcs “<strong>The</strong> Secret <strong>of</strong>Saldus” and “Into the North” at this time– Ed.]Tough Negotiations: Bad bloodexists between the Northmen and theLittonians, and only deft roleplaying canmediate differences between the twogroups and hold the alliance together.Additionally, the people <strong>of</strong> Itämaa needto be convinced to lay aside their distrust<strong>of</strong> <strong>Kaarjala</strong> to face the giants.Driving a Wedge: <strong>The</strong> Rimal Hagseeks to split the fragile northern allianceasunder. Her network <strong>of</strong> agents playsagainst the natural distrust between thedifferent groups, while waves <strong>of</strong> undeadand other monsters plague theirterritories. If she succeeds, only Littoniaand <strong>Kaarjala</strong> will be left to stand againsther.<strong>The</strong> Battle for <strong>Kaarjala</strong>: Whatremains <strong>of</strong> the Northern Alliance mustmeet the army <strong>of</strong> the frost giants andother monsters making inroads into<strong>Kaarjala</strong>. Depending on the scale <strong>of</strong> theconflict, the past actions <strong>of</strong> the party andpower brokers, and general awareness <strong>of</strong><strong>Kaarjala</strong>, other nations <strong>of</strong> Norwold maybe drawn into the war. Alpha andQeodhar will likely become involved atleast peripherally, and the hiring halls <strong>of</strong>Oceansend could provide a sizeable – ifexpensive – advantage.<strong>The</strong> Home Front: Although theyare unconnected to the machinations <strong>of</strong>the Rimal Hag, the activities <strong>of</strong> theFollowers <strong>of</strong> the Forge, the AmberBrotherhood, and other groups rear up.Will the preoccupied characters see thisas yet another element in the master plan<strong>of</strong> their still-unknown foe and becomedistracted?A Fragile Peace(Levels 26-30)With the last <strong>of</strong> the great battles ended,a war-ravaged <strong>Kaarjala</strong> begins to enjoy aperiod <strong>of</strong> relative calm. <strong>The</strong> giants <strong>of</strong>Frosthaven are in retreat, and thepotential ambitions <strong>of</strong> the Shonaks, theYrgun, and Qeodhar have been checkedfor the moment, while the characters’shaky coalition has either fallen intodisrepair or matured and come into itsown. As the north tries to rebuild, theRimal Hag prepares for her final bid toseize power.Not So Noble Intentions: In thewar’s aftermath, many <strong>of</strong> the estates <strong>of</strong><strong>Kaarjala</strong> are left vacant. While KingKaarlo (or his successor) tries to restoreorder, ambitious nobles seize theopportunity to expand their holdings oreliminate rivals – including thecharacters.Contest for the Throne: If KingKaarlo fell in battle, the succession maybe contested. <strong>The</strong> impulsive and brashTuomo is heir to the throne, but his claimmay be contested if he did not acquithimself admirably in battle. Powerfulnobles, such as Meeri Saarela andRasmus Varvikko, would throw theirsupport behind his younger brother,Niklas (whether he wishes it or not). Assides are drawn, the characters must charttheir own course – take to arms for one <strong>of</strong>the contenders, prevent the incipient civilwar, or declare neutrality andindependence.<strong>The</strong> Final Battle(Level 31-36)<strong>The</strong> final campaign arc culminates in afinal confrontation with the Rimal Hag,with the entirety <strong>of</strong> the north at stake.This links directly with the finalcampaign set in Littonia.It has been some years since the War <strong>of</strong>the Northern Alliance and its aftermath.<strong>Kaarjala</strong> – or its successor states - is haleand prosperous once more. During theintervening years, the Rimal Hagacquired the Ice Scepter <strong>of</strong> Pohjola, adevice which could debilitate the GreatSampo. Lovaara believes she can harnessthe resulting loosed energies to empowerherself.31


ADVENTURES<strong>The</strong> Great Silence: Agents <strong>of</strong> theHag smuggled the Ice Scepter into theSampo and struck its central shaft,causing the mill to shut down. Withinhours local temperatures fall and masspanic strikes throughout the country. <strong>The</strong>characters are summoned to Kaarja andcharged (or pleaded) with to save thefreezing nation, but the path they chooseis their own.To Commune with a Maiden: Ifconsulted, Gáddjá (or someone else)suggests heading west in search <strong>of</strong> thelegendary realm <strong>of</strong> Pojaara. Usingcryptic clues and their own ingenuity, theparty must uncover one <strong>of</strong> the realm’shidden gates. <strong>The</strong>re the reawakened spirit<strong>of</strong> the Maiden has supernatural wisdomthat comes at a price – the restoration <strong>of</strong>her life once their quest is complete.<strong>The</strong> Wilds <strong>of</strong> Isanmaa: Assumingthe party agreed to the Maiden’s terms,they were pointed to ancient Isanmaa andtold to retrieve an item where Lemminkainenand his band held <strong>of</strong>f Lovaara’slegions. <strong>The</strong>y must contend with localhumanoids and other monsters, whilelooking for the treasure and learning thename <strong>of</strong> their implacable foe.Into the Frozen Wastes: Aweary party returns to Kaarja. Noaidesigns reveal the frozen bogs <strong>of</strong> Tuonela,where the Rimal Hag as held sway formany centuries. <strong>The</strong> characters, familiarwith the fringes <strong>of</strong> this blighted land,must venture into its midst to reach theRimal Hag’s stronghold – a multi-level,heavily populated complex whose mostpowerful guardians were formed byforgotten magics.Ending the Evil: <strong>The</strong> Rimal Haghas nearly restored herself to her formerglory. Face-to-face with this ancient foe,the party must answer an impossiblequestion: how does one defeat a wouldbegod?Should the characters prevail, they willhave destroyed an ancient evil andbecome legendary heroes <strong>of</strong> the north,but their tasks and burdens are not yetdone. <strong>The</strong> Great Sampo must be restoredfor <strong>Kaarjala</strong> to live again, and whatshould happen if the Druids’ Councilmoves to prevent the re-introduction <strong>of</strong>the climate-changing artifact. <strong>The</strong> partymust also restore the Maiden <strong>of</strong> Pojaara.Failure, however, means that the RimalHag’s reach slowly expands outward,extending beyond the Great Bay. Even indefeat, surviving characters must honortheir deal and seek to restore the Maiden.Further AdventuresCampaigning in <strong>Kaarjala</strong> is not limitedto the meta-plot outlined above; nor mustit end after the fateful confrontation withthe Rimal Hag. Below are a number <strong>of</strong>additional hooks for use whilecampaigning in the north.In Search <strong>of</strong> Isanmaa: Over thecourse <strong>of</strong> the characters’ adventures, theycome across information leading them tothe lost <strong>Kingdom</strong> <strong>of</strong> Isanmaa [cf. ToCommune with a Maiden]. <strong>The</strong>y mustfollow the beacons laid down byLemminkainen across hundreds <strong>of</strong> miles<strong>of</strong> humanoid-held terrain. Signs <strong>of</strong>ancient habitation are rare, but the ruins<strong>of</strong> Kuusamo and other settlements do stillexist.On to Kainuu: Similarly, thecharacters might unearth the origin <strong>of</strong>their ancestors and trek to the easternBorean Valley.Dealing with Frosthaven: <strong>The</strong>king and his allies have decided that thefrost giants should be dealt with once andfor all, and order a targeted attack onFrosthaven. Low-level characters arepart <strong>of</strong> the force, while higher level onescould be sent to Frosthaven in advance <strong>of</strong>the army to identify and/or kill giantleaders. <strong>The</strong> journey – whether on land orby sea – is long and perilous, and theisland’s inhabitants are all too ready t<strong>of</strong>ight. As every northern realm is alsoplagued by the frost giants, this scenariocould be developed into a full campaign.Mysteries <strong>of</strong> the Far North: <strong>The</strong>lands <strong>of</strong> the north hold many surprisesbesides the Rimal Hag and her minions.<strong>The</strong>re are Blackmoorian ruins to explore,Nithian sorcerers may have conductedforbidden experiments in this remoteregion, or perhaps the tombs <strong>of</strong> severalbeastman chieftains await discovery.<strong>The</strong> Great War, the War <strong>of</strong> theCrown, and the HeldannicKnights: <strong>The</strong> events depicted in theWrath <strong>of</strong> the Immortals seemingly leftNorwold untouched. <strong>The</strong> Great War –the conflict that pitted Glantri, Thyatis,and the Heldannic Knights againstAlphatia during 1004-1009 AC – couldeasily turn north and sweep up not onlyAlpha but also <strong>Kaarjala</strong>. <strong>The</strong> War <strong>of</strong> theCrown (CM1 Test <strong>of</strong> the Warlords) is onepossible way <strong>of</strong> conducting this localstruggle. <strong>The</strong> Almanacs (Poor Wizard’s,Joshuan’s, and fan-created Mystaran)continue a post-Wrath story as theHeldannic Knights seek dominion overNorwold.<strong>The</strong> Halfling Way: <strong>The</strong> shortfolk <strong>of</strong>Leeha would like to begin trade and innoperations with the <strong>Kaarjala</strong>ns, butefforts are hampered by a lack <strong>of</strong> overlandconnections. Working together,Leeha and <strong>Kaarjala</strong> must pacify the areabetween the Plain <strong>of</strong> Skulls andViaskaland, but how will Alpha react tothis partnership?<strong>The</strong> Scourge <strong>of</strong> Norzee: BaronNorlan <strong>of</strong> Qeodhar has decided thatacquiring Itämaa could strengthen hisposition and further his politicalambitions. Using cod fisheries as anexcuse, Qeodhar declares war. Fromnaval engagements to assaults bymarines, the Itämaans and their Littonianneighbors could be hard pressed.Minrothaddans, who <strong>of</strong>ten hire outtransport to Qeodhar, could be caught inthe middle <strong>of</strong> this conflict. This can beconducted irrespective <strong>of</strong> Wrathdevelopments. Neither Alphatia nor anysuccessor powers will deign to involvethemselves in this provincial affair. As afurther development, this conflict candirectly lead into M1 Into the Maelstromand M2 Vengeance <strong>of</strong> Alphaks.Vengeful Immortal: A possiblesource for the corruption <strong>of</strong> the RimalHag, then known as Lovaara, is theinfamous Entropic Immortal Thanatos.<strong>The</strong> <strong>Gaz</strong>F line holds that Thanatos waspresumed destroyed at the fall <strong>of</strong> Nithia,but that his fellow Immortals could nevertruly be sure. In the intervening 1,500years, the Entropic moved across themultiverse undetected with only the mostsubtle workings (such as the Rimal Hag).<strong>The</strong> time is nigh for Thanatos’s return(perhaps via the Blood Brethren TrilogyHWA1-3 or Wrath <strong>of</strong> the Immortals) andhe well may choose to “reward” thoseinvolved in the Rimal Hag’s destruction.32


HISTORY as the KAARJALANS KNOW ITVaarana Creation MythIn the beginning there was nothing –dead land and the sky, the domain <strong>of</strong>Bieggolmai. One day, Bieggolmai tooktwo shovels, and used them to stir thewind. He stirred it so much that snowfell everywhere, covering everything.Bieggolmai was so strong that one <strong>of</strong> hisshovels broke, and then the wind dieddown. In the stillness there came the first<strong>of</strong> our people, and we came out <strong>of</strong> thewest to live in a land <strong>of</strong> snowy fields androlling hills.But the skies were dark, there were noanimals, and our people had naught to eatand clothe themselves. Beaivi took pityon us, and lit the Sun to send down warmlight from the heavens. <strong>The</strong> snow meltedand formed rivers, flowers, grasses, andtrees grew in great number; but, althoughwe were now warm, we were stillhungry. Mattarakka, our Mother, rosefrom the earth itself and saw how Herchildren suffered. She wept, and filledthe world with animals to give it life, andgave us reindeer to feed and clothe us.So we prospered for many generations,until we grew so numerous that ourpeople filled the land from end to end.We had eaten almost all <strong>of</strong> the reindeer,yet still we hungered. So Jabbmeaaakkacame up from the Underworld and<strong>of</strong>fered to save us if we would accept hergift <strong>of</strong> Death. We accepted, for all thingsare cyclical, and just as Summer mustgive way to Winter, so must onegeneration make way for the next if thepeople are to survive.In this way did our people come toinhabit this world, and live as we now do.<strong>The</strong> Founding andFall <strong>of</strong> Isanmaaas told by the SaamariAt the dawn <strong>of</strong> time, our people lived ina great river valley filled with lushgrasses, but ever were we beset by thehiisi, who coveted our lands. So it cameto be that we were driven forth, andMikko, the greatest warrior <strong>of</strong> the day,led his people to a new home - a land <strong>of</strong>forests and lush valleys that lay in theglaciers' shadow. It was our land, andthus was it named “Isanmaa.”<strong>The</strong>re, our people prospered and built agreat kingdom, aided by the works <strong>of</strong>Ilmarinen, the greatest <strong>of</strong> smiths. <strong>The</strong>court at Kuusamo was glorious, and itwas from there that King Vainamoinenwaged his campaigns to bring the hiisilow. Those foul things did submit toman’s armies, and the reach <strong>of</strong> Isanmaawas great indeed. Even today, there aremany among the hiisi who will not darespeak Vainamoinen's name.But the works <strong>of</strong> Men are ephemeralthings, and just as the mightiest tree mustwither; so, too, did our homelandcrumble. <strong>The</strong> will <strong>of</strong> Lovaara the IceWitch – a sorceress <strong>of</strong> the south – andtheir own dark desires roused the hiisi,and they despoiled our lands. Thousandsdied, and many more were driven fromtheir homes; but the blackest acts werecommitted at Kuusamo, for it was therethat the blood <strong>of</strong> Vainamoinen's line wasspilled at last.All would have been lost but for theleadership <strong>of</strong> Lemminkainen, who drewto his banner all those who still had theheart to fight. He moved like a hunter –seeming to appear in many places at once– and for a time the north <strong>of</strong> Isanmaaremained free <strong>of</strong> Lovaara's darkness. Butaside from reclaiming a handful <strong>of</strong> ourold holdings, much <strong>of</strong> our homelandremained within her grip. Still the heroesfought on, but many grew sickened bywar, and the noaide counseledLemminkainen to strike while there wasstill hope.This he did, leading the greatest heroes<strong>of</strong> the Saamari into Lovaara's icy citadel,where they did battle against her and herfoulest acolytes. Many brave souls werelost that day, but the Ice Witch wasbrought low, and her citadel shattered.But Isanmaa had suffered too much,and was a dead land ever after.<strong>The</strong> Long Road to <strong>Kaarjala</strong>as told by the SaamariOur people had no desire to liveamongst their dead, and they receivedcounsel from the Automaton –Ilmarinen's most wondrous creation – totravel unto the east. This they did, andLemminkainen led them first to theRealm <strong>of</strong> Pojaara. Here it was peaceful,and the Saamari rested for a time andforgot their sorrows.After a full generation had passed, agreat pass opened in the east, and ourpeople resumed their trek. <strong>The</strong> way washard, and generations more were born,but in time we passed through the greatmountains and saw before us a vast openplain girded by rivers. <strong>The</strong>re were fishand beasts to sustain us, but the land wascold, and we were unwelcomed by otherswho craved our new home – the Shonaksand the Littonians.We did battle with both, slaying theLittonian king by Isojärvi and drivingback the hordes <strong>of</strong> savage Shonaks. Butthere were so many enemies, and wewere too few. It was during that darktime that Ilmarinen came out <strong>of</strong> the eastto aid us once more. He gave us manygreat weapons, and taught us much thatwe had forgotten during the long night <strong>of</strong>Isanmaa's fall. We prevailed and claimedthe Autuasmaa – thus did <strong>Kaarjala</strong> arise.Once our borders were secure,Ilmarinen gave us one last gift beforeresuming his eternal journeys. For manyweeks he worked in secrecy, telling noone <strong>of</strong> his deeds. <strong>The</strong>n one day he cameto King Risto and proclaimed that theSaamari would never again want for foodor gold, so long as they safeguarded hislast gift to his people and stayed true totheir beliefs.Ilmarinen then presented the GreatSampo, his last and greatest work, andthen took leave <strong>of</strong> our people once more.Ever afterwards, our land was bathed inwarmth, and a great forest sprang upfrom the Autuasmaa Plain.In the years since that time, many havetried to wrest our hard-won lands awayfrom us. <strong>The</strong> Shonaks remain on ournorthern frontier, and have tried manytimes to drive us away, and the hiisi alsocircle our kingdom like wolves, waitingfor the moment to strike. But our kingshave always been strong, and we havealways been resolute. For, in standingstrong, we keep the light <strong>of</strong> civilizationburning in the north.As long as <strong>Kaarjala</strong> endures, so shallthe North remain free <strong>of</strong> darkness; butshould our kingdom crumble, a greatshadow will settle over all, and it will notbe content to rest.1


CREATING CHARACTERS for KAARJALAAvailableCharacter ClassesAll <strong>of</strong> the standard human classes areavailable in <strong>Kaarjala</strong>. At the referee’sdiscretion, characters can be demihumanoutsiders. Non-standard options includelow-level druids, and humanoids, whilewise women are acceptable among theVaarana and surrounding barbariantribes. In addition, there are two newclasses unique to the far north: theshamanic noaid and the musician-warriorkanteleer.Demographic Options in<strong>Kaarjala</strong><strong>Kaarjala</strong>’s is a human population, themajority <strong>of</strong> which are the Saamari. <strong>The</strong>reis also a sizeable number <strong>of</strong> Vaarana.Other human ethnicities present includeLittonians (mostly Litoniesu, but alsoLietuvans), Viaskodans, Known Worldadventurers, and – in the future –imperial agents. Shonaks occasionallyhunt near the fringes <strong>of</strong> the kingdom, butdue to historical animosities, they receivea cool reception at best.Most <strong>Kaarjala</strong>ns are fighters, but clericsare fairly common. Thieves operate inKaarja and the other large settlements,while druids inhabit the interior forestsand exterior wilderness. Conventionalmagic-users are largely unknown; thenoaide fill this role.Demihuman characters must come fromoutside <strong>Kaarjala</strong>. Those native toNorwold hail from below the Great Bay:Leeha (halflings), Stormhaven andOceansend (dwarves), and scatteredforesthomes (elves).LanguagesCharacters native to <strong>Kaarjala</strong> speakSaamari or Vaarsu (the native tongue <strong>of</strong>the Vaarana); however members <strong>of</strong> otherethnic groups, e.g. the Litoniesu, <strong>of</strong>t taketheir cultural tongues as first languages.In descending order, the most commonsecondary tongues are Saamari, Vaarsu,and Litoniesu. Characters with additionallanguage slots should choose from thesefirst. [Note: Vaarsu has no written form,but it does make limited use <strong>of</strong> Antalianlikerunes and familial-related markingsto denote property ownership. – Ed.]<strong>Kaarjala</strong>n NamesWhat follows is a list <strong>of</strong> appropriatenames for <strong>Kaarjala</strong>n characters. This listis not exhaustive, and players can opt tochoose other names. Saamari andVaarana names are based on Finnish andSami, respectively. Players wishing tohave Littonian characters are advised toconsult <strong>Gaz</strong> F6 for more information.As a rule, the Vaarana use appellationsin lieu <strong>of</strong> surnames. <strong>The</strong>se monikersderive from distinguishing physical traits(Sussu the White-Haired) or memorabledeeds (Sussu the Bear Slayer), and theyare always assigned by the head <strong>of</strong> thehousehold and not the character. SomeVaarana living in the settled areas haveadopted the use <strong>of</strong> Saamari surnames thatare popular in their local area.Saamari, Male: Aamos, Aarne,Aatos, Ahti, Aki, Akseli, Ari, Arttu, Atte,Aulis, Eemeli, Eero, Eino, Einojuhani,Erkki, Esko, Hanno, Harri, Heikki,Hessu, Iiro, Iivari, Ilkka, Ilmari, Jaakko,Jani, Jarkko, Jere, Jouni, Jukka, Juuso,Kaarle, Kai, Kalervo, Kalle, Kauko,Kyösti, Lasse, Leevi, Luukas, Markku,Markus, Martti, Maunu, Miikka, Niklas,Niko, Olavi, Olli, Paavo, Pasi, Pekka,Pertti, Pirkka, Raimo, Riku, Risto,Samsa, Santeri, Tahvo, Tauno, Teemu,Timo, Toivo, Tuomo, Tuukka, Urho,Valtteri, Veikko, Veli, Ville, Väinö, YrjöSaamari, Female: Aamu, Aija,Aila, Aino, Aira, Anja, Annika, Anu,Auli, Aune, Eeva, Eliisa, Elina, Essi,Heli, Heljä, Helvi, Henna, Henriikka,Iida, Iines, Jaana, Jenna, Jonna, Kaari,Kaiju, Kaisa, Kati, Katja, Katri, Kerttu,Kirsi, Kyllikki, Laila, Leea, Lempi, Liisi,Lyyli, Maarit, Maija, Marja, Marjo,Meeri, Miia, Mira, Nea, Niina, Noora,Oona, Petra, Piia, Pinja, Pirkko, Päivi,Raija, Riikka, Ronja, Saimi, Sanelma,Satu, Siiri, Sointu, Sonja, Suoma, Suvi,Taija, Taimi, Tellervo, Terhi, Terttu,Tove, Tuula, Tuulikki, Tytti, Tyyne,Ulla, Veera, Venla, VirpiSaamari Surnames: Aaltonen,Ahde, Ahokas, Ahtisaari, Alanen,Arajärvi, Asikainen, Asunmaa,Eerikäinen, Einiö, Eskelinen, Haanpää,Haapakoski, Heikkinen, Hirsjärvi,Hujanen, Huovinen, Huusko, Hänninen,Ihamäki, Iivonen, Ilmonen, Isokoski,Issakainen, Itälä, Jaakonsaari, Jalonen,Jantunen, Jokinen, Juhola, Juntunen,Jylhä, Järvi, Jääskeläinen, Kainulainen,Karhu, Karonen, Kemppainen, Ketola,Kivelä, Koistinen, Koskinen, Kunnas,Kurkela, Kuusisto, Laaksonen,Laatikainen, Lahti, Larivaara, Lauronen,Lehto, Lilja, Litmanen, Luhtanen,Makkonen, Markku, Matinsalo,Muukkonen, Myllylä, Mäki, Naarajärvi,Narinen, Nenonen, Niemelä, Niinisalo,Nurmela, Oikarinen, Outinen, Parviainen,Pekkala, Peltosaari, Petäjä, Pitkänen,Pohjonen, Poutanen, Puikkonen, Purho,Pyysalo, Päätalo, Rannisto, Rauhala,Riikonen, Rintala, Roivas, Ruohonen,Ruutu, Ryttäri, Saarela, Saari, Saarinen,Saikkonen, Salmi, Savolainen, Seppälä,Sipinen, Soikkeli, Sormunen, Suhonen,Suntila, Supinen, Tamminen, Tiihonen,Tuomi, Tuuri, Ukkola, Uotinen, Uusitalo,Vainikainen, Vainio, Varala, Varvikko,Vatanen, Viitala, Viljanen, Vitikka,Vuoristo, Väänänen, Ylikangas, Ylinen,Ylämäki, Yrjänäinen, YrjönenVaarana, Male: Ándá, Ándaras,Ánok, Ásllat, Bávval, Beahkká, Biejan,Bierrán, Bierža, Biette, Dure, Eidnár,Erke, Gárral, Gustu, Hánno, Heaika,Heandarat, Hegon, Hentto, Iissát, Johá,Jovnna, Juhvo, Juks, Juvvá, Láras,Lávrrohaš, Mádes, Migil, Mihkku, Nibá,Nilsa, Olet, Ovlá, Peivas, Sabbe,Sámmol, Uvllá, VuolátVaarana, Female: Áila, Áillun,Álehttá, Biret, Birrá, Diinna, Elle, Ello,Evá, Gáddjá, Gáhte, Gáre, Gunná,Gutnel, Ingir, Juksakka, Káre, Láilá,Lená, Mággá, Máijá, Máret, Neikuts,Rávdná, Redá, Risten, Ristiinná, Sárá,Sikká, Sire, Sunná, Sussu2


CREATING CHARACTERS for KAARJALASocial StatusSocial status affects one’s startingwealth. Roll d00 and consult the tablebelow. Vaarana characters shouldsubtract 20, and foreign-born residents <strong>of</strong><strong>Kaarjala</strong> should re-roll any result lessthan 51.d00SocialStandingWealth(x10)% InGoods01-05 Outcast 3d4 100%06-50 Struggling 3d6 50%51-85 Commoner 3d8 25%86-90 Gentry 5d6 0%90-99 Noble’s 5d6* 0%Household00 Noble1d201-19 …, landless 3d6*† 0%20 …, landed 4d6*† 0%* Superior equipment (up to +10% value)† Starting wealth in markkaa not penniäA person who is in the house <strong>of</strong> a nobleis usually a family member (cousin orchild), but it can also include a devotedservant. Landless nobles include theimmediate <strong>of</strong>fspring and siblings <strong>of</strong> alanded noble. Landed noble charactersare assumed to have recently inheritedtheir title. With the referee’s guidance,they must choose their ancestral seat.Money and Equipment<strong>Kaarjala</strong>n currency includes the goldmarkka (pl. markkaa), silver penni (pl.penniä), and copper oren (pl. orenissa).Some equipment has different pricingdue to the available production in<strong>Kaarjala</strong>.Factor ItemsNA Suit armor, blowgun, shieldweapons, non-leather barding5x Lance3x Crossbow (light and heavy),plate mail2x Chain mail, trident (1x Itämaa)1.5x Longbow, non-pike polearm.75x Shortbow, spear, pike, javelinPlayers equipping their characters for<strong>Kaarjala</strong> should consider the followingequipment and goods. Skis grant ¾movement on snow. Sleighs hold up to3, 7, and 10k cn per horse (reindeer half).Boots, Heavy ......20cn........ 5gp (1gp)Clothes, Heavy ...30cn..................8gpOvercoat .............15cn................ 15spScarf ...................1cn.................. 15spHead wrap, Hat...3cn.................... 3spGloves.................3cn.................... 6spSkis and Poles.....100cn..............10gpSnowshoes..........20cn..................1gpReindeer, Meat ...5cn.................... 1spBells....................1cn.................... 2spBells, Silver ........1cn.................... 7spSleigh, Small ......1,500cn...........85gpSleigh, Medium ..4,000cn.........140gpSleigh, Large ......5,000cn.........180gpRibbon, Bolt .......10cn..................2gpVelvet, Bolt ........10cn..................8gpStarting SkillsSuggested starting skills are providedbelow, but the referee may elect to alteror ignore them. Non-native charactersshould choose skills appropriate to theirown race and culture.Noble: one <strong>of</strong> riding (horse), etiquette,or huntingGentry: one pr<strong>of</strong>essional skill (e.g.accountant, merchant, scribe, shipwright)Urban Commoner: one craft skill(blacksmithing, candlemaking, carpentry,leatherworking, pottery, etc.)Rural Commoner: two <strong>of</strong> cooking,hunting, labor (farming, fishing, logging,etc.), nature lore, riding (horse),grooming (horse), or survivalVaarana, Nomadic: nature lore andsurvival; two <strong>of</strong> hunting, tracking,foraging, cooking, leatherwork, orreindeer herdingFighter: two <strong>of</strong> bravery, foraging,hunting, nature lore, riding (horse),grooming (horse), survival or an armororweapon-crafting skillThief: two <strong>of</strong> appraisal, bargaining,deception, detect deception, persuasion,survival, or trackingCleric: honor (Immortal), teachingNoaid: craft (duodji) herbalism,juoigan, nature lore, persuasionKanteleer: play (kantele), one fighterskillSurvival and nature lore can be takenfor arctic tundra, forest-taiga, or plainsenvironments.New SkillsCold Resistance (CON): <strong>The</strong>character has a greater ability to toleratecolder temperatures, receiving a +1 bonusto all hypothermia checks. This bonusincreases by +1 per additional skill slot.This skill does not confer the ability tosurvive arctic environments.Craft, Duodji (INT): Duodji is theart <strong>of</strong> traditional Vaarana handicraft.Duodji tools, clothing, and weapons arecrafted from materials available in the farnorth (e.g. reindeer antlers, bone, orleather, wood, roots), and they are quitedurable and functional. Although theemphasis is on practicality, individualartisans add their own distinctive blend <strong>of</strong>paints (usually red, blue, green, andyellow) and runes.Skiing (DEX/CON): <strong>The</strong> <strong>Kaarjala</strong>nsdeveloped skis several centuries ago totraverse deep snow unimpeded. <strong>The</strong> skillgrants the ability to ski cross-country andthe knowledge required to properlymaintain a pair <strong>of</strong> skis and poles. At thereferee’s discretion, less than ideal skiingconditions require checks (e.g. skiinguphill, maneuvering down a tricky slope).Juoigan (CHA): Juoigan(sometimes called joik) is the traditionalform <strong>of</strong> chanting practiced by theVaarana. It is <strong>of</strong>ten sung a capella andcontains improvised words on almost anytopic, with the melody as the main focus.<strong>The</strong> joik expresses deeply-felt, personalemotions and moods, or it reflects theessence <strong>of</strong> something into a song – asinger joiks a person, not about them.Many are crafted for newborn children.Vaarana typically do not share thesesongs outside <strong>of</strong> their circle <strong>of</strong> closefriends and family, fearful that those wholearn a personal juoigan gain powers overthe singer. Noaide practice juoigan tocast spells and perform other abilities.Playing, Kantele (CHA): <strong>The</strong>character is versed in playing kantelebox-harps. Additional skill allotmentsallow the character to play kanteles with10, 15, 20, and 36 strings. Making suchan instrument requires Craft (Kantele).Riding, Reindeer (DEX): <strong>The</strong>character can mount a reindeer for traveland war.3


SPECIAL RULES for KAARJALA: THE NOAIDE<strong>The</strong> Noaid ClassPrime Requisites: Wisdom andCharisma.Minimum Scores: <strong>The</strong> noaide musthave 13 in each prime attribute.Hit Dice: 1d6 per level up to 9 th , plusCon adjustments. Starting at 10 th level,+1 hp per level, and Con adjustments nolonger apply.Armor: Leather only, no shield.Weapons: Any one-handed melee orthrown weapon and staff.Combat and Save Progression: Ascleric <strong>of</strong> same level.Weapon Mastery: <strong>The</strong> noaid beginswith two weapon slots. Additional slotsare gained as a magic user.Special Abilities: Danger Sense, FighterCombat Options, Insight, Spellcasting,Spirit HarmonyStarting Skills: Craft (duodji),Herbalism, Juoigan, Nature Lore,PersuasionDanger Sense: When dangerapproaches, noaide initially have a 1 in 6chance <strong>of</strong> being alerted by a benevolentspirit. <strong>The</strong> nature <strong>of</strong> the danger, or itsproximity, is not revealed.Fighter Combat Options: Noaide maySet Spear vs. ChargeInsight: A noaide can use theirconnection to the spirit world to receiveguidance on a given topic a level-setnumber <strong>of</strong> times per day. <strong>The</strong> refereedetermines whether the spirits respond,and the comprehensibility <strong>of</strong> such advice.<strong>The</strong> advice may concern matters past,present or future. Malevolent spirits mayuse this opportunity to mislead the noaid.Spellcasting: Starting at 2 nd level, anoaid may cast spells. (See below).Spirit Harmony: Due to their affinitywith the spirit world and the services theyperform on behalf <strong>of</strong> the departed, noaidecommand a certain amount <strong>of</strong> respect andcourtesy from noncorporeal entities.Encounters with intelligent spirits,regardless <strong>of</strong> alignment, are neverinitially hostile. This holds true whethera noaid is alone or in an adventuringparty. This initial reaction does notpreclude the possibility <strong>of</strong> the encounterbecoming hostile later.<strong>The</strong> NoaideHistorically, the noaide served asinterlocutors between the living worldand the realm <strong>of</strong> spirits, as well as thepeople’s representatives to the Immortals.<strong>The</strong>ir magic was a hybrid betweenshamanism and druidism, and for theaverage person they represented theliving world itself. <strong>The</strong>y advised theirpeople when and what to hunt, whichroots and berries were safe to eat, whichherbs would cure illnesses, and mostimportantly how to appease theImmortals in order to ensure continuedprosperity. Noaide also carried messagesbetween the living and their deceasedancestors and loved ones.Ilmarinen’s discovery <strong>of</strong> runic magicchanged little, save for the incorporation<strong>of</strong> certain runes into the craft <strong>of</strong> thenoaide. <strong>The</strong> chief beneficiaries <strong>of</strong> hiswork were his disciples, the predecessors<strong>of</strong> the rune mages, who competed withthe noaide for influence. <strong>The</strong>depredations <strong>of</strong> Lovaara and herfollowers turned the people against runemages, however, and that traditionvanished from <strong>Kaarjala</strong>n society. <strong>The</strong>noaide actively resisted Lovaara and herfollowers, and used their powers toshelter many <strong>of</strong> those who were fleeingpersecution. Because <strong>of</strong> this, they wereaccorded great respect, and continue tooccupy a place <strong>of</strong> honor in modernVaarana society. It is forbidden to harma noaide, or deny them food or shelter ifthey request it. <strong>The</strong>ir advice is alwaystreated as though it comes from thespirits and Immortals themselves.Special Rules andRestrictionsDue to the rigorous trainingrequirements, noaide have nodiscretionary skills at first level. Further,any future slots spent on a non-class skillcannot exceed the number spent on themost developed class skill. By exceedingall class skills, the noaid would be seenas abandoning his way <strong>of</strong> life – a graveinsult to the Immortals and to the people.At the referee’s discretion, he or shewould suffer a one-half experience pointpenalty and/or loss <strong>of</strong> abilities until thematter was resolved.Failure to rectify the matter after threelevels (ex. atonement and ear-markingfuture skills) results in the loss <strong>of</strong> class(permanent removal <strong>of</strong> powers).Noaide must craft all equipment used intheir rituals using the art <strong>of</strong> duodji. <strong>The</strong>ymust make their own rune-drum andhammer, staff, and pouches for holdingspell components. Noaide must obtainthe materials on their own – they cannotbe purchased, but may be obtainedthrough service.As intermediaries between the livingand spirit worlds, noaide are <strong>of</strong>ten givenunique insights, <strong>of</strong>ten in the form <strong>of</strong>dreams, to aid them in their daily lives.In return for this guidance, a noaid mustalways respond to the requests <strong>of</strong> anylawful or neutral spirit (treat as a quest) –these <strong>of</strong>ten involve helping spirits finishunsettled business. Should the noaidrefuse to help a spirit, they may sufferexperience point penalties or loss <strong>of</strong>magical abilities (referee’s discretion).<strong>The</strong> Vaarana place great importance onrespecting the balance between life anddeath in the natural world. Magic is asacred gift to be used in the service <strong>of</strong> theworld; its abuse disrupts the naturalbalance and causes untold suffering.Thus, every time a noaid uses his or hermagic to take something from the world,he or she must give something back. Forexample, animals may be summoned t<strong>of</strong>eed a starving party, but the noaid mustthen scatter seeds in the forest, heal a sickanimal, atone (see below), or perform asimilar act in order to repay the worldand restore balance. Failure to do socould result in the loss <strong>of</strong> spellcastingabilities.Despite their history <strong>of</strong> warfare, theVaarana tend towards non-violence, onlytaking up arms to defend their familiesand clans and drive away invaders. <strong>The</strong>irsociety as a whole frowns upon usingviolence as a means <strong>of</strong> acquiring what isnecessary. Unprovoked attacks on othersand using magic to slay opponents in allbut the most desperate circumstances areconsidered evil acts. This is doubly truefor the noaide, who are expected by theirpeople to be exemplars <strong>of</strong> Vaaranavalues.4


SPECIAL RULES for KAARJALA: THE NOAIDEAtonementSometimes it is impossible for a noaideto perform the appropriate actions torestore imbalances they may havecreated. In such cases a sincere act <strong>of</strong>atonement may be acceptable. A properact <strong>of</strong> atonement lasts one day per level<strong>of</strong> the spell used, during which the noaidmust meditate on and justify his acts,pleading for forgiveness. During thistime the noaid may only consume smallquantities <strong>of</strong> water, and rest only whenexhaustion can no longer be ignored. Atthe end <strong>of</strong> the period, the noaid willempathically know whether he or she wasforgiven.If a means to perform proper restitutionis available, atonement is not allowed,and the Immortals may punish any noaidetrying to shirk their responsibilities.Otherwise, the referee determineswhether the Vaarana patrons are satisfied.Even if forgiveness is granted, the noaidmay be left with a task to perform (as aquest).Saivo (<strong>The</strong> Spirit Realm)Due to their affinity towards spirits,advanced noaide are capable <strong>of</strong> voyagingto Saivo – the Vaarana Underworld – andviewing that land as it truly appears.<strong>The</strong>ir improved affinity with spiritsgrants immunity to illusions created byany malevolent spirits <strong>of</strong> that realm, or bythe world itself. Those who accompanythe noaide on their sojourns are not soprotected, however.Chaotic Noaide<strong>The</strong>re are those noaide whose hearts aregiven over to the darker impulses, whoseview <strong>of</strong> the natural world focuses on itsbrutality and horror. <strong>The</strong>se dark noaideconsort with malign powers and spirits,corrupt siedi and perform in othervillainous roles. Chaotic noaide areindistinguishable from their Lawful andNeutral peers, serving in the same routinesocial capacity.Mechanically, Chaotic noaide are notobligated to respond to the requests <strong>of</strong>any spirit, but they <strong>of</strong>ten do so as tomaintain their cover. If the spirit isChaotic, the dark noaide will <strong>of</strong>tennegotiate a payment <strong>of</strong> some kind.Noaide Experience TableSpells by Level Danger InsightsLevel XP 1 2 3 4 5 6 7 Sense per Day1 0 1/6 12 1,500 1 1/6 13 3,000 2 1/6 14 6,000 2 1 1/6 15 12,000 2 2 1/6 16 25,000 2 2 1 1/6 27 50,000 3 2 2 1/6 28 100,000 3 3 2 1 2/6 29 200,000 3 3 2 2 2/6 210 300,000 4 4 3 2 1 2/6 211 400,000 4 4 3 3 2 2/6 312 500,000 4 4 4 3 2 1 2/6 313 600,000 5 5 4 3 2 2 2/6 314 700,000 5 5 5 3 3 2 2/6 315 800,000 6 5 5 3 3 3 2/6 316 900,000 6 5 5 4 4 3 3/6 417 1,000,000 6 6 5 4 4 3 1 3/6 418 1,100,000 6 6 5 4 4 3 2 3/6 419 1,200,000 7 6 5 4 4 4 2 3/6 420 1,300,000 7 6 5 4 4 4 3 3/6 421 1,400,000 7 6 5 5 5 4 3 3/6 522 1,500,000 7 6 5 5 5 4 4 3/6 523 1,600,000 7 7 6 6 5 4 4 3/6 524 1,700,000 7 7 6 6 5 4 4 4/6 525 1,800,000 7 7 6 6 5 5 4 4/6 526 1,900,000 7 7 7 6 5 5 4 4/6 627 2,000,000 7 7 7 6 6 5 4 4/6 628 2,100,000 7 7 7 7 6 6 4 4/6 629 2,200,000 7 7 7 7 6 6 4 4/6 630 2,300,000 7 7 7 7 6 6 5 4/6 631 2,400,000 7 7 7 7 6 6 5 4/6 732 2,500,000 7 7 7 7 6 6 5 5/6 733 2,600,000 7 7 7 7 7 6 5 5/6 734 2,700,000 7 7 7 7 7 6 6 5/6 735 2,800,000 7 7 7 7 7 7 6 5/6 736 2,900,000 7 7 7 7 7 7 7 5/6 8Spell Descriptionsand light spells may not be reversed to<strong>The</strong> spells available to the noaide are cause harm. This spell list is by no meanslisted below. As the descriptions will exhaustive; new spells are italicized, andshow, their magic is elemental, and reversible spells are marked with anstrongly tied to the land itself. <strong>The</strong>ir asterisk. Spells marked with a (C) aremagic is also bound by Vaarana attitudes clerical; those with a (D) are druidic; andregarding balance, as well as their those with an (M) are magical – refer toaversion towards darkness; thus, healing the standard rule set for the descriptions.5


SPECIAL RULES for KAARJALA: THE NOAIDENoaide Spells1 st Level 2 nd LevelBless (C)AuguryDetect Magic (C) Bless LandHold Portal (M)Frost WardLight (C)Cure Light Wounds (C)Predict Weather (D) Icy TouchProtect. from Evil (C) Invisibility (M)Resist Cold (C)Produce Fire (D)TrackSpeak with Animal (D)3 rd Level 4 th LevelContinual Light (C) Commune (C)Create SiediCreate LaavoFrozen FogCure Disease (C)Hold Person* (C) Dispel Magic (C)TrackLevel: 1Range: 60 ft.Duration: 6 turns + 1 turn per level <strong>of</strong>casterEffect: Reveals traveled pathThis spell illuminates the path taken bya named target. <strong>The</strong> target’s footprints ortracks are s<strong>of</strong>tly illuminated (equivalentto the brightness <strong>of</strong> a candle). Terraintype does not affect the visibility <strong>of</strong> thetrack. <strong>The</strong> noaid also will know thedirection <strong>of</strong> travel and roughly how longago the target passed by. <strong>The</strong> trail fadesas the spell expires.AuguryLevel: 2Range: 0 ft. (caster only)Duration: SpecialEffect: one question answeredDuring the casting ceremony, thecaster may pose one question to thespirits whose answer is a singlesentence (ex. “Will the harvest bebountiful this year?”, or “When willthe enemy army be ready to attackus?”). Prior to casting this spell, thenoaid must consume fresh reindeer.Remove Curse* (C) Ice BladeBless LandImproved ColdSpirit TravelLevel: 2ResistanceRange: 0 ft. (caster only)Warm AirSpeak with Plants (C)Duration: 1 hour per level <strong>of</strong> casterWater Breathing (D) Summon Animals (D)Effect: Sanctifies a 20-ft. diameter5 th Level 6 th LevelareaControl Winds (D) Anti-Animal Shell (D)Dispel Evil (C)Anti-Plant Shell (D) This spell sanctifies the groundCure Serious Wounds (C) Enchant (M)within ten feet <strong>of</strong> the caster, whichNeutralize Poison (C) Hold Monster (M) no evil spirit may enter. All foodPasswall (M)Rage <strong>of</strong> the North and water placed within the area areSpeak with Dead (C) Spirit Gatepreserved for the spell’s duration. IfTruesight (C)Summon Weather (D)the noaid is 8 th level or greater, thenWall <strong>of</strong> IceWall <strong>of</strong> Stone (M)those resting within the circle regain7 th Level1d6 for every 8 full hours <strong>of</strong> rest.Animal FormMove Earth (M)Charm Plant (M) Power Word Blind (M) Frost WardEarthgatePower Word Stun (M) Level: 2Lore (M)Speak with Stone Range: 20 ft.Duration: 1 hour per level <strong>of</strong> casterNew SpellsEffect: Creates a personal trap<strong>The</strong> frost ward renders a 10-ft. squarearea impassable to a specific creature orperson. If the spell’s target attempts tobypass the ward, he or she receives 1d6frost damage and must save vs. Spells orbe stunned for 1d6 turns.Icy TouchLevel: 2Range: TouchDuration: SpecialEffect: frost burn damage<strong>The</strong> touch <strong>of</strong> the noaid inflicts 1d4 +1/2levels points <strong>of</strong> frost damage (normalmelee attack). <strong>The</strong> maximum number <strong>of</strong>such attacks equals one-third the caster’slevel, rounded down. An icy touch canalso freeze up to one pint <strong>of</strong> liquid.Create SiediLevel: 3Range: 60 ft.Duration: 1 day per level <strong>of</strong> casterEffect: creates a temporary place <strong>of</strong>worshipWith this spell, the noaid consecrates asiedi, a sacred place <strong>of</strong> worship where itis possible to commune with spirits andgreater powers. While the siedi exists,any attempts to communicate with otherplanes are successful, and results aremore favorable at the referee’s discretion(i.e., auguries may allow two questions tobe asked instead <strong>of</strong> one).<strong>The</strong> noaid must decorate the site –stones must be arranged appropriately,and <strong>of</strong>ferings <strong>of</strong> metal and reindeer hornand bone must be made. If the noaid isespecially virtuous, or if he or she hasearned favor in the past, a request may bemade to make the siedi permanent. Suchplaces remain siedi until they are eitherdefiled or destroyed.Frozen FogLevel: 3Range: 120 ft.Duration: 6 turnsEffect: Creates a freezing cold, obscuringmist up to 20 ft. x 20 ft. x 20 ft.This spell creates a cloud <strong>of</strong> chillingvapors filling up to 8,000 cubic feet.Those caught inside the fog areeffectively blind and must save vs.Dragon Breath each round or take 1d4points <strong>of</strong> freezing damage. Those whoremain inside the cloud for a full turn orlonger must check against hypothermia.Improved Cold ResistanceLevel: 3Range: 0 ft. (centered on caster)Duration: 6 hoursEffect: All creatures within 30 ft.This spell is similar to resist cold, butsaving throws against cold-based attacksare made at +4, and damage is reducedby three points per die <strong>of</strong> damage (to aminimum <strong>of</strong> one point <strong>of</strong> damage).6


SPECIAL RULES for KAARJALA: THE NOAIDEWarm AirLevel: 3Range: 0 ft. (centered on caster)Duration: 6 turns + 1 turn per level <strong>of</strong>casterEffect: Warms air within 10 feetThis spell warms the air within ten feet<strong>of</strong> the noaid instantly to a comfortabletemperature. Snow and ice in the area <strong>of</strong>effect melt, and those suffering frostbiteor hypothermia improve their condition.<strong>The</strong> warm field moves with the noaid.Create LaavoLevel: 3Range: TouchDuration: 2 hours per level <strong>of</strong> casterEffect: Creates a temporary shelterThis spell creates a traditional Vaaranatent known as a laavo, measuring 12 feetin diameter. It is waterpro<strong>of</strong>, maintains acomfortable interior temperature at alltimes, and provides a small cooking firewith a replenishing pot <strong>of</strong> reindeer stew.<strong>The</strong> stew is sufficient to feed 2 people perhour. <strong>The</strong> magic laavo also shields itsoccupants from any attempts at scrying(inc. ESP, clairvoyance).Ice BladeLevel: 4Range: 0’ (caster only)Duration: 1 round per level <strong>of</strong> casterEffect: Creates a blade <strong>of</strong> iceThis spell creates an ice sword-blade inthe hand <strong>of</strong> the noaid’s that inflicts 1d6damage per hit, plus an additional point<strong>of</strong> frost damage every 2 levels. Thosestruck also must make hypothermiacheck. When exposed to intense heat orflame, the noaid must save vs. DragonBreath, or the blade will be destroyed.Spirit TravelLevel: 4Range: 0 ft. (caster only)Duration: 1 hour per level <strong>of</strong> casterEffect: travel within the spirit realmWith this spell, the noaid enters Saivoand interacts with its inhabitants. <strong>The</strong>noaid is immune to Saivo’s illusions andgenerally may wander unharmed.Wall <strong>of</strong> IceLevel: 5Range: 150 ft.Duration: SpecialEffect: Creates 1000 cubic feet <strong>of</strong> iceThis spell is similar to the magic-userspell <strong>of</strong> the same name, but it generates2-foot thick wall whose surface area is500 square feet or less.<strong>The</strong> wall <strong>of</strong> ice lasts until it melts or isphysically destroyed (AC2, 200 hp). Anysingle attack inflicting 60+ points <strong>of</strong>damage creates a breach. If the walltopples, it crushes those beneath (1d10per 10 feet <strong>of</strong> height).Rage <strong>of</strong> the NorthLevel: 6Range: 50 ft.Duration: SpecialEffect: Creates blasting cone <strong>of</strong> frigid air50 ft. long and 20 ft. wide at the baseThis spell produces a compressed,cone-shaped blast <strong>of</strong> ice-cold airmeasuring 50' long and 20' wide at itsterminus. <strong>The</strong> caster may produce oneblast per round, for a maximum number<strong>of</strong> rounds equal to one-third the caster’sConstitution score (rounded down).Anyone caught within the blast takes4d6 damage. Fire-based creatures sufferan additional 1d4+2 per blast. Also,airborne targets and missile fire areblown away from the caster.Spirit GateLevel: 6Range: 10 ft.Duration: InstantaneousEffect: Transports the caster, and thosein physical contact, to the spirit realmThis spell teleports the caster andanyone in physical contact to Saivo.Although the noaid will be able to travelunhindered, fellow travelers may not beso lucky. Anyone traveling to the spiritrealm will remain there until the noaidcasts another spirit gate or until a naturalgate is discovered – although in the lattercase there is no predicting where it leads.Animal FormLevel: 7Range: 0 ft. (caster only)Duration: IndefiniteEffect: Allows the caster to assume theform <strong>of</strong> any known animalThis spell is similar to the magic-userspell shapechange. <strong>The</strong> caster is limitedin form to those animals native to<strong>Kaarjala</strong> and the surrounding lands, buthe or she can speak and cast spells whilein animal form.Speak with StoneLevel: 7Range: 0 ft. (caster only)Duration: SpecialEffect: Allows caster to communicatewith all stone within 10 ft.<strong>The</strong> noaid can communicate with stoneas if it were an intelligent creature, askingup to three questions. Replies come withthe caveat that the “life” <strong>of</strong> stones ismeasured in geologic ages, and theirperceptions <strong>of</strong> time and importance differfrom those <strong>of</strong> organic beings.<strong>The</strong> spell may also be used to generatesmall tremors and other acts (cf.earthquake). Legend has it that somestones can be “reminded” <strong>of</strong> the timewhen they freely flowed as molten lava.EarthgateLevel: 7Range: 10 ft.Duration: SpecialEffect: Travel between two pointsThis spell opens a temporary gatewaybetween two points through the earthitself. <strong>The</strong> gateway takes the form <strong>of</strong> aset <strong>of</strong> natural stone steps descending intothe ground. At the bottom <strong>of</strong> the well is ashort tunnel leading to similar, ascendingstairs that emerges at the target location.Once the last person completes theirascent, the gateway closes.<strong>The</strong> noaid must visualize the intendeddestination clearly; therefore, only placesthat have been visited before can beaccessed by this spell. <strong>The</strong>re is no limitto the distance that may be traveled.7


SPECIAL RULES for KAARJALA: THE KANTELEER<strong>The</strong> Kanteleer ClassPrime Requisite: Strength and CharismaMinimum Requirements: both Strengthand Charisma scores must be 9 or higher.To perform spell songs, a kanteleer needsa score <strong>of</strong> 13 or higher in Intelligence,Wisdom, Charisma and Dexterity.Experience Bonus: +5% for Strengthand Charisma 13-15; +10% for Strengthand Charisma 16-18.Hit Dice: 1d6 per level up to 9 th level.Starting at 10 th , +2hp per level, andConstitution adjustments no longer apply.Armor: Leather, scale or banded; shield.Weapons: Any melee weaponSpecial Abilities: Song Performance,Improved Performance, Spell Songs,Fighter Combat Options (see below).Attack Progression: As Cleric <strong>of</strong> thesame level.XP and Save Progression: As Fighter <strong>of</strong>the same level.Starting Skills: Playing (Kantele); one<strong>of</strong>: Acting, Empathy, Joke Telling,Singing, Persuasion, Storytelling orSoothsaying; one fighter related skill.Weapon Mastery: <strong>The</strong> kanteleer beginswith three weapon choices. Additionalchoices are gained as a cleric.Song Performance: <strong>The</strong> kanteleerpossesses a repertoire <strong>of</strong> songs withwhich to entertain and earn a living.Improved Performance: <strong>The</strong> kanteleerincreases his kantele playing skill 1 pointevery two levels.Spell Songs: Beginning at 10 th level,capable kanteleers can play melodies thatcan produce spell-like effects.Fighter Combat Options: <strong>The</strong> kanteleercan Set Spear vs. Charge (at 1 st ), Parry (at9 th ), and make Multiple Attacks (two at15 th , three at 30 th ).Magic Items: <strong>The</strong> kanteleer may onlyuse magical items that are normallyuseable by fighters, plus magical sheetmusic written for the kantele.Kantele: To perform songs, the kanteleermust use a kantele box-harp, a zither-likeinstrument. <strong>The</strong> number <strong>of</strong> stringsdetermines the highest level <strong>of</strong> songplayable. <strong>The</strong> strings may be plucked,strummed, bowed, or hammered (player’schoice), but it must be played from aseated position with the kantele resting inthe lap or on a table.<strong>The</strong> Kanteleer<strong>The</strong> kanteleer is a bard-like characterwho mixes martial skill with a musicaltalent that can soar to magical heights.<strong>The</strong> class is styled upon <strong>Kaarjala</strong>’slegendary hero Vainoiminen. His or herinstruments <strong>of</strong> choice are the kanteles, atype <strong>of</strong> box-harp zither that sits on thekanteleer’s lap or a table.Kanteleers are a product <strong>of</strong> the Saamariculture, but they are welcome among theVaarana. A few town-dwelling Vaaranahave even taken up the training. Today,many kanteleers are occupationalmusicians traveling from one place toanother to earn some coin, practicingtheir spear-arm during their treks.Important: Kanteleers are not roguebasedcharacters, and they do not haveany thieving skills as is normallyassociated with a “bard.”KantelesFor simplicity, the kanteles available inthe north are limited to the 5-, 10-, and36-string varieties, plus the giant pikejaw kantele.Bone Pick...............NA.................... 2cpKantele Bow...........10cn..................4gpKantele Hammer,Pair .....................25cn..................5gpString, Regular .......NA.................... 1spString, Maiden Hair NA................... NA5-string Kantele......30cn..................9gp10-string Kantele....50cn................25gp36-string Kantele....250cn............165gpPike Jaw Kantele....180cn.......10,000gp<strong>The</strong> pike jaw kantele and maiden hairstrings can only be obtained throughadventuring. <strong>The</strong> maximum song levelthat can be produced by a given kantele isgiven in the table below. For songsgreater than 6 th level, the kantele musthave a number <strong>of</strong> maiden hairs equal tothat song level.StringsMaximumSong LevelMaidenHairs5 4 No10 6 No36 8 YesPike Jaw 9 YesKanteleer Songs By LevelLev. 1 2 3 4 5 6 7 8 91 2 - - - - - - - -2 4 - - - - - - - -3 4 1 - - - - - - -4 4 2 - - - - - - -5 4 3 - - - - - - -6 4 3 1 - - - - - -7 4 3 2 - - - - - -8 4 3 3 - - - - - -9 4 4 4 - - - - - -10 4 4 4 1 - - - - -11 5 5 4 2 - - - - -12 5 5 5 2 1 - - - -13 5 5 5 3 2 - - - -14 5 5 5 3 3 - - - -15 6 5 5 3 3 1 - - -16 6 5 5 3 3 2 - - -17 6 5 5 3 3 2 1 - -18 6 6 5 3 3 3 2 - -19 6 6 5 3 3 3 3 - -20 6 6 5 4 4 4 4 - -21 7 6 5 4 4 4 4 1 -22 7 7 6 5 4 4 4 2 -23 7 7 7 5 5 5 4 3 -24 7 7 7 6 5 5 5 3 -25 7 7 7 6 6 5 5 3 -26 7 7 7 6 6 6 6 4 -27 7 7 7 6 6 6 6 4 -28 7 7 7 6 6 6 6 4 129 7 7 7 7 7 7 6 4 230 7 7 7 7 7 7 7 4 331 7 7 7 7 7 7 7 4 432 7 7 7 7 7 7 7 5 433 7 7 7 7 7 7 7 5 534 7 7 7 7 7 7 7 6 535 7 7 7 7 7 7 7 6 636 7 7 7 7 7 7 7 7 7<strong>The</strong> Performance<strong>The</strong> optional rules presented here forresolving musical performances are basedon those used for magic shows in <strong>Gaz</strong> F5<strong>The</strong> Western Alliance. This system isdesigned to showcase developing skillmastery – characters cannot becomeinstant “Grand Masters” by virtue <strong>of</strong> highattribute score. Alternative mechanicsfor games under Classic include a simpleskill check or the storytelling rules from<strong>Gaz</strong>2 and <strong>Gaz</strong>8. 3x and 4x games havetheir own integral methods to resolvevariable skill-level performances.For the kanteleer to earn his silver, theaudience must be appreciative <strong>of</strong> the8


SPECIAL RULES for KAARJALA: THE KANTELEERshow. <strong>The</strong> exact level <strong>of</strong> that appreciationis measured by the Performance Score.This is based upon the character’s level,attribute bonuses, skill with the kanteleand in communicating (optional, e.g.singing), and the level <strong>of</strong> the songs used.To determine the success <strong>of</strong> aperformance, use the formulae below.Base abilityA = sum <strong>of</strong> I+W+D+Ch adjustmentsB = kanteleer levelBase ability = A x BSkill abilityC = slots spent on best comm. skillD = slots spent on kantele playing skillSkill ability = C + DRoutine LevelSong Value = song level x minutes used*Routine Value = sum <strong>of</strong> all song values*Performance =(skill x routine) +base+1d20<strong>The</strong>re is a minimum value <strong>of</strong> 1 for Aand B.Excessive time on the routine or anindividual song is penalized. <strong>The</strong> length<strong>of</strong> song is assumed to last a number <strong>of</strong>minutes up to 5 + song level. Songsextended beyond that limit reduce thefinal score by 5 points per extra minute.Performances over an hour tend to loseaudiences, even those <strong>of</strong> great musicians.<strong>The</strong> final score is reduced if the overallroutine lasts over 60 minutes. <strong>The</strong>penalty is 15 points per extra minute.<strong>The</strong> routines may also include songspellswithout effect on the audience, butthey are still charged against the day’sallotment <strong>of</strong> songs.Example: Jenna Hussko is a 5 th levelKanteleer with a +2 bonus for Charismaand +3 for Dexterity. She knows four 1 stlevel songs and three 2 nd level songs. Shehas spent two slots each on kanteleplaying and storytelling.Jenna wants to use every song for themaximum length <strong>of</strong> time, but she wantsto draw out her final 2 nd level song for 10minutes (3 minutes extra).Her base score is 25, her skill score is 4,her routine score is 72, and the routinelasts 48 minutes. Assume the dice rollgave 14.Jenna’s Performance is 327, but she ispenalized 15 points for going long on thelast trick. Her final score is 312. Thisscore helps Jenna in her pr<strong>of</strong>essionalgrowth.Score Rating GP XP0-25 Ridiculous 0 026-50 Poor 1 151-100 Fair 5 10101-250 Adequate 15 25251-500 Amusing 25 50501-1000 Entertaining 50 1001001-2500 Wonderful 100 5002501-5000 Fantastic 500 10005001+ Legendary 1000 2500According to her score, Jenna gave anamusing performance and earned 50XP.At her next performance, she can chargethe host 25 gp. Those who do not haveorganized performances, like streetsingers, gain half the money at the time<strong>of</strong> performance.Kanteleers who give an Entertaining orWonderful Performance gain a + 1reaction from those in the audience for amonth. Fantastic performances earn a +2reaction, and Legendary earn +3.Uncommitted Songs (Optional Rule):A kanteleer can include in his or herroutine songs that are not committed tolong-term memory (i.e. not alreadyslotted) for half their effectiveness insong value. Further, the time limit is halfnormal.Example 2: Jenna could be studyingtwo additional 1 st level songs andperform them for up to 3 minutes eachfor a song value <strong>of</strong> 3 apiece.Songs and Spell SongsUnlike magic-user and clerical spells,kanteleer songs are committed to longtermmemory and cannot be changedonce a song is committed. However,song spells may be used repeatedlyduring the day, up to the maximumnumber castable.Songs levels 1 to 3 are mundane musicthat does not contain any magic.Mundane music does exist at 4 th level andabove, but most adventuring kanteleerswill be interested in acquiring song spellswhen the opportunity arises. As withmagic-users, reverse song spells must belearned separately.To develop a new song a kanteleer musteither invent the trick (cost and time asnormal spell research), learn them fromanother kanteleer (quarter cost) or takethem from another’s notes (half cost).Mundane songs have half that cost.Song-Spell StylesRelated song-spells are grouped intovarious styles or schools. To learn aparticular song-spell, the kanteleer mustknow a song-spell <strong>of</strong> the level below inthat style. Thus to learn the discordantsong cause fear, the kanteleer mustalready know either unease orcacophony.<strong>The</strong> common styles among kanteleersare: sonorous melodies, which createpowerful sonic fields and tones, includingthe dreaded brown note; discordancy,whose songs disrupt mental faculties; itsopposition, concordancy; naturalrhythms, which control the elements andtime itself; resonance, the songs <strong>of</strong> whichcan shake apart or locate objects; andharmony, where people give themselvesover to the music, removing doubt,steeling the mind, and healing.<strong>The</strong> style groupings <strong>of</strong> songs are foundbelow. <strong>The</strong> spells are a mixture <strong>of</strong>magical, clerical, and druidic spells plusthose particular to the kanteleer. Underlinedsongs are variants <strong>of</strong> existing spells,while new spell-effects are marked withitalics.Sonorous Melodies4: Shield, White Noise5: Metal Vibration, Protection fromNormal Missiles, Quivering Blades6: Anti-Animal Shell, Death Spell7: Sonic Barrier, Power Chord Stun8: Force Field, Power Chord Deaf9: Anti-Magic Field, Brown Note9


SPECIAL RULES for KAARJALA: THE KANTELEERDiscordancy4: Unease, Cacophony5: Confuse, Cause Fear6: Confusion, Hold Person7: Feeblemind, Hold Monster8: Broken Record, Unending Melody9: Discord, InsanityConcordancy4: Fellowship, Suggestion5: Charm Person, Lullaby6: Geas, Quest7: Dance, Mass Charm8: Charm Monster, Animate Objects9: Rhapsody, Literal LyricsResonance4: Wind Whisper, Detect Invisible5: Knock, Magic Missile, Detect Magic6: Blown Away, Project Music, LocateObject7: Remove Barrier, Dispel Magic8: Disintegrate, Echolocation9: Contact Outer Plane, Superstar,Earthquake, Obliterate, AppearHarmony4: Remove Fear, Remove Fatigue5: Bless, Vigor6: Free Person, Mind Mask7: Berserk, Anthem8: Mind Barrier, Slow, Haste9: Heal, EuphoriaVariant Song-SpellsAnti-Magic Field: This works like ananti-magic shell, but the kanteleer cantemporarily drop the field to use anotherspell and reestablish it in the next round.Brown Note: <strong>The</strong> brown note, or powerchord kill, functions as power word kill.Discord or Insanity: Discord andinsanity function identically to theabilities <strong>of</strong> the same names under symbol.Unlike symbol, the song-spell has a range<strong>of</strong> 60 feet and is not a permanent ward.Literal Lyrics: <strong>The</strong> desired outcome <strong>of</strong>this wish-type spell is composed in a fiveline stanza, with five small or one majorresult (referee’s call). Ex.: “When thelights go out in the city…” is minor.Lullaby: Lullaby is similar to sleep,except that the spell may be extended formultiple attempts up to a number <strong>of</strong>rounds equal to the kanteleer’sConstitution, after which, the kanteleersuccumbs to sleep. Only 1d8 Hit Dice areaffected per round.Projected Music: Projected music issimilar to projected image, but creates asonic focal point up. Other song-spellscan be centered at the focus, buttargeting-effects (e.g. sonic missile) stillrequire line <strong>of</strong> sight for the kanteleer.Power Chord Stun: Power chord stunfunctions as the spell power word stun.Power Chord Deaf: Power chord deaffunctions like power word blind, exceptthe victim is made deaf for the duration.Victims that are kanteleers can performneither mundane nor magical songs.Sonic Barrier: Sonic barrier is similar tothe clerical spell barrier but it producesconcussive sound instead <strong>of</strong> hammers.Superstar: This song-spell functions likethe clerical spell holy word, but it affectseveryone within range, regardless <strong>of</strong>alignment. <strong>The</strong> range may be extendedby draining the kanteleer’s Constitution,gaining 5 feet per point drained. <strong>The</strong>kanteleer must make a Constitution checkafter playing superstar. Failure results incollapse for 1d20 hours. Collapsedindividuals must make a secondConstitution check. Those who fail diefrom exhaustion if not treated within the1d20 hours.Unease: Unease acts the same as theclerical reverse spell blight.Vigor: Vigor acts like bless, but targetsreceive +2 to hp and to saves vs. DR/P,P/TtoS, and DB and to Open Doors.White Noise: White noise, or quiet riot,functions like silence 15-feet, with allsounds drowned out by an ignorablefrequency spectrum.Songs with New EffectsAnthemLevel: 7 (Harmony)Range: 60-feetDuration: 10 turnsEffect: Improved BlessAnthem doubles the effects <strong>of</strong> bless andgives a +1 to all saves.BerserkLevel: 7 (Harmony)Range: 15-feetDuration: 10 roundsEffect: one listenerThis song –spell transforms one listenerinto a berserking warrior, gaining anextra attack per round. At the end <strong>of</strong> theduration, the target is exhausted for 3turns (-2 AC, no shield, move half).Blown AwayLevel: 6 (Resonance)Range: 50 feet + 5 feet per levelDuration: 1 roundEffect: Creates cone <strong>of</strong> concussive soundThis song-spell creates a cone <strong>of</strong> sonicforce 40 feet wide at its far end. <strong>The</strong>kanteleer chooses the range (min. 10 feet)– the subtending angle respondsaccordingly. Those within the conesuffer 1d6 for every 3 caster levels. Inaddition, those within the cone must savevs. Death Ray or be deafened for oneturn.Broken RecordLevel: 8 (Discordancy)Range: 20 feetDuration: SpecialEffect: repetitive actionAll those within range must save vs.spells or repeat their current action (evenif to no effect) for a number <strong>of</strong> roundsequal to 1d4 +20 – Wisdom.CacophonyLevel: 4 (Discordancy)Range: 60 feetDuration: 1 round/levelEffect: 15 feet +1 foot per level radius10


SPECIAL RULES for KAARJALA: THE KANTELEERCacophony creates an unrelenting noisethat prevents concentration. Intelligenceand Wisdom checks are at -2, spellcasting requires an attribute check, thechance <strong>of</strong> being surprised increases by 1,and Open Locks, Read Languages, andFind/Remove Traps suffer -25%. A saveagainst spells avoids these effects.ConfuseLevel: 5 (Discordancy)Range: 60 feetDuration: 1 round/levelEffect: 15 feet +1 foot per level radiusEveryone within the area <strong>of</strong> effect isbewildered and hears noises all aroundthem. Those affected suffer -3 on allmissile attacks (save vs. spellspermitted). Afterwards, victims havedifficulty describing what they observed.EcholocationLevel: 8 (Resonance)Range: 1000 feetDuration: 1 roundEffect: locate all objects<strong>The</strong> kantele’s sound waves are bouncedback, giving a three dimensional picture<strong>of</strong> the environment up to the range limit,including invisible but not etherealcreatures. This will identify the locationand size <strong>of</strong> objects, but it will not identifythose objects, nor will it peer withinobjects such as crates. Silence and whitenoise can counter echolocation. <strong>The</strong>waves cannot penetrate walls or closeddoors, but they can bend down hallways.EuphoriaLevel: 9 (Harmony)Duration: 20 minutesRange: 5 feetEffect: one individual<strong>The</strong> target enters a state <strong>of</strong> unrelentingjoy in pursuit <strong>of</strong> their activity and isimmune to all mental attacks and slow orother delaying spells. <strong>The</strong>y are +3 to hitand to damage and cannot die before thespell’s duration, but they are not immuneto injury. Preparation time is 5 minutes.FellowshipLevel: 4 (Concordancy)Range: 30 feetDuration: 1 round/levelEffect: increased Charisma<strong>The</strong> kanteleer enjoys a temporary boost<strong>of</strong> 2d4 points <strong>of</strong> Charisma among thosewithin range.Metal VibrationLevel: 5 (Sonorous Melodies)Range: 30-feetDuration: 7 roundsEffect: makes weapons unwieldyAll weapons with metal parts vibrateviolently in the wielders’ hands (-2 tohit). This penalty lasts until the weaponis dropped plus a number <strong>of</strong> additionalrounds equal to the rounds the weaponwas held. If cast as a 7 th level song, thespell also affects metal armor and shields.Magical items are unaffected.Quivering BladesLevel: 5 (Sonorous Melodies)Range: 30-feetDuration: 1 round per caster levelEffect: attack and damage bonusBlade tips within range <strong>of</strong> the kanteleerare set to vibrate, granting +1 to hit and+2 to damage. <strong>The</strong> kanteleer can tune oneweapon type per round, but all weaponscease quivering on the same round. <strong>The</strong>spell affects opponent’s weapons, too.Remove FatigueLevel: 4 (Harmony)Range: 10 feetDuration: InstantaneousEffect: removal or prevention <strong>of</strong> fatigueAll within the area <strong>of</strong> effect – but notthe kanteleer- feel as if they have just hada full night’s sleep. Any fatigue penaltiesare eliminated, and daily allotments <strong>of</strong>powers are reset. Casting takes 1 hourand temporarily drains 2 Con points.RhapsodyLevel: 9 (Concordancy)Range: 20 feetDuration: 1 dayEffect: Complete awe <strong>of</strong> kanteleerWith rhapsody, all hostilities againstthe kanteleer cease. Opponents answerquestions truthfully and even acceptindirectly injurious suggestions (i.e. “joinmy army” is okay, “fall on your sword”is not). <strong>The</strong> spell is broken if thekanteleer attacks.SuggestionLevel: 4 (Concordancy)Range: 10 feetDuration: Task CompletionEffect: Single ListenerSuggestion plants an idea in thelistener’s head that he or she will pursue.Such suggestions must be ordinaryactivities like “look in the crate” andcannot appear fatal to the victim. It canalso force a listener to accept a response.Unending MelodyLevel: 8 (Discordancy)Range: 60 feetDuration: SpecialEffect: drives one target crazyUnending melody places an endlesssong in the mind <strong>of</strong> a single target. <strong>The</strong>target must save vs. spells at -2 ortemporarily loose 2 Wisdom points eachround until a save is made or Wisdomdrops to 0. In the case <strong>of</strong> the latter, thecharacter is driven mad and engages inself-destructive behavior to get rid <strong>of</strong> thesong (i.e. hitting one’s head against asurface, or jumping <strong>of</strong>f a cliff). <strong>The</strong>duration <strong>of</strong> the ultimate state is treated asper maze, using the current Wisdomscore.Wind WhisperLevel: 4 (Resonance)Range: 100 feet + 200 feet per levelDuration: 1 roundEffect: 1 message<strong>The</strong> kanteleer sends a message or song(non-magical) to a specific person withinrange. Others cannot comprehend it.11


SPECIAL RULES for KAARJALA: HYPOTHERMIAThis section provides optional rulesdealing with the effects <strong>of</strong> hypothermia –a condition arising when the body’stemperature drops below the level neededto function normally. Activity andmotion in a cold environment are key tokeeping warm. If a person lacks theenergy required to stay active, he or shebecomes sluggish and less able to fight<strong>of</strong>f the numbing effects <strong>of</strong> intense cold.Hypothermia ChecksA hypothermia check is performed bysaving vs. Death Ray, with any bonusesor penalties due to Constitution applied.<strong>The</strong> table below lists situations that maywarrant a hypothermia check, but it is notexhaustive. Multiple conditions incur acumulative -1 penalty, and checks aremade at the most rapid rate. <strong>The</strong> refereecan consider mitigating factors, such asjust-below-freezing temperatures, inadjusting the check and/or its results.ConditionStanding idle… in cold water… in frigid water… in snow (buried)In a blizzardStarving*Not restedNot protected**Poorly protected**Well protected**CheckEvery4 hours1 turn1 rd1 hour1 hour4 hours4 hours1 turn1 hour1 dayAdjustments (Cumulative) PenaltyLacking protection category -1per 10°C (18°F)-1below freezing* Eating regularly is essential toproviding the energy necessary to keepmoving and sustain bodily functions. Aperson is considered starving if they havenot eaten in the preceding 8 hours (i.e.checks at hours 8, 12, 16, etc.). For everyfour hours beyond the first eight, penalizethe check -1 but ignore frostbite resultsuntil collapsed.** Proper protection is defined asinsulated boots, suitable winter clothing,shelter from the elements, and a goodblanket for sleeping. <strong>The</strong> latter two areonly applicable during rest periods.Protection is poor if more than one <strong>of</strong>these is lacking.While sleeping, a single check is madefor the night and frostbite effects aremultiplied by 4 if sheltered, 8 ifunsheltered.In addition to the conditions listedabove, injuries impair a hypothermiacheck due to the additional strain theyplace on a person’s body.Hit Points Remaining Penalty51-75% -126-50% -21-25% -4<strong>The</strong> Effects <strong>of</strong>HypothermiaIf a character fails a hypothermia check,the referee should roll d20, plus all checkmodifiers, and consult the table below. Itshould be noted that once a hypothermiacheck fails, all future checks fail until theconditions which triggered the initialfailure have been eliminated for 3d4hours.d20+mod. Result-1 or less Hypothermia0 Collapse1 Delirious (1d6 rd)2-3 Frostbite (1d6)4-5 Delirious (1d4 rd)6-8 Frostbite (1d4)9-11 Delirious (1d2 rd)12-14 Frostbite (1d2)15+ No effectHypothermia: <strong>The</strong> character dies in1d6 turns unless moved to a warmlocation and means taken to raise thebody temperature. Roll for additionaleffects each turn while hypothermic.Collapse: <strong>The</strong> character fallsunconscious and must make a Con check(per turn with penalties) to wake up. Rollfor additional effects each turn whilecollapsed, ignoring “Delirious” or“Collapse”.Delirious: <strong>The</strong> character stumblesabout for a number <strong>of</strong> turns contained inparentheses, possibly becoming lost inthe process. Reroll. Subsequent rollshave a -1 penalty.Frostbite: <strong>The</strong> character suffersfrostbite damage equal to the amount inparentheses. In addition, the charactersuffers the following attribute penaltiesuntil aid is obtained: Str -2, Int -2, Wis -2, Dex -2, Con -2, MV reduced by 10%.Successive frostbite results producecumulative penalties.Using the Rules - An ExampleWhile traveling the Autuasmaa Plain,Paavo (Con 11) is caught in a suddensnowstorm and cannot find a nearby safehaven. He wears a heavy fur cloak andboots but has no bedroll or blanket. Hestarts looking for a cave and after a fewturns he finds nothing. <strong>The</strong> referee rulesthat it is time for a hypothermia check: itis -20°C (-2) amid a snowstorm (-1), andPaavo has no shelter (-1) – a total penalty<strong>of</strong> -4. <strong>The</strong> character makes his check andcontinues searching unaffected. Helocates a large cave in nearby hill, andtakes shelter while the blizzard ragesoutside.Paavo grows hungry as four hours pass,but he ate the last <strong>of</strong> his rations 12 hoursago that morning. <strong>The</strong> referee calls foranother check: It is only -5°C in the cave(no penalty), but Paavo is hungry (-1),and the referee decides he has been idle (-1). He makes the check (-2 penalty), butis growing tired.<strong>The</strong> player decides that Paavo mustrest, requiring another check beforewaking 8 hours later: At that time, Paavois famished having not eaten in 24 hours(-4) and has been idle (-3), had no blanket(-1), and the temperature dropped to -15°C (-1) for a total <strong>of</strong> -9. He fails theinitial check and may be sufferinghypothermia.<strong>The</strong> referee rolls for effects; a 14, or 5after reduced by the -9 penalty. Althoughthe result is “delirious”, the referee rulesthat Paavo merely falls into a deepersleep, but must roll again with anadditional -1 penalty. <strong>The</strong> result is 2 (12-10), and Paavo developed frostbite overnight, losing 12 (4x3) hit points andsuffering several penalties to hisattributes. Unfortunately he only had 11hit points, and weeks later his frozencorpse is discovered by an adventuringparty.12


MAP <strong>of</strong> KAARJA


VAULTS OF PANDIUS<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong>An Un<strong>of</strong>ficial Game Accessory<strong>The</strong> trip from Kaarja to Rovaniemi had been quiet, with no surprises - Julius liked itthat 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 definitechill tainted the air - and it was still summer.<strong>The</strong> snap <strong>of</strong> twigs and branches, followed by the stench <strong>of</strong> decay, drew the party'sattention. Shambling, blackened forms stepped onto the road and surrounded them.Julius, Glorin, and the third member <strong>of</strong> their party formed a defensive position. <strong>The</strong>yhad encountered undead like this many times since coming to <strong>Kaarjala</strong>, and judgingfrom the numbers, this was going to be a tough fight. Perhaps they should haveaccepted that strange shaman's <strong>of</strong>fer to accompany them, after all.This is the tenth entry in a series <strong>of</strong> un<strong>of</strong>ficial <strong>Gaz</strong>etteer gaming aids forenthusiasts <strong>of</strong> the world <strong>of</strong> Mystara. This work covers the <strong>Kingdom</strong> <strong>of</strong><strong>Kaarjala</strong>, an isolated land within Norwold’s Arctic region whose existenceis made possible by a magic windmill that generates gold, grain, andwarmth.“<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Kaarjala</strong>” provides descriptions <strong>of</strong> the history,settlements, races, and personalities <strong>of</strong> a nation that exists very much onthe fringes <strong>of</strong> the civilized world. King Kaarlo and his people shield thesouthern lands from many <strong>of</strong> the perils <strong>of</strong> the far north, but within thenation’s midst lurks an evil so powerful that it threatens to sweepeverything aside.This product also provides rules governing the effects <strong>of</strong> hypothermia andguidelines for playing two new classes unique to <strong>Kaarjala</strong>: the kanteleer, aheroic zither-strumming warrior; and the noaid, a mysterious spellcasterwho taps into the realm <strong>of</strong> spirits.

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