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The Kingdom of Littonia - Vaults of Pandius

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CREATING LITTONIAN CHARACTERS<br />

50% <strong>of</strong> their starting wealth in goods,<br />

while commoners have 25%. Those <strong>of</strong><br />

gentry station or higher have all <strong>of</strong> their<br />

starting wealth in cash.<br />

Those who are noble or hail from a<br />

noble household receive equipment <strong>of</strong><br />

superior quality (add 10% to the value <strong>of</strong><br />

each item, at the referee’s discretion).<br />

Also at the referee’s discretion, landed<br />

nobles may receive one magic item<br />

(weapons no greater than +1).<br />

Starting Skills<br />

A character’s initial skills are influenced<br />

by their socioeconomic background. A<br />

number <strong>of</strong> suggested starting skills are<br />

provided below. Literacy is not assumed,<br />

and it must be purchased. Characters <strong>of</strong><br />

Known World extraction choose skills<br />

appropriate for their own race and<br />

culture.<br />

Noble: one <strong>of</strong> riding (horse), etiquette,<br />

hunting, or singing (Dainas)<br />

Gentry: one pr<strong>of</strong>essional skill<br />

(accountant, merchant, scribe,<br />

shipwright, etc.)<br />

Urban Commoner: one craft skill<br />

(blacksmithing, candlemaking, carpentry,<br />

leatherworking, pottery, etc.)<br />

Rural Commoner: two <strong>of</strong> cooking,<br />

hunting, labor (farming, fishing, logging,<br />

mining, etc.), nature lore (forest, hills, or<br />

plains), or survival (forest, hills, or<br />

plains)<br />

Fighter: two <strong>of</strong> bravery, foraging,<br />

hunting, nature lore (forest, hills, or<br />

plains), riding (horse), grooming (horse),<br />

or an armor- or weapon-crafting skill<br />

Thief: two <strong>of</strong> appraisal, deception,<br />

detect deception, persuasion, survival<br />

(forest, hills, or plains), or tracking<br />

Cleric: honor (Immortal), history<br />

(<strong>Littonia</strong>n), singing (Dainas)<br />

Druid: area knowledge (<strong>Littonia</strong>),<br />

herbalism, nature lore (forest, hills, or<br />

plains)<br />

Amber Mage: two <strong>of</strong> appraisal, area<br />

knowledge (<strong>Littonia</strong>), herbalism, history<br />

(<strong>Littonia</strong>n), or nature lore (forest, hills, or<br />

plains)<br />

New Skills<br />

Singing (Dainas) (Charisma): A<br />

person with this skill is pr<strong>of</strong>icient in the<br />

art <strong>of</strong> singing <strong>Littonia</strong>n Dainas, a unique<br />

form <strong>of</strong> sung poetry that delivers parables<br />

about life, history, faith, and values.<br />

Several thousand Dainas exist, but an<br />

individual’s repertoire is limited to a<br />

number equal to 100 times the skill score.<br />

<strong>The</strong> margin <strong>of</strong> success (or failure) <strong>of</strong> a<br />

skill check determines the quality <strong>of</strong> the<br />

performance (<strong>of</strong>ten the delivery <strong>of</strong> 20-40<br />

Dainas). Although many Dainas have<br />

religious overtones, they may be<br />

performed as entertainment.<br />

Appreciative commoners may provide<br />

gifts in the form <strong>of</strong> food or goods valued<br />

at one sentīms times the margin <strong>of</strong><br />

success. Nobles will award 1d4 lats<br />

times the margin <strong>of</strong> success.<br />

Performances at court can be particularly<br />

rewarding, with the performer receiving<br />

2d6 lats times the margin <strong>of</strong> success.<br />

Amber Appraisal (Wisdom): With<br />

this skill, the character can accurately<br />

appraise the quality <strong>of</strong> a piece <strong>of</strong> amber.<br />

In financial transactions limited to amber,<br />

both raw material and finished products,<br />

use this skill (see Gaz 9 <strong>The</strong> Minrothad<br />

Guilds and Gaz 11 <strong>The</strong> Republic <strong>of</strong><br />

Darokin).<br />

Amber Crafting (Dexterity): This<br />

is a craft skill specializing in carving,<br />

polishing, and otherwise working with<br />

amber. It is used to produce jewelry and<br />

trinkets. It cannot be employed to<br />

manufacture amber weapons or armor.<br />

One exception to this restriction is that<br />

arrow points and lance or spear tips can<br />

be made out <strong>of</strong> amber.<br />

Amber Economics<br />

Amber, fossilized tree resin, is an<br />

important part <strong>of</strong> the <strong>Littonia</strong>n economy.<br />

Amber is somewhat larger than true gems<br />

<strong>of</strong> comparable standard value. Because<br />

<strong>of</strong> its prevalence, the base value <strong>of</strong><br />

<strong>Littonia</strong>n amber is 80gp on the local<br />

markets. On the foreign market, it is<br />

worth 100 to 115 gp.<br />

5<br />

Other Game Systems<br />

<strong>Littonia</strong> is fully usable as a campaign<br />

setting for game systems other than<br />

OD&D. Guidelines for translation are as<br />

follow.<br />

For First Edition AD&D, all <strong>of</strong> the<br />

standard classes are playable, though the<br />

paladin is exceedingly rare. <strong>The</strong><br />

barbarian class from Unearthed Arcana is<br />

acceptable for people from the fringes <strong>of</strong><br />

the kingdom, but the monk and cavalier<br />

classes, as well as psionics, are generally<br />

incompatible with <strong>Littonia</strong>.<br />

Under Second Edition AD&D, the<br />

following kits are appropriate: barbarian,<br />

outlaw, peasant hero, wilderness warrior<br />

(mainly for Lietuvans), all thief kits (save<br />

buccaneer), all priest kits (save fightingmonk),<br />

peasant wizard, witch, explorer,<br />

giant killer, mountain man, seeker, and<br />

stalker. Giant killer and explorer are<br />

particularly popular kits for rangers who<br />

work the north country. Many local<br />

dwarves are axes for hire, while strong<br />

goblins <strong>of</strong>ten work as sellswords.<br />

Good choices for a specialist wizard are<br />

Enchantment/Charm, Illusionist, and<br />

Alteration. Diviners are uncommon but<br />

not rare. Invokers, Abjurers, and<br />

Necromancers are rare or unknown.<br />

For campaigns under 3.x, the sorcerer<br />

is found within the native population, and<br />

referees who do not wish to adopt the<br />

amber mage are recommended to use this<br />

class in its stead.<br />

Half-orcs and gnomes are unknown in<br />

<strong>Littonia</strong>, regardless <strong>of</strong> edition. Any such<br />

characters would necessarily be <strong>of</strong><br />

foreign import. <strong>The</strong> appropriateness <strong>of</strong><br />

the various prestige and non-standard<br />

base classes are left at the discretion <strong>of</strong><br />

the referee.

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