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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>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

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