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Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

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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

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