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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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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

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