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GAZ F6 Littonia

The document is a fan-created gazetteer titled 'The Kingdom of Littonia' by Geoff Gander, detailing the history, geography, society, and adventures of the fictional kingdom within the Dungeons & Dragons universe. It includes a referee's manual and a player's manual, providing guidance for gameplay and character creation in the setting. The work is not officially recognized by Wizards of the Coast and is intended for personal use only.

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0% found this document useful (0 votes)
111 views48 pages

GAZ F6 Littonia

The document is a fan-created gazetteer titled 'The Kingdom of Littonia' by Geoff Gander, detailing the history, geography, society, and adventures of the fictional kingdom within the Dungeons & Dragons universe. It includes a referee's manual and a player's manual, providing guidance for gameplay and character creation in the setting. The work is not officially recognized by Wizards of the Coast and is intended for personal use only.

Uploaded by

yeliloy276
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unofficial Game Accessory

The Kingdom of Littonia


Geoff Gander

Table of Contents

Referee’s Manual
Introduction ...................................................................................................................................................2
History as the Immortals Know It ...............................................................................................................3
Geography......................................................................................................................................................7
Society...........................................................................................................................................................11
Military.........................................................................................................................................................17
Personalities .................................................................................................................................................18
Monsters .......................................................................................................................................................21
Legends and Treasures of Littonia ............................................................................................................23
Adventures in Littonia ................................................................................................................................24

Player’s Manual
Littonian History and Legends.....................................................................................................................1
Creating Littonian Characters .....................................................................................................................3
Amber Magic .................................................................................................................................................6
What People Say About Littonia................................................................................................................15
Map of Gaudavpils ......................................................................................................................................16

Credits: DUNGEONS & DRAGONS and D&D are registered


trademarks owned by Wizards of the Coast, a subsidiary of
Design: Geoff Gander
Hasbro, Inc.
Editing: JTR
Content Contributors: Geoff Gander, JTR This book is a work of fan contributions and does not possess
Cover Illustrator: JTR official recognition by Wizards of the Coast. The editor and
Interior Artist: JTR contributors make no representations to imply otherwise.
Cartography: Geoff Gander This work may not be sold commercially in the United States
Typography: JTR of America or abroad. It may be electronically replicated
(“downloaded”) in its entirety for personal use.
© 2007 Geoff Gander and JTR
The contributors retain copyright to their individual
contributions with a fair-use understanding of citation in
subsequent works. The artist and cartographer retain all rights
to their works as typically construed for art.

The designer and editor retain all rights to the product “The
Kingdom of Littonia.”
INTRODUCTION

Foreword players become heroic adventurers by because their migrations into Norwold
Welcome to The Kingdom of Littonia, countering the various threats faced by apparently halted at Landfall, and the
the sixth region of Mystara to receive the the kingdom, as well as seeking treasure, latter not yet exceeding Oceansend.
“Gazetteer” treatment under the fan- exploring ruins, and clearing dungeons. Also, the native Leehan halflings are only
produced GAZ F line. This work also The Noskumis Plain and Teici Bog to now exploring neighboring regions.
marks the product line’s start through the north are filled with all manner of Likewise, the native foresthome elves
Norwold, the Companion-famed region dangerous animals, as well as some of have stayed away from Littonia. The few
north of the Known World proper. the more fantastic beasts common to the elves found in the larger towns are from
Littonia is one of the oldest fan-created Known World. The kingdom’s forests the Known World. Finally, the untamed
nations on Mystara. Geoff Gander, who harbor many dangerous inhabitants, too. forests of Littonia are known to be home
initially developed the kingdom, To the south, the hill country and the to a small number of reclusive fey folk.
graciously accepted the invitation to imposing peaks of Pērkons’ Throne
return and write Littonia. This work contain many caverns, as well as a lost Kudos and Corrections
fleshes out the kingdom to an city. Finally, the frost giants of This work is at variance with existing
unprecedented extent and provides new Frosthaven continue to cast a shadow materials on Littonia’s location and
information for fans of earlier versions. over the region, and the ancient and evil history. Earlier works placed the
A complementary work on the creature known as the Rimal Hag secretly kingdom due east of Kaarjala; however,
neighboring nation of Kaarjala, again plans to dominate the north. subsequent discussions made a
with Mr. Gander as lead author, is A political campaign can have see convincing case that Littonia should be
anticipated for fall 2007. established characters courted by one of moved further south, to the coastal region
It has been our privilege to bring this two major factions: those who wish to immediately north of Norwold’s Great
gazetteer to the fan community, and the halt, and possibly roll back, the changes Bay. This work has been written with
author and editor hope you enjoy reading facing Littonian society; and those who that assumption in mind. The history of
it and using it in your own campaigns. have embraced them. The continued Littonia has been modified to
expansion of relations with the Known accommodate significant events that
A Remote Realm World could lead to Minrothaddan, occurred in nearby regions and to make it
Thyatian, Heldannic, and possibly more consistent with the timelines
Littonia is a remote coastal kingdom
Alphatian involvement. presented in other Gaz F products. This
north of Norwold’s Great Bay. When it
Littonia can also be used as a location work should take precedence over pre-
is thought of at all, it is considered by
for a few adventures for a wandering existing materials on Littonia.
many along Norwold’s tree-covered
party before they set off for warmer The NPCs Blaise Barkbreaker and
strand to be a land on the very edge of
climates. Nadia Svensdottir originally appeared in
civilization – the source of a few valuable
commodities, but little more. Littonia is AC1 The Shady Dragon Inn by Carl
a land with a long, often painful, history Who Should Play in Smith and have been adapted for use
borne by its people with a remarkable Littonia? here.
mixture of pride and stoicism. The Player characters native to this region
kingdom has emerged from a dark age, should ideally be human; demihumans A Note on Nomenclature
and now stands poised at a crossroads: are exceedingly rare in this part of “Littonians” should be understood to
will Littonia continue to grow and Mystara, and they are almost always mean those who are native to the
become a strong realm, or will it travelers from the south. Nevertheless, kingdom; “Litoniesu” and “Lietuvans”
fragment once more? the standard nonhuman races may be mean the two constituent ethnic groups.
used in this setting if there is a reasonable The Litoniesu and Lietuvan words in
The Final Goal of the explanation as to their presence. this book are presented as they would
Campaign Dwarves are the most commonly found appear in Thyatian (Roman) script.
demihumans this far north, having Accented vowels (ā, etc.) denote long
A campaign set in and around Littonia
become apprised of Littonia’s mineral vowels, consonants with carons (č, š, ž)
should give the players a general sense of
wealth. Their reputation for being denote voiced fricatives (e.g., “ch”, “sh”,
being in a land on the cusp of a great
stalwart fighters also appeals to the king “zh”), and the letter j represents the
change – for better or for worse – and
and many of his more outward-looking “yah” sound. This is but a simplification
that they have a potentially decisive role
nobles. Thus, dwarves can be found in of Lithuanian and Latvian phonetics, and
to play in determining its fate.
the wilderness and in the larger towns. we invite curious readers to examine
Littonia lends itself very well to a
Gnomes and halflings are largely these languages.
traditional campaign, in which the
absent from the region – the former

2
HISTORY AS THE IMMORTALS KNOW IT

Much of the Littonians’ history is lost northwards or hold out on the islands the Known World. Splinter groups
in the depths of time; few among them separating from the mainland. through themselves against defenses of
know the full story, marking their own North of the Great Bay, the largely Nordenheim, but they were unable to
history from the time of Karlis the unopposed Valoin continued to expand dislodge the giants.
Unifier, and afterwards. their holdings. By BC 2200, they were These encroachments spurred the
being joined by their southern cousins, bloody construction of Ulf’s great
Early History who could no longer hold out against the citadel, Høgborg. Seven years did slave
In the centuries just before the Great Antalians. labor on the colossal structure. Many
Rain of Fire, numerous ethnic groups The ancient Valoin identity had been died during construction, and, coupled
dominated the shores around the modern lost by this point, and new beliefs, with the giants’ other depredations, the
Sea of Esterhold. Among them were the traditions, and language developed in its Littonians declined in number. Were it
Valoin, ancestors of today’s Littonians. stead. The majority of the Valoin began not for the rise of Namejs the Leader, all
The Valoin (pron. Val-wan) were an to call themselves the Litoniesu hope may have been lost.
Oltec or Oltec-Neathar descended people (Littonians), and their land Litonija. Namejs had been a landowner and a
who had developed blond hair and blue Their brethren from the south, who were clan leader who labored hard under Ulf’s
eyes. The Valoin subsequently spread to more combative and resistant to change, rule. One of his neighbors, attempting to
the Isle of Dawn, where they resided at spoke differently and kept to themselves, curry favor with the giants, reported that
the time of Blackmoor’s destruction. and called themselves Lietuviu Namejs was inciting a rebellion. The
The migrations brought about by the (Lietuvans). giants tore apart his home and forced him
ensuing climatic changes made life on the Despite this new identity, the Littonians to watch the deaths of his wife and
Isle of Dawn untenable. The Valoin and were a fragmented people, with most children.
others were forced to move west across a swearing allegiance to their clans. They Broken over such a great loss, Namejs
land bridge to what is now the southern spent as much time fighting each other as vowed vengeance and soon had slain the
coast of Norwold. they did against the northernmost giant personally responsible for his
Antalian clans. This state of affairs family’s deaths. Emboldened by this act,
A New World would have continued for centuries, were he assembled a band of freedom fighters
it not for the frost giants of Frosthaven. and took to the surrounding hills and
At this time, southern Norwold was still
woods.
a frigid land, but thin strips of coastline
were habitable. The Valoin eked out a The Realm of Nordenheim Namejs and his followers spent the
In 1763 BC, a vast horde of frost giants, following years waging a guerilla
living along these rugged shores,
led by Ulf One-Eye, surged north across campaign against the giants. Tales of
forgetting much as they fell into a dark
the mouth of the Great Bay. Beforehand Namejs’ deeds spread across
age. The late Valoin’s most persistent
the giants had troubled only the Nordenheim, giving heart to many and
competitors were a Neathar people
southernmost Littonian communities; inciting them to rise up against their
known as the Valharians. Their struggle
now, united under a strong leader and masters. The rebel’s most crucial victory
for resources was intense, but the Valoin
craving more land to support their came at the coastal town of Dobele (now
prevailed and absorbed many of the
growing numbers, they ventured forth to lost) where numerous giants were felled.
vanquished into their own communities,
conquer. The disunited Littonian clans News of this resounding victory spread
acquiring much of their Northern Neathar
were overwhelmed in succession, and like wildfire, and before long, Namejs
language as a result.
within five years the entire region north had assembled a great host. They
The emergence of the Antalians by BC
of the Great Bay was under Ulf’s rule. stormed Høgborg and killed Ulf, razing
2500 posed a new threat for which the
He named his realm Nordenheim. the citadel afterwards. Their power
Valoin were unprepared. Within
Ulf was a cruel ruler. The Littonians broken and bereft of leadership, the
decades, the Valoin had been pushed
were forced to give away most of their remaining giants fled into the wintery
northeast along the coast. As the climate
harvests to their overlords, who grew north. Namejs was then elevated as the
warmed, many migrated north to the
decadent. During the giants’ great first king of Littonia.
mouth of the Great Bay and beyond.
There they settled the newly-habitable celebrations, able-bodied slaves were
plains and light forests. Regions along compelled to fight in gladiatorial combat. The First Kingdom
the Gaudava River were particularly After two generations under the rule of Under Namejs’ reign, the Littonians
welcoming. The southern Valoin Nordenheim, the Littonians witnessed the were a unified people. They expanded
continued to hold out against the arrival of another scourge. The great south of the Great Bay and pushed back
Antalians but were steadily losing humanoid leader Loark ravaged the coastal Antalians, who had never
ground, and many began to flee Norwold’s coast as he led his horde into recovered from the invasion by Loark’s

3
HISTORY AS THE IMMORTALS KNOW IT

horde centuries before. By BC 1350, Great Bay at its height. Although the amidst the grasslands and sparse forests
Littonians controlled much of the eastern Alphatians thought little of the in the northwestern reaches of Littonia.
land surrounding the Great Bay. They Littonians, they were intrigued by their Littonian homesteaders were crowded
also made several incursions along the unique form of magic, and coveted the out as thousands of Saamari streamed
Norwold coast. Despite this expansion, region’s rich amber deposits. They into the area. King Uldis sent his armies
the lands around the Gaudava River cultivated relationships with some of the to reclaim the lands.
remained the most thickly settled region more powerful petty dominions – such as Villages burned and borders shifted
of Greater Littonia. Saldus and Kernavē – and in so doing over several years, but the Saamari were
Although his rule brought stability to stirred up further conflict. Their too numerous, and ultimately the
the land, Namejs was not a king at heart, involvement ended with the abrupt northwestern reaches were lost to the
and his ill-equipped kingdom did not destruction of the kingdom, but the newcomers. They called their land
long outlast him. Namejs’ sons cared Littonian region remained disunited for Kaarjala. Māris, who succeeded Uldis
only for their own clan’s welfare, and as another century. after his fall in battle, had no wish to
the decades passed, the ruling line of Queen Pajauta of Kernavē held the continue the fruitless war with other
Littonia grew weak. The kingdom soon necessary power to cow rival kingdoms pressures mounting. Norwold and
dissolved into numerous squabbling and could have been the next unifying Northman raiders hit settlements in the
clanholds. Clan leaders paid lip service figure of Littonian history, but her mad south, while the north was threatened by
to the king, and did what they pleased - pursuit of lichdom drove her into conflict Frosthaven. In the first year of his reign,
even warring amongst themselves. The with the fairy realm. The fairy-kin Māris met with the Saamari leader in the
western kingdom of Jūrkene was but one banished the queen to a prison realm and town of Valmiera to discuss peace terms.
Littonian successor state. transformed her lands into the Teici Bog. Under the Treaty of Valmiera, the
The realm was further weakened by the Her memory quickly faded. northwest would belong to the Saamari,
resentment felt by the ethnic Lietuvans, and all lands to the east and south would
who by now spoke a distinct language Karlis the Unifier belong to Littonia. Further, the two
and culture. They felt that they were In BC 161, Karlis was born in the nations would render aid to one another
treated as an underclass by the more village of Nevmala. He quickly grew when requested.
numerous Litoniesu. Almost 200 years into a warrior of considerable strength, Māris constructed lines of simple towers
after the death of Namejs the Leader, the and, as the eldest son of the local chief, to hold back his northern and southern
Lietuvans declared their lands became the ruler of Nevmala area. The aggressors. Those defenses were sorely
independent of Littonia, selecting one of future king dreamed of Namejs defeating tested, and proved insufficient. Giants
their own as King of Lietuvos. the frost giants in battle, after which destroyed Valmiera and Nevmala, and
Namejs came to Karlis and asked him to much of the Littonian heartland was laid
The Dark Ages rebuild Littonia. to ruin. Likewise, the human raiders
The rise of Lietuvos began years of war Karlis raised an army and marched upon made many forays into southern Littonia.
between both peoples, with neither his neighbors, spending the next 11 years The kingdom’s enemies were beaten
gaining the upper hand. As more people uniting the petty fiefdoms by diplomacy back with the aid of the Kaarjalans, but
left their farms to fight their neighbors, and by the sword. The final battle was the damage was done. Littonia’s
more and more fields grew fallow, and fought at Šiaiulai, where the mightiest southwestern territories, rich in silver,
villages were abandoned. The Lietuvan lord was brought low. Though had been effectively depopulated, and
bloodletting continued for some 40 years, Karlis lived only six years after the goblins moved into the area. Successive
off and on, and in the end both sides reunification of Littonia, he has been kings spent the following centuries
were so weakened that Lietuvos revered ever since as Karlis the Unifier. restoring order, and then waging a long
collapsed into anarchy, and what Unlike Namejs, Karlis left behind a campaign to drive the goblins out of the
remained of Littonia fragmented still strong line of succession. It was not long southwest.
further. Thus began another long dark afterwards that the new kingdom of
age, during which the frost giants, now of Littonia faced its first great challenge. The Modern Era
Frosthaven, returned periodically to About 400 years ago, yet another great
wreak havoc. In the south settlements, The Second Kingdom migration took place. Thousands of
goblin tribes and resurgent Antalians Seven years into the reign of Uldis, people, calling themselves the Vaarana
looted with impunity. Karlis’ eldest son, a strange people came and bearing relation to the Saamari, came
Worsening matters for the Littonians out of the distant west. They, the from the west. They brought with them
was the rise of the Alphatian kingdom of Saamari, were fleeing their ancient tales of woe, of great goblinoid hordes on
Alinor, which occupied the coast of the homeland in search of refuge, and settled the march.

4
HISTORY AS THE IMMORTALS KNOW IT

The rulers of Kaarjala and Littonia local Neathar tribes in the Helskir killing Ulf. Surviving giants looted
conferred, and made preparations for the region. what they could and retreated into the
onslaught that was sure to come, and not north. Namejs proclaimed the
ten years later a great horde of BC 2700: The Valoin occupied kingdom of Littonia. Littonians
humanoids and frost giants stormed forth. uncovered segments of the Norwold began to colonize lands to the south.
For many years the defenses held, but coast between modern Landfall and
there were too many enemies, and it Oceansend and the Isle of Dogs. One BC 1329: Namejs vanished. His
seemed the entire north would be of their Neathar competitors, the successors concerned themselves with
overrun. Such would have happened, Valharians, was partially absorbed. their own clan rather than the nation.
were it not for the intercession of the Littonia began to fragment.
Sarkans Goblins, and of Namejs and BC 2500-2200: Antalians pushed the
Lemminkainen (as an avatar of Valoin northeast. Many of the Valoin BC 1300: A series of wars began
Ilmarinen, the patron Immortal of migrated to uncontested coastal lands between the Littonian petty
Kaarjala). Under the guidance of these north of the Great Bay. kingdoms.
legendary heroes, the enemy host was
broken, and pushed back over the BC 2200: Valoin isolation led to the BC 1250: Creation of the Kingdom of
western mountains, from which they generation of many dialects and Jūrkene.
have not issued since. The Sarkans distinct identities. Those of the north
Goblins who stood beside the human became the Litoniesu, while the BC 1162: Formation of the Kingdom of
forces earned the gratitude of both Valoin around modern-Oceansend Lietuvos. A 40-year civil war quickly
nations. were the Lietuvans, though many of ensued.
the Lietuvans eventually resettled to
Littonia Today the north of their cousins. BC 1122: Lietuvos collapsed into
Since that time, Littonia has grown. A anarchy. Large stretches of
small, but prosperous, merchant class has BC 1763: Frost giants, led by Ulf One- countryside emptied, and many
arisen in the larger towns, spurring social Eye led frost giants in conquest of the weakened Litoniesu kingdoms fell
mobility and forging ties with lands of the Litoniesu and Lietuvans. victim to humanoid raids. During this
neighboring lands. More recently, This became the realm of dark age, frost giant raids grew
Known World traders have made contact Nordenheim. common.
with the kingdom, bringing with them
new ideas as well as goods. Littonian BC 1722-20: The Antalian civilization is BC 1000: Spurred by Nithians, some
ships ply the northern seas, venturing to destroyed by the Loark’s humanoid Antalian tribes fled further
Qeodhar, Norwold, and the Northern hordes. Southern regions of northwards. These movements
Reaches. Its borders are more secure Nordenheim were attacked as well. displaced the southern Lietuvans.
than they have been in living memory,
and the land seems poised to enter an era BC 1714: The frost giant citadel of BC 700: The capital of Lietuvos was
of prosperity, yet the kingdom lives Høgborg is constructed by slave razed. Jūrkene fragmented into four
under the shadow of Frosthaven, and labor. smaller petty dominions.
other evils in the north.
BC 1393: Namejs was born in Piltene. BC 500: Frost giants destroyed Jūrkene.
Littonian Timeline
BC 1371: Namejs was falsely accused of BC 345: Alphatians sailed into the Great
BC 3200: Elements of the Valoin people rebellion, and his home and family Bay of Norwold and established
could be found from modern were destroyed as a punishment. He settlements.
Esterhold, the eastern Alphatian slew the giant responsible, igniting an
shore, Bellisaria, and the Isle of uprising. BC 332: Queen Pajauta used magic and
Dawn. blackmail to control the amber mages.
BC 1363: Namejs’ rebels were
BC 3000: The Great Rain of Fire shifted victorious at the Battle of Dobele, BC 300: The Alphatian kingdom of
the planetary axis. Resource strains inciting slave rebellions across the Alinor is founded. The kingdom
forced the Valoin people north. realm. conquers neighboring tribes and
stretches into the far western
BC 2800: The Valoin competed with BC 1362: Namejs sacked Høgborg and mountains, and influences some

5
HISTORY AS THE IMMORTALS KNOW IT

Littonian kingdoms. Local strife kingdoms submitted to his authority. taxes and poorly planned military
intensifies. Queen Pajauta of Karlis was crowned king of Littonia, campaigns. The nobles formed a
Kernavē and the kingdom of Saldus and Gaudavpils was named the parliament, the Saiema, and the
allied with Alinor. capital. power of the king was curtailed.

BC 273: Pajauta replaced her waning BC 122: Karlis the Unifier died. Uldis, AC 500: The Sarkans Goblins ceased
divine powers with arcane ones. She his eldest son, ascends to the throne. paying tribute to Littonia and adopted
demanded tribute from surrounding a pose of neutrality.
realms. Fairies prophesized that she BC 115: The Saamari people migrated
would never rule over all nor conquer east, displacing Littonian farmers in AC 630: The western Vaarana arrived in
death and that she would always the western borderlands. Ten years Kaarjala, telling tales of humanoid
serve a higher power. of inconclusive war commenced. hordes.

BC 260: Raising of the Alinor Chain BC 105: Uldis died in battle. Māris AC 640: A coalition of Littonians,
and destruction of Alinor. Local assumed the throne and drafted the Kaarjalans, Vaarana, and Sarkans
populations reassert control over their Treaty of Valmiera with the Saamari. Goblins turned back the humanoid
affairs, while surviving Alphatians Kaarjala, the nation of the Saamari, hordes.
scatter. Some migrate to southern was formed as a result.
Littonia, where they are absorbed. AC 800: The gentry, as an organized
Queen Pajauta picked over the BC 12: Raiding frost giants destroyed mercantile class, grew in the larger
remains of Alinor and decided upon the towns of Valmiera and Nevmala. urban centers. Sarkans Goblins
the path of lichdom to void the fairy Much of southwestern Littonia was integrated into the southern towns.
prophecy. lost as a result, and it was settled by
goblins from the southwest. The AC 831: After raiding Valmiera, the
BC 220: Queen Pajauta wiped out the Littonian heartland fell into disarray. Bloody Waters goblins were
fairies of the far north. Others cursed eradicated.
her, banishing her and her tower. Her AC 0: Lietuvans returned to Šiaiulai.
realm became the Teici Bog. The Alphatian sorceress, Pajauta, is AC 900: Construction of the lighthouse
imprisoned in a tower between worlds on Karlis’ Isle.
BC 161: Karlis, an indirect relative of by the fairies of Mindaugas’ Forest.
Namejs, was born in the village of AC 958: Uldis V pressured the Saiema
Nevmala. AC 200: Guntis II reordered the into granting seats to the gentry.
kingdom of Littonia. Despite early
BC 142: Karlis became ruler of successes, his campaign to recover AC 974: Acting on the stories of
Nevmala. the lost territories of the southwest Ostlander sailors, an independent
bogged down as the goblins mounted expedition of Minrothaddan and
BC 140: In a dream, Namejs urged a vigorous defense. Thyatian merchants reached Littonia.
Karlis to restore Littonia.
AC 300: Littonia finally recovered its AC 985: Alphatians settled Alpha, the
BC 139: Karlis raised an army, and southwestern lands. The surviving future seat of power in Norwold.
proceeded to bring the Litoniesu and goblins submitted to Littonian Despite some contact with the
Lietuvan kingdoms back into the fold. authority and became the Sarkans Littonians, the Alphatians did not
Goblins. Mariaipeda was settled atop pursue relations or conquests.
BC 137: The powerful Litoniesu the ruins of Lietuvos.
kingdom of Livonja, centered at AC 996: Uldis VI became king of
Gaudavpils, was conquered. AC 400: Ostland raiders began to range Littonia.
along Norwold’s coastline.
BC 130: Karlis razed the mountain AC 1000: Time of the Gazetteers.
capital of Saldus. AC 450: Raimonds’ Tower was built in
the northern frontiers.
BC 128: At the Battle of Šiaiulai, Karlis
conquered the most powerful AC 454: Nobles deposed King Egils,
Lietuvan kingdom. The remaining ending a reign characterized by high

6
GEOGRAPHY

The Land (“sorrowful”) Plain. Silver and iron ore Line to the northwest.
To most residents, “Littonia” refers to deposits are common in the west. South of the Aiviekste River is the
the modern kingdom, while “Greater The Lietuvan Hills are very similar to rugged Draudīgs (“sinister”) Wood. It
Littonia” includes a broad swath of land Namejs’ Line but rise only 700 feet has large stands of birch along the coast,
northeast of the Great Bay as well as above the Littonian baseline. The range but quickly becomes coniferous inland.
portions of the Norwold littoral to the is not as broad, and it is largely unbroken A part of Greater Littonia, the region is
south. This larger region is held to be the by valleys. The Lietuvan Hills continue largely unsettled wilderness. Folktales
Littonian homeland, to which its people northward west of the Teici Bog. This hold that the Draudīgs Wood is the
have a claim. extension only reaches 650 feet above location of Saldus, one of the petty
Littonia is located just north of the sea level. The continuing post glacial kingdoms that refused to submit to Karlis
Arctic Circle and would be a wholly uplift is slightly faster in the Lietuvan the Unifier and was destroyed.
frigid land were it not for the protection Hills than at points further south, and this The Mindaugas’ Forest covers the low
offered by a series of hills that marks the has opened a number of channels where hills north of the Gaudava’s last segment.
land’s natural frontiers and the peculiar water comes into contact with high heat, Named after a courageous Lietuvan lord,
effects of the Saampo of nearby Kaarjala. producing a number of hot springs. it is exclusively pine and spruce trees,
Littonia is comprised of two valleys The stately, yet storm-ridden Vētra Hills save for a few oak and linden groves
rapidly carved out by glaciers during the borders the Sarkans Plains from the around the village of Dundaga. It is also
post-Rain ice migrations. The valleys south, topping out at 500 feet above the the densest of Littonia’s forests and is
join in a broad-based “V” that brackets a Littonian baseline. Their eastern fringes reputed to be inhabited by spirits who
curving line of steep hills to the interior. are blanketed by the forest known as the play merciless tricks on intruders.
Even within the valleys, the terrain is Draudīgs Wood. Traces of silver have Although the fringes are thinly settled,
quite hilly, and much of the land is been found in some regions, but the druids are the only humans likely to be
covered with coniferous forests. The resident goblins have yet to mine them. found deep within.
entire kingdom slopes gradually towards
the ocean, with the westernmost Forests Plains
settlement of Valmiera being 400 feet A mixture of old world and glacial Further inland, where the cold
above sea level. factors deposited thick, rich soils east of continental climate asserts itself, forests
Natural resources consist of clay, wood, Namejs’ Line that are now covered with yield to juniper thickets and long grasses.
peat, iron ore, limestone, silver, and, dense forest. The majority of trees are The latter eventually predominate.
most critically, amber. coniferous, with spruce and pine The transition is particularly abrupt on
predominating, but stands of birch, and the Noskumis Plain. There wildflowers
Mountains and Hills even rare oak, can be found along the and tall grasses blanket the fields during
The only true mountains of Littonia, lower Gaudava and Aiviekste Rivers and the brief summer. So named because of
Pērkons’ Throne, technically lie outside the southern coastal regions. The its harsh climate and the many ruins that
its borders. These peaks, framed by the occasionally abrupt transition from dot its expanse, the Noskumis Plain is
Vētra (“tempest”) Hills, witness a great deciduous to coniferous vegetation – and largely flat and extends for many miles to
number of thunderstorms throughout the sometimes back again – in a space of a the west and north. It averages 400-500
summer months. The tallest peaks rise few hundred feet is one feature unique to feet above sea level in the east, rising
almost 11,000 feet above sea level, and Littonia. In most areas, the soil is quite gradually towards the mountain foothills
the mountains are rich in untapped acidic due to falling needles and sports in the distant west.
mineral resources. little or no underbrush. Mushrooms, The Sarkans Plain – named after the
Littonia is cut off from the rest of bilberry bushes, cranberries, and shade- blood spilled in conflicts with the native
Norwold by Namejs’ Line, a range of tall loving herbs do manage to thrive, goblins – is relatively lush around the
hills running from the Sarkans (“red”) however. banks of its rivers with cattails, small
Plain in the southwest to its junction with The largest forest is the Veči (“old”) bushes, and the occasional pine tree. It
the northern Lietuvan Hills. The Forest, which is sandwiched between the averages 400 feet above sea level and
southern slopes of the Line are very Gaudava and Aiviekste Rivers. It is grows hilly towards the south and west.
steep, rising to their maximum height of predominantly spruce, but the northern The local climate is harsher than that in
1,100 feet above the Littonian baseline and eastern fringes have large numbers of Littonia, but it does not have quite as
very quickly. Numerous hidden valleys birch, oak, and linden trees. Beyond the extreme a fluctuation.
and lakes are found within the Line. The Gaudava River the forest continues as the
northern slopes are not quite as steep, and coniferous Zalš (“green”) Forest. The
descend 800 feet to the Noskumis Zalš is very thick and ascends Namejs’

7
GEOGRAPHY

Waterways Much of the Bog’s water is brackish, is mirrored by Littonians’ being generally
Littonia is blessed with a large of although some streams and ponds in the joyful during the spring and summer
number of rivers relative to its size. The interior contain drinkable water. Most of months, but characteristically stoic –
longest river is the Gaudava, which the standing water is not deep – no more even melancholy – the rest of the time.
originates in the mountainous region than ten feet, but often only half that – The ocean currents also bring frequent
south of Littonia. The Gaudava slowly and the streams flow very sluggishly. precipitation – an average of 160 rainy
gains strength as its tributaries, the The ground is waterlogged to a much days per year, and another 30 to 40 that
Lielupe and Virvyčia Rivers, join it on greater depth. There is very little solid have fog. The moisture provides
the Sarkans Plain. From there, the river ground, and sinkholes are common. abundant water for the kingdom’s many
descends into the forested coastal According to popular lore, the Teici streams and rivers, but it has also
lowlands, winding gently through the Bog is thought to be the location of an oriented agriculture towards dairy and
Zalš and Veči Forests before emerging ancient Littonian kingdom whose queen livestock – most field crops are grown
into the kingdom’s cultivated heartland. consorted with evil spirits. As for animal feed.
It widens and deepens as it passes punishment, the Immortals turned her Winter lasts from Eirmont to late
Paraskas and Gaudavpils. The river realm into a swamp, burying her within Thaumont, and is wet (sleet, ice) rather
mouth is almost a quarter-mile wide. The its depths forever. As such, those who than snowy in most of the country except
Gaudava has special significance to the enter the bog, or sail near it, are thought during deep winter. Temperatures
Littonians, as their first and greatest to be tempting fate. average -15° to -5° C (5° to 23° F) along
settlements arose along its banks. the coast, and decrease one degree for
The southern Aiviekste River splits off Surrounding Lands every eight miles further inland, to -29°
from the Gaudava at Fort Namejs and Littonia is bordered by unclaimed, but to -19° C (-20° to -2° F) around
follows an easterly course south of the certainly not uninhabited, wilderness. Valmiera. Continuous snow cover lasts
Veči Forest. Historically, it has marked The Noskumis Plain marks the western 100 days on average. The snow is rarely
the southern border of the Littonian frontier, and the largely unexplored Vētra more than a few inches deep in the
heartland. Unlike the Gaudava, the Hills and mountains of Pērkons’ Throne lowlands, but it deepens considerably,
Aiviekste is fairly shallow throughout its lie due south of the kingdom. Further and lasts longer, further inland and in the
length, and shoals fill its mouth. south is the Great Bay of Norwold, which hills.
The narrow, deep Neris River arises in is readily accessible, albeit arduously so, Spring is marked by constant
the Lietuvan Hills near Talanga, winding via the Sarkans Plain. Northern Littonia precipitation, and runs from Flaurmont to
through the dense forests of historical is bordered by a mixture of bogs and late Klarmont. Temperatures range
Lietuvos before emptying at Šilute. It hills. Finally, far to the northwest lies the between 0° and 6° C (32° to 42° F), but it
marks the historical northern frontier of nation of Kaarjala. feels much colder due to the dampness.
Littonia, beyond which lies the Planting is done during this period to
treacherous Teici Bog. The Neris has the Climate and ensure a successful harvest.
same symbolic importance for Lietuvans Summer averages eight weeks, with
Environmental Notes frequent thunderstorms along the coast
as the Gaudava does for their Litoniesu
Littonia’s latitude is circumpolar, but and pleasant, mildly humid weather.
cousins.
the moderating influence of warmer Temperatures range from 14° to 16° C
Littonia also has hundreds of small
water flowing north from the Alphatian (57° to 61° F) along the coast, increasing
streams and lakes and ponds, many less
Sea, the protective shield created by by one degree every 24 miles further
than a square mile in size. The majority
Namejs’ Line, and the Kaarjalan Saampo inland, to around 17° to 20° C (63° to
of these are found south of Namejs’ Line.
creates a semi-permanent warm air mass 68° F) in Valmiera.
that bleeds cold fronts to the west and Autumn begins at the beginning of
Teici Bog north. In contrast, the Noskumis Plain is Ambyrmont, and lasts until early
Directly north of the Littonia coast is much colder and drier. The result is a Eirmont. Although the countryside lacks
the Teici Bog, a large, chilly morass of hemiboreal climate whose real world the riot of color seen in more southerly
innumerable ponds and small lakes, analogies would be the northern Baltic climes, the rainy weather gives way to
streams, swamp, and bog. The large Sea region, or western Norway. fog for much of the season, producing
amounts of standing water, and the Littonia’s proximity to the Arctic Circle almost ethereal landscapes in the early
prevailing damp climate, produce dense produces long days in the summer, and morning and late evening. Temperatures
fogs that blanket the region for much of short ones in winter – the sun does not average 12° to 15° C (53° to 59° F), with
the year. During the winter months, fully set or rise during the summer and frost first appearing in early Sviftmont.
frequent snowfalls turn the entire region winter solstices, respectively. This cycle The territory occupied by the Littonians
into a slushy mess.

8
GEOGRAPHY

is still undergoing post-glacial uplift. protected by water on two sides. Well through the region. The remnants of the
The coastal regions are believed to rise at within bow range is a simple bridge old capital lie buried beneath the hills
the rate of one inch every 75 years, spanning the upper Gaudava River – the immediately south. Modern Mariaipeda
whereas the lands west of Namejs’ Line most convenient place to cross for many was founded circa AC 300. It is home to
are rising by an inch every five years. miles. For this reason, Fort Namejs is 640 people, most of whom log or mine
This process will continue for the next often referred to as Tilts pār upi (“bridge tin.
couple of centuries, producing minor over the river”), but it is most commonly Nevmala: Nevmala is a prosperous
earthquakes along the divide, and called the Bridgefort. It was established mining village (990), whose inhabitants
extending the coastline in some regions. by King Guntis II as a simple hill fort in work in the nearby silver mines. Along
AC 193 to strengthen his hold in the with Valmiera, it was destroyed by frost
Communities and Ruins south, and has been expanded numerous giants in BC 12. It was only restored in
The vast majority of Littonia’s times since then. 340 soldiers garrison AC 200 during the initial stages of the
population lives in secluded farms and the fort, and 350 civilians farm the long campaign to reclaim the southwest
hamlets spread throughout the forests and surrounding area or perform other tasks. from goblins that had moved into the
hills of the kingdom. Littonians typically Gaudavpils: This bustling port of region in the intervening period. The
build with wood; thus, while a given 8,600 has long been a capital, first of village was the birthplace of Karlis the
community may be over a thousand years Livonja and now of Littonia, yet it would Unifier – a fact that is commemorated by
old, most of its buildings are a few be considered only a large town in other a great statue in the middle of the village.
centuries old at most. Military nations. Along with Rezevpils, it has a It is the ancestral seat of the royal family.
fortifications are built of stone, as are the sizeable number of stone buildings, many Paraskas: Technically a village,
newer portions of the larger settlements. of which have been built in recent years Paraskas (1,100) is sufficiently large and
by the local dwarvish community. The dynamic to be a small town. In many
Arekne: Half of the 460 people in central market is paved and surrounded ways, it is an extension of Gaudavpils,
this village are loggers harvesting the by many shops and inns relative to the which it supplies with fish, finished
ancient pines of the Veči Forest. Timber city’s size. At the wide mouth of the wood, foodstuffs, and labor. Some
is sawed into boards and shipped by Gaudava River, Gaudavpils is blessed people recognize that there are benefits to
wagon to Rezevpils. In contrast, the with a deep harbor that can accommodate be had from strengthening ties to the
occasional oak tree is floated down the larger vessels. Places of note include the capital, but many feel that too many of
Gaudava to Paraskas, where that Royal Palace (currently being renovated the village’s young people are being
settlement’s sawmills finish the job. The by dwarven artisans) and the Holy Hill, sucked into a vortex, never to return. It
remaining villagers either farm, or craft where the royal family worships. is only a matter of time before the
furniture for sale in Rezevpils. Guntis’ Tower: This stout tower merchants of Gaudavpils establish
Dundaga: This large fishing village was erected in AC 831 following an themselves formally here.
(750) is blessed with ample amber unusually well-planned raid by the Raimonds' Tower: This massive
deposits on its beaches. It used to be a Bloody Waters goblins. Although the tower was built in AC 450 to replace the
moderately busy place where amber clan was eventually eradicated, hundreds decaying, original wooden fort that dated
merchants would come to purchase their of people in and around Valmiera were from the time of Karalis Māris. It was
wares. With Gaudavpils and Rezevpils killed. In response, Grāfs Guntis intended by Karalis Egils to be the first
experiencing rapid growth and foreign Ezergailis had this tower built to deter in a series of fortresses along the
mercantile interests establishing similar attacks. It is home to 80 soldiers northern frontier. Construction costs
themselves in the capital, few merchants and 150 civilians. vastly exceeded all estimates, leading to
now are willing to risk missing an Kuldiga: Most of Kuldiga’s 470 the institution of tax increases that incited
opportunity by coming up here. Instead, people occupy themselves with sheep and unrest – an angered mob burned Grāfs
they have hired some locals to act as wool to some degree – raising and Raimonds Didgalvis to death in his
middlemen and procure amber for them. shearing the animals, curing meat, or manor by a mob. The tower was named
This reduction in status does not sit well weaving and dyeing wool. During the in his honor, and houses 269 people –
with the region’s nobles. Some traffic to summer months, many people drive their 164 soldiers and 105 civilians.
and from Šiaiulai passes through here. flocks deep into the hills of Namejs’ Line Rezevpils: In ancient times
Fort Namejs: Built where the for weeks at a time. Rezevpils was known as Piltene, a
Aiviekste and Gaudava Rivers split, Fort Mariaipeda: The capital of Lietuvos powerful city-state whose ships
Namejs is the largest, most imposing once stood at this location, but it was dominated what are now the southern
fortification in Littonia and the de facto razed almost 1,700 years ago as shores of Littonia. Piltene was lost in the
military headquarters for the nation. It is marauding armies swept back and forth chaos following the decline of the first

9
GEOGRAPHY

kingdom, and many other villages arose Valmiera: This is a prosperous Namejs’ Isle: Namejs’ Isle is the
in its place over the following centuries. mining village – more a town – of 1,170 more hospitable of Littonia’s two islands,
Modern Rezevpils slightly preceded the nestled in the forested lower slopes of with a few rolling hills and stands of
rise of Karlis the Unifier, but only Namejs’ Line. Precious silver is the pine. The isle was settled shortly after
recently has it become a place of note. main commodity, and Valmiera has faced the creation of the first Littonian
Today the town boasts a population of more raids than any other similarly-sized kingdom. The isle’s sole moment of
3,450, second only to Gaudavpils, and is settlement in the kingdom. This region, excitement came when it was used to
experiencing new vitality as it begins to nicknamed Sudrabzeme (“Silverland”), house King Egils after he was deposed in
attract its share of the merchant trade. was hotly contested during the instability AC 454. He lived out his exile in
Šiaiulai: Šiaiulai (population 2,700) following the collapse of the first solitude, and few of the island’s 200
was once a powerful town in the kingdom. It held off all enemies until BC inhabitants remember him at all. Most
kingdom of Lietuvos, and it was one of 12, when it was razed by frost giants. people are fishermen, with a handful of
the few settlements to weather the dark The region was not reclaimed until AC shepherds.
ages following the decline of the first 300, after several campaigns against Rūjiena: Rūjiena was the capital of
kingdom, thanks in part to its massive goblin tribes who had moved into the the kingdom of Saldus, a powerful realm
fortifications. Šiaiulai was abandoned area. blessed with a number of hidden gold
for a time after the great destruction mines that arose following the collapse of
wrought by the frost giants in BC 12 Other Sites of Interest the first Littonian kingdom. Saldus was
before being resettled twelve years later. Høgborg: This was once the hall of allied with to the fleeting Alphatian
It is a market town, like Rezevpils and Ulf One-Eye, the frost giant king of Kingdom of Alinor for a time. Thanks to
Gaudavpils, as well as the gateway to Nordenheim. Namejs and his followers a small cadre of Alphatian-trained magic-
northern Littonia. shattered the citadel, and little remains users, Saldus remained a regional power
Šilute: The beaches around Šilute today. A weathered monument stands even after the destruction of Alinor. The
(population 320) are the source of some nearby, upon which Karlis the Unifier kingdom refused to submit to Karlis the
of the best amber in Littonia. This is one ordered inscribed the names of those who Unifier and was defeated in a costly
reason why this region has suffered participated in those half-forgotten battle not far from where Fort Namejs
several raids by Ostlander pirates over battles. Many centuries have passed now stands. In the conflict’s aftermath,
the years. Aside from fishing, the locals since the giants were thrown down, yet Karlis destroyed Saldus, burning every
make a decent living selling the best this site remains sacred and few come village and razing Rūjiena to make an
pieces of amber to visiting amber mages. near it. example of the kingdom. None today
Talanga: Talanga (population 440) is Jūrkene: Jūrkene was the capital of recall Rūjiena’s precise location, but the
situated near a collection of hot springs, a kingdom that arose after the collapse of story of the Unifier’s vengeance and the
whose waters are renowned locally for Namejs’ realm. Its people were largely fabled gold mines of Saldus lives on.
their curative properties. Some of the shepherds, but their king coveted the rich
village’s more enterprising inhabitants, lands around modern Valmiera and Overall Population
including Valdnieks Vytautas Kalvaitis, Nevmala. After years of inconclusive Greater Littonia – the modern kingdom
have built a sanatorium over the largest fighting, Jūrkene’s king was killed in an plus outlying settlements along the coast,
spring, in the hopes of drawing paying ambush. With no clear succession, the in the south, or on the plains – has a total
visitors to the region. The people also kingdom dissolved into civil war. In BC population of 93,300. Roughly 78,600 of
extract and refine the nearby sulfur, as 500, a frost giant raid swept aside what these inhabitants should be considered
well as export mineral water. was left of Jūrkene. A few attempts have rural, and a quarter of that number
Valka: The region occupied by Valka been made at reclaiming the ruins, only resides in the un-incorporated regions.
lies on the fringes of the Noskumis to be denied by the presence of undead. 61,000 are Litoniesu, 30,000 are
Plains; here, the winters are harsher and Today, people give Jūrkene a wide berth. Lietuvan, with some 1,600 Kaarjalans,
longer, and the village’s 240 inhabitants Karlis’ Isle: Karlis’ Isle is a 400 Known Worlders, and 300 goblins
do the best they can at the kingdom’s windswept rock jutting up from the sea, comprising the rest of the population.
edge. Most people are shepherds, but upon which a small lighthouse has been Not included in the figures above are the
there is also considerable activity in the built. A single family has cared for the 5,000 goblins of the eastern Sarkans
spring and summer gathering herbs that lighthouse since it was built over 100 Plain, or the approximately 250 fey folk
grow thickly on the skirts of the plains. years ago, and most of its members live who inhabit the deeper forests of the
Valka is often the last stop (in more ways here year-round, supplied by grateful kingdom.
than one) for adventurers seeking their fishermen.
fortune in the ruins of Jūrkene.

10
SOCIETY

“Once opened, a bottle can never be sported by foreigners. Clothing among towns and villages where they perform
closed.”- Littonian proverb the upper classes is more colorful. many menial tasks.
In a form of conspicuous consumption, Sarkans Goblins (Goblinus litoniensis)
Races both urban and rural Littonians are slightly taller than their cousins in the
Humans comprise the overwhelming demonstrate their social status by the Known World, averaging 4 ½ feet tall.
majority of Littonia’s inhabitants, but amount and quality of jewelry worn. They have pasty white complexions, with
that is beginning to change slowly as Litoniesu tend to wear more silver, red or yellow eyes and dark hair being
word of this land, and the open frontiers whereas Lietuvans prefer amber. common. They tend to be of slight build
it offers, spreads to the diverse The third most common human group with a protruding jaw line that gives them
populations of the Known World. in Littonia is the Saamari people of a slightly canine appearance. Their teeth
neighboring Kaarjala. They have been are small and sharp. Goblins living in
Humans drawn to the kingdom because of trade, Littonia tend to wear the same clothing as
and they are found in Gaudavpils and their human neighbors do, while those
Centuries-removed from the
Rezevpils. The Saamari are slightly who live on the plains wear leather and
demographic shifts that characterized the
taller than Littonians, with blond or furs.
Known World, The native Littonians are
brown hair and primarily blue or brown There are many goblin clans further to
of either Litoniesu or Lietuvan stock,
eyes. Some Kaarjalans have a slight the southwest or in the north that prey on
with the former being the more
epicanthic fold over their eyes, giving those who enter their lands. They have
numerous. Both ethnic groups tend to be
them an almond shape. Most dress in a not ventured into Littonia for many years,
of average height, with fair complexions
manner similar to their Littonian but some people feel that it is only a
and straight, generally dark blonde or
compatriots, according to their social matter of time before they do.
light brown hair. Almost three-quarters
class.
have grey-blue or blue eyes, with grey
eyes being more common among
There are only a couple hundred Elves
Known Worlders currently living in Perhaps 100 elves live in Littonia in
Litoniesu. The clearest social division in
Littonia – almost all of these are in communities within Gaudavpils and
Littonia is not ethnic but between city-
Gaudavpils, with the rest in Rezevpils Šiaiulai. The Littonians initially were
and country-folk.
and Šiaiulai. Most Known Worlders hail very wary of the elves, which were
Country-folk of both sexes wear linen
from Ostland, Minrothad, and Thyatis, viewed by many as some variety of forest
tunics with knee-length wool trousers for
but expatriates from other nations can spirit with their purported resemblance to
men and skirts belted with a patterned
also be found. It is only a matter of time the laumes and their magical powers.
sash for women. The most common form
before Alphatians and Leehans appear in Even after a quarter century, an elf will
of footwear are pastalas, a type of tough
this coastal kingdom. attract considerable attention in a larger
slipper made with leather tied together
with straps. During the winter, thick settlement, and open stares in the
wool stockings, with jackets for men and Goblins countryside. Half of the elven population
shawls or cloaks for women, are worn for Southwest of Littonia rests the Sarkans is from the Meditor Clan who are
added warmth. Men tend to go bearded Plain, home to the Sarkans Goblins. actively exploring the country for guild
and have long hair, while women wear Historically, the goblins preyed on benefits. The remainder is composed of
their hair unbound or in a simple braid. outlying Littonian communities, but individuals from the Alfheim and
Most rural Littonians consider it following a series of military campaigns Vyalian clans in search of adventuring
unseemly to appear in public without a between AC 200-300 to regain control of opportunities – or a place to establish a
head covering, so hats are common. Men local silver mines, the goblins were new stronghold. Norwold’s foresthome
favor broad-brimmed hats made of felt, brought to heel. The defeat was so elves have thus far avoided the northern
and married women wear embroidered absolute that a number of goblin clans coast upon which Littonia exists.
linen head cloths. Unmarried women and paid tribute to the Littonians for a time,
young girls often weave ribbons through and fell under their influence. These Dwarves
their hair. Sarkans Goblins adopted some of their A small, but lively, community of
People from urban areas wear linen of a conquerors’ culture. Although they are Minrothaddan dwarves exists in the
finer weave made of wool or imported no longer ruled by Littonia, the cultural capital, but individuals also may be found
cotton, if they can afford it. Men’s hair influence remains. in the vicinity of Namejs’ Line and
is shorter, and they have a greater Relations between Littonia and its Valmiera. As with the elves, the dwarves
tendency to trim their facial hair or go former subjects are neutral for the most attract attention wherever they go, but
clean-shaven. Women wear their hair in part, and goblins have gained some their hardworking natures and inherent
more elaborate styles – inspired by those measure of acceptance in the southern talents have already led them to discover

11
SOCIETY

promising veins of several minerals. As larger villages and towns. There is to withdraw those favors; although even
such, they are often welcomed by the enough dynamism – through a a noble stripped of his lands and wealth
locals after a time. sufficiently large population base and was still of the upper class, and therefore
enough traffic to and from other regions treated with some measure of courtesy.
Other Races – to foster greater social mobility. The The landed nobles, however, were loath
The darkest portions of Littonia’s forests politicking of local governments adds its to accept newcomers into their fold, for
are home to small communities of pixies own influences to the mix. Still, they considered themselves superior by
and sprites, who migrated to this region Littonian towns have a slightly more reason of their bloodlines. Even now,
several centuries after the Great Rain of “rustic” feel to them, in large part they look upon families that were
Fire to claim its virgin forests for because they are often smaller than their ennobled centuries ago with disdain. By
themselves. They have had few Known World counterparts, and because custom, landless nobles are expected to
interactions with the Littonians, and are the cosmopolitan influences provided by defer to their landed counterparts – even
considered mythical creatures by most foreigners are largely absent. Despite if they are technically of the same
people. this, the social classes one would expect standing, but this is not enforced at court.
Those few who have seen fairies – to find in towns – nobles, merchants, The ranks of the nobility are bruninieks
called laumes – believe they are good- soldiers, artists, sages, tradesmen, or bruniniekiene (knight), valdnieks or
natured, but short-tempered, female entertainers, and rogues – are all present. dāma (lord/lady or governor), and grāfs
spirits who kidnap infants and children in At the pinnacle of the rising urban class or grāfiene (count/countess). A
order to satisfy their own yearnings for are the gentry, primarily successful bruninieks often owns an estate and a
parenthood. Most people in rural regions merchants. The gentry coalesced roughly few farms, and commands a small
believe in the laumes, and will leave 200 years ago, and eventually demanded company of soldiers. A valdnieks
small gifts for them whenever they enter a voice in public affairs. King Uldis V governs a village, and commands up to
the deeper parts of the forest so that they assented in AC 958 by pressuring (some ten knights, while a grāfs rules a town in
may go about their business unmolested. would say blackmailing) the Saiema into the name of the king, and commands the
The fey folk are content with this granting a number of seats to the gentry – loyalty of all nearby lords. Nobles with
arrangement. Nevertheless, the odd pixie but only after the king agreed to set high additional offices may have a higher
or sprite develops a taste for adventure, selection thresholds, to limit the number status than their rank would normally
and ventures into the outside world. who could be admitted. The gentry are entail.
becoming an economic power in Littonia Above the nobility is the royal family
in their own right, as contacts with other of Littonia, the House of Karlis, currently
Social Standing
nations slowly grow. headed by Karalis (King) Uldis VI.
Littonians would be considered
Above the commoners – rural and
struggling commoners in the eyes of
Known Worlders. Outside of the larger
urban – is the Littonian nobility. This Religion
class is divided into two sub-groups: Living as they do in an often harsh land,
settlements, almost everyone lives at a
landed and landless. Most landed nobles surrounded by peoples who have at
slightly greater than subsistence level by
claim descent from the companions of various times sought to drive them away
farming, mining, logging, fishing, or
Karlis the Unifier, who were rewarded or enslave them, the Littonians attribute a
animal husbandry. Literacy is largely
for their loyalty after he established the large part of their survival to their
confined to the local clerics, and even
kingdom. Although many scholars patrons’ favor. The Immortals, who are
then, many know their prayers by rote.
question whether such lineages can be described only vaguely and thought to
In the countryside, a person’s character is
traced back that far through Littonia’s wander the earth as mortals do, are seen
assessed by how hard they work and how
tumultuous history, custom and as part of the land itself, and thus the
willing they are to help their neighbors –
convention have enshrined the status of environment in which the Littonians live
there is simply no room for layabouts.
these families, of which there are is treated with especial reverence.
Given how tied they are to their
currently eighteen. Over the centuries, this has produced a
communities, few commoners ever leave
Landless nobles are those of noble cosmology with druidic overtones, with
their place of birth. Due to their
blood who are not members of one of the the Immortal Zemes māte occupying the
concentration in the more remote
great families, or are the descendants of role of a “Mother Earth” providing life to
northern regions, a greater number of
landed nobles who were stripped of their all. Priests area interpreters of the
Lietuvans fall into this category than
lands. Prior to the rise of the Saiema, Immortals’ will, and they are accorded
their Litoniesu cousins – a distinction
Littonian kings often ennobled those who great respect and consulted about all
that has caused its share of strife in the
performed great deeds, or enriched the manner of decisions by people of all
past.
royal coffers. Likewise, they were quick classes – although political rulers are
Matters are slightly different in the

12
SOCIETY

widely acknowledged to have the final commonly revered patrons in Littonia, Litoniesu Lietuvan
say. Spiritual expression is a fairly the Known World Immortal to whom Jūras māte Bangpūtys
simple matter, devoid of the pomp and they can be identified, and what is Mēness Menulis
ceremony of more cosmopolitan realms. attributed to them. The names are Pērkons Perkūnas
What few rituals exist, such as marriage presented in Litoniesu; Lietuvan Velu māte Giltine
rites, are held in the open air. equivalents are provided afterwards. Zemes Žemyna
Congregation halls only exist in the Italicized names denote Immortals
largest communities. perceived as female in the Littonian Other Faiths and Traditions
Plants and animals are accorded respect tradition. Individuals whose roots lie in the
as fellow children of Zemes māte. At Known World tend to maintain their
birth, every child is assigned a tree - an Immortals Attributes ancestral faiths. Most native Littonians,
oak for boys, a linden for girls – which Jūras māte The sea, sailors, and their priests, have little contact with
grows imbued with the person’s life (Protius) fishermen foreigners; thus, they are unaffected by,
force. It is widely believed that, should a Laima Fate, luck, domesticity and pay little attention to, these new
tree be cut down, the person associated (Terra) faiths. Some members of the urban
with it will die. Few Littonians would Mēness The moon, war classes, however, have embraced these
willingly cut down a tree associated with (Kagyar) “new” Immortals, but their numbers are
a deceased person for fear that its spirit Meza māte Forests still quite small.
would be angered. Lietuvans also offer (Ordana) Half of the Sarkans Goblins worship
gifts – bread, grains, and herbs – to the Mikelis Astronomy, prophecy, the Littonian Immortals. The remainder
earth upon a child’s birth, burying them (Khoronus) abundance venerates the more traditional goblinoid
in sacred mounds of throwing them out Pērkons Thunder, the sky, rain, deities, including Meža vīrs and Dievas;
to sea. (Thor) mountains, oak trees although the rites practiced are still
As bringer, purifier, and destroyer of Saule The sun, patroness of influenced by those of their human
life, fire is also important, occupying a (Ixion) the unlucky neighbors.
central role in many celebrations. The Velu māte Ruler of Vinsaulē
dead are cremated in great pyres on (Nyx) (“beyond the sun”), Societies
sacred hills, along with their costliest world of the dead Amber Brotherhood: The Amber
clothing and most precious possessions. Zemes māte Fertility Brotherhood is a two-tiered organization
Many rural settlements have sanctuaries (Ordana) that views the increasing presence of
on hills and riverbanks where priests tend foreigners as an assault on traditional
sacred fires, and traditional households NB: The word “māte” denotes “mother Littonian values. The lower tier is the
always keep a fire burning in their of”; thus, Jūras māte would be roughly public face of the brotherhood – a quasi-
hearths. translated as “Mother of Waves”, and religious organization that stages cultural
Zemes māte would mean “Mother of the events, looks after the poor, and provides
Immortal Patrons Soil”. farmers with extra help when they need
The cast of characters in Littonian it.
cosmology is a product of several pre- In addition to the major Immortals The secretive upper tier is the true
Rain traditions that congealed during the listed above, the Littonians revere dozens organization. It employs thugs to disrupt
migration of the Valoin people along the of minor deities, many of which the activities of merchants and seeks to
Isle of Dawn and onto the Norwold patronize very specific aspects of life or blackmail those members of the Saiema
Coast. Considering the conflict between nature – bees, or the protection of whom it feels are betraying their nation
the Antalians and the Litoniesu and hearths, for example. Immortals, such as into supporting more “favorable”
Lietuvans, the inclusion of Pērkons, Ordana, can be affiliated with more than proposals. Each member in the upper tier
better known as Thor, is at first puzzling. one Littonian persona. Many of the knows only the person immediately
The answer lies in the legends of his minor deities are actually lesser aspects above and those immediately below them
battles with giants – an inspirational of the major ones. in the hierarchy, to minimize the risk that
point for those enslaved by the giants of Lietuvan equivalents to the names the brotherhood’s enemies can unravel
Nordenheim. Pērkons is the only figure given above, where they differ, are as the whole network.
to have a birth or creation story – a follows. Again, italicized names are Requirements: Members of both tiers
testament to his relatively new feminine: must be Litoniesu or Lietuvan, profess
introduction. belief in the traditional Littonian faith,
The list below presents the most and refuse to do business with foreign

13
SOCIETY

merchants agree on the ultimate goal, they are single “official” script is now in use
Cost: 10 santīmu per month (lower currently hampered by disagreements on across the kingdom. The Thyatian script
tier)/50 lats per year (upper tier) how this is to be accomplished, and what was introduced to Littonia by traders
Privileges: Support of much of the to do if independence is ever achieved. from the Known World roughly 25 years
clergy and isolationist nobles; free room Requirements: Members must be of ago, ostensibly to facilitate commercial
and board in brotherhood chapterhouses Lietuvan ethnic stock and be committed and other ties. It is in use in Gaudavpils
while working for the organization to Lietuvan independence and Rezevpils, especially among the
Responsibilities: Lower tier members Cost: By donation, but usually 3/30 lats younger gentry, but has met with little
must pay their dues and volunteer at least per year for commoners/nobles interest elsewhere.
one day of their time per month; upper Privileges: Support of nationalist Among a portion of the Litoniesu
tier members must be prepared to serve Lietuvan nobles majority, especially in the larger
in any capacity Responsibilities: Members must be settlements, the Lietuvan language is
Hindrances: Poor reaction from willing to follow orders from superiors considered unrefined, and by extension
foreigners and progressive Littonians if Hindrances: Poor reaction from of relatively little cultural value.
discovered Litoniesu if discovered Other languages spoken in Littonia
include Kaarjalan and Buldurēšana, the
The Conclave: Called Konklāvs in Language latter of which is spoken by the Sarkans
Litoniesu, this organization is the Litoniesu and Lietuvan are the native Goblins, and considered by many a
informal body that brings together languages of the Littonians, with the debased dialect of Litoniesu.
Littonia’s amber mages. In accordance former doubling as the court language
with the tenets of its members, the and the trade tongue in the larger Culture
Conclave is non-hierarchical, and settlements. Although both evolved from A large part of Littonian culture centers
functions more as an information the same root language spoken by the on the importance of the dainas (dainos
network than anything else. Younger Valoin, their split into distinct languages in Lietuvan) – short, unrhymed poems
members use it to meet mentors, and was underway by BC 1500. When the that describe the deeds of the Littonian
through it members learn secrets that may current Kingdom of Littonia was Immortals, and how they affect the lives
have far-reaching impacts. Due to the proclaimed in BC 128, Lietuvan and of everyday people. When performed,
occasionally strained relationship the Litoniesu were no longer mutually dainas are often sung in a low, droning
amber mages have with the clergy, most intelligible. Both languages retain many voice to the accompaniment of zithers.
members are circumspect about their features of the original language spoken The dainas were originally composed
involvement and where they meet; by their common ancestors, but Lietuvan centuries ago as a means of imparting
although the existence of the Conclave is contains more archaic grammatical forms important lessons about life and
widely known. than Litoniesu, especially in terms of traditions, and they have survived to the
Requirements: amber mage noun declension. In both tongues, the present day as both oral history and
Cost: None first syllable of most words is stressed, parables on how one ought to behave.
Privileges: Opportunities to meet with, producing a spoken language that is very Unlike similar forms of storytelling, there
and learn from, other amber mages; lilting. are no legendary heroes in the dainas -
access to information Although a large portion of the such people are accorded respect through
Responsibilities: Members must render population is illiterate, runic symbols are popular songs and more mundane
aid to other amber mages when asked commonly used to convey ideas and storytelling.
Hindrances: Possible poor reaction from basic messages. These symbols are Another significant aspect of Littonian
Littonian clergy and druids if discovered derivations of ancient Antalian runes, culture is the number of festivals that
which were adopted by the Littonians mark the changing of the seasons.
Sons of Lietuvos: This organization shortly after their first encounters with Although the exact number varies from
is a loose band of Lietuvan nobles and them. [If a PC knows Northmen or region to region, there are usually no less
their followers who dream of re- Littonian Runes, an intelligence check - than eight during the year. The most
establishing the Kingdom of Lietuvos. 10 allows the PC to transliterate and significant of these is the festival of Jāni,
Most activities involve whipping up roughly identify inscriptions of the other on the summer solstice, the time of year
support within the Lietuvan community rune system.] when the forces of nature are thought to
for their cause, most often through rallies In the larger settlements, runic scripts be at the strongest, and the boundaries
for the masses, and genteel discussions evolved as a written language. between the physical and spiritual worlds
amongst the upper classes. Although the Following the centralization efforts of at their weakest. People protect
various factions within the organization Karlis the Unifier and his successors, one themselves by wearing wreaths of oak

14
SOCIETY

leaves (for men) and flowers (for from the Known World. High-value surrounding region, but in most cases
women), and decorate their homes with transactions, particularly with foreigners, towns and villages are left to govern
thorns and rowan branches. Festival fires are sometimes conducted using amber themselves as long as they remit
are also lit, and burn from sunset to jewelry. sufficient tax revenues.
sunrise, and during the night people leap Taxes are levied on an annual basis by
over them to ensure prosperity and Governance the landed nobles, acting through their
fertility for the coming winter. Herbs Littonia is a monarchy, ruled by Karalis seneschals, who then remit it to the king.
gathered during Jāni are thought to Uldis VI. Historically, the king ruled as Although the date of assessment varies
possess magical powers. an absolute monarch, but the reign of among the regions, it usually falls within
Karalis Egils (AC 442-454), which was a week after the shortest day of the year.
Currency and Trade characterized by heavy tax increases and Typically, commoners are levied a tax of
The people of Littonia have used poorly planned military campaigns 20% on the estimated value of their
currency for centuries. The ancient against the humanoids, prompted several assets. Those who can pay in coinage;
Valoin used amber shards of various nobles to rise up in rebellion. After the otherwise, people pay their taxes in the
sizes as a crude form of money – a king was deposed, the nobles established form of livestock and other goods.
system that remained in place until the an informal parliament, or Saiema, to In addition, towns with markets pay a
rise of the first Littonian kingdom under advise the king’s son, Māris IV, until he commerce tax of five lats per merchant,
Namejs, who minted silver coins in reached majority. The nobles ensured per month, levied by the local council on
varying denominations. During the that the Saiema (whose membership behalf of the king. This source of
chaotic period that followed, many of the consisted of themselves) became revenue passes directly into the king’s
larger petty realms that arose minted their established at court, and since that time coffers, and its institution was a cause for
own coins, or used a mixture of old silver every reigning monarch has been advised concern among the nobles, who fear a
pieces and amber. by this body. It is composed of the reduction in their own influence.
With the rise of the second kingdom nobility and, more recently, at a previous Nobles are taxed at 20% on the value of
under Karlis, a new currency, based on king’s request, the wealthier landowning their estates, but this is reduced if the
the golden lats, was instituted. Each lats gentry. noble in question can prove that all
is subdivided into 100 tiny silver santīmu The Saiema is responsible for advising fortifications within his dominion are
(sing. santīms, worth 1cp). To further tie the ruler on matters of state and trade, fully garrisoned. In addition, nobles of
his subjects together, Karlis ordered the and for ensuring that all laws pronounced all ranks are expected to serve with their
seizure of as many old coins as possible, by the ruler are followed throughout the garrisons for at least one month out of the
and melted them down – it is still kingdom. Membership is for life, and year.
possible to find old coins in treasure awarded to nobles who have recognized
hoards and the like, however. estates (i.e., dominions), or gentry whose Crime and Punishment
Although the Littonians have been private property is worth at least 20,000 Littonian legal traditions vary depending
trading amongst themselves, and to a lats. Eighteen members represent the on whether the crime is committed in a
lesser degree with the Kaarjalans, for nobility, who are responsible for rural or urban region. In rural Littonia,
centuries, international trade as it would appointing their own successors, and the which is by far the majority of the
be understood in the Known World remaining nine are appointed by the kingdom, the criminal code is based on
commenced relatively recently. Littonia ruler. The noble faction has often the legal traditions of the clans who
manages to feed itself in all but the worst claimed that the king’s appointments to settled it centuries ago. The head of a
years, but it does not export food. The the Saiema have been wealthy merchants family – man or woman, but usually a
kingdom is rich in timber, wool, and who won their posts through bribery, but man – is considered the absolute
silver – all of which it exports. Its most this has never been proven. Being a authority. Disputes are brought before
valuable commodity is amber – petrified largely informal body, the Saiema meets the patriarch (or matriarch), who, advised
pine pitch – which is often found in great whenever its members agree to do so, by elders, renders a decision based upon
quantities on the beaches. Littonian and, as motions are carried by a three- what is in the best interests of the family
amber is gaining a reputation throughout quarters majority, debates are always as a whole. Once made, a decision
the north for being of exceptional quality, raucous affairs. cannot be questioned, save through Trial
and it is favored by many magic users In addition, each town and village is by Combat (see below).
whenever amber is needed as a spell or governed by a local council, which For minor transgressions (e.g., theft,
alchemical component. As a result, the manages daily affairs. These local disobeying an elder) the punishment
market value of such amber is often twice councils are under the direct authority of meted out depends on the status of the
or three times greater than specimens the landed noble that controls the guilty party. Youth might be birched,

15
SOCIETY

while adults might be forced by the The more rural Lietuvans have a Leeha: To date, Leehan traders have
family head to give livestock or other greater tendency to uphold the traditional not reached the coastal kingdom of
goods, or perform labor, to the aggrieved legal system. A not insignificant number Littonia, but this should change as the
party as restitution. The concept of of them see the “new” legal system as a situation changes in the north.
incarceration is strange to most rural foreign imposition. Minrothad: The expedition to
Littonians, as doing so would render a Littonia in AC 974 was funded by Guild
person unable to work, and for most Relations with Meditor and had no official sanction. Its
families every pair of hands is needed. Surrounding Lands success has led to some talk of the Guilds
The most common traditional sending a formal trading and diplomatic
Alpha: Formal contact was
punishment in Littonia for serious mission to the kingdom, as current
established with this Alphatian colony
crimes, such as murder or rape, is exile, trading agreements are between Uldis
not long after its founding. Occasional
which, in the harsh climate that prevails and the Meditors only. Due to the
trade is conducted between the two
for much of the year, can amount to a Guilds’ entrenched presence in the larger
nations – much of Alpha’s trade with
death sentence. Exile is for life, and settlements, most Littonians who are
Alphatia is carried on a northern route –
should the offender return to their aware of the Known World think of
but Littonia’s status as a kingdom within
community for any reason, they will be Minrothad first.
Ericall’s fief has left relations cordial, if
killed. Neighboring communities will Oceansend: The coastal natives
standoff-ish.
also be notified if a person is exiled, have known of the Lietuvans – who once
Alphatia: After various forays into
effectively making them persona non lived on the Isle of Dogs and Walrus
Norwold, the Empire has long been
grata there, too. Island – for centuries. Depending on
aware of “barbarian” Littonia.
If an accused person refuses to admit how the political future of the north
Occasional contact and news filtering
guilt, a Trial by Combat is held to settle unfolds, Kings Yarrvik and Uldis may be
from Alphan spies continue to inform
the matter. The accused must fight the pushed into alliance.
Sundsvall. Thus far Littonia has been
aggrieved party, or a champion appointed Ostland: Ostlanders have been
dismissed as being of little importance –
by that person, until one party submits. sailing up and down the coast of
despite the fact that it occupies lands
If the accused person loses, they must Norwold for centuries, and Littonia’s
formally claimed as part of Norwold.
admit their guilt, or die; if the aggrieved shores are well known to them. For the
Reports of Littonian “amber mages” have
party loses, they must abandon their most part, Ostlanders have traded in the
sparked mild interest from some
claim. This system was introduced to the larger ports, but have not been averse to
members of the Grand Council, but no
Littonians by the Antalians not long after raiding elsewhere whenever they could
official decision has been made to
they encountered each other. get away with it.
investigate further. Alphatia likely will
In the urban regions - any settlement Qeodhar: Littonian coastal
send its own spies to Littonia at some
with a population greater than 1,000, and settlements have occasionally been hit by
point, should these reports be verified.
especially those with foreign-born the Scourge of the Norzee. Formal
Alphatia will not intervene in the
populations – there is a growing tendency contact with Qeodhar was made shortly
Qeodhar-Littonian dispute over fishing
to look down upon such traditions. A after Uldis VI ascended the throne.
rights unless Littonia declares war.
codified set of laws has been introduced Trade is infrequent, and new tensions
in an attempt to modernize the kingdom, Heldann: No official contact exists
between the Heldannic Knights and have arisen over recently discovered
but local interpretation of the laws varies. schools of cod in the Alphatian Sea.
A miertiesnesis (magistrate) appointed by Littonia, but the order has been aware of
the kingdom for several years. Some Thyatis: Thyatis has known of
the local noble passes judgment on all Littonia for decades and has been
legal matters, and foreign concepts, such senior knights believe that the Littonians,
if converted to the cause of Vanya, would procuring amber through proxies almost
as the crimes of tax evasion and as long. Interest increased following the
embezzlement, and incarceration as a make excellent additions to their armies
and give the Knights an additional route AC 974 expedition, and some senators
punishment for petty crimes, have been are pushing for a formal mission to the
introduced. Those sentenced to death of attack in their broader strategy for
conquering all of Norwold. kingdom to possibly bring the kingdom
have a choice, however; they can either into the Thyatian sphere of influence
be hung, or, in deference to tradition, Kaarjala: Kaarjala and Littonia have
extensive trade and political ties, given before Alphatia can do so. Thyatians
they may be exiled. Those opting for the who remember the empire’s involvement
latter forfeit all of their assets to the their similar circumstances and shared
history. Relations are generally friendly, in Ghyr believe that Littonia could serve
crown and leave the kingdom as a stepping stone to reasserting
immediately, never to return on pain of and Kaarjala depends on Littonia to act
as its trading gateway to the south. influence in the north.
death.

16
MILITARY

Sparsely populated Littonia relies on a Fort Namejs Garrison Town Garrison


handful of strategic garrisons Personnel: 10 (F10) mounted knights, 40 Town garrisons participate in local
supplemented by the Zemessardze (F5) mounted paukotājs, 180 (F1) defense only, and, although formally led
(“home guard”). The rank structure is soldiers, 60 (F1) archers, 50 (GobF1) by a grāfs, leadership is usually delegated
simple: Common soldiers (F1 or F2) are mounted goblin scouts (spear, shortbow). to a valdnieks. For village garrisons, use
commanded by a veteran soldier called a Non-combat Personnel: 100 the statistics for the Zemessardze.
paukotājs (swordsman – F4 or F5), who Leadership: Pavēlnieks (F20) Number of such Units: 3 (Gaudavpils,
in turn is led by a vadonis (chief) – most Troop Class: Excellent Rezevpils, Šiaiulai)
often a bruninieks, but occasionally a BR 133 Personnel: 3 (F10) mounted knight or
high-level (F10 or more) commoner with veteran warrior, 15 (F5) paukotājs (chain
a great deal of military experience. The Fort Namejs boasts one heavy catapult, mail, normal or bastard sword), 45 (F1)
pavēlnieks (commander) of the Littonian two light catapults, and two ballistae. soldiers (scale mail, normal sword), 45
army reports directly to the king. The goblin scouts ride pygmy mammoths (F1) archers.
The Zemessardze comprises several bred for obedience. Non-combat Personnel: 15
provincial bands, often commanded by a Leadership: Valdnieks (F12)
bruninieks and trained to range within a Guntis’ Tower Garrison Troop Class: Fair
specific frontier territory. Farms and Personnel: 3 (F10) mounted knights, 15 BR 84
hamlets under their protection graciously (F5) mounted paukotājs, 40 (F1) soldiers,
give them additional supplies, but the 22 (F1) archers. Littonian Royal Navy
soldiers also get by on foraging or the aid Non-combat Personnel: 40 The vessels currently in service are the
of attached hunters or trappers. The Leadership: Grāfs Talivaldis Ezergailis Karlis (flagship) and the Pērkons in
number of Zemessardze units in service (F14) Gaudavpils, the Saule in Rezevpils, and
at any given time fluctuates with Troop Class: Good the Dzintars (“amber”) in Dundaga.
availability. In times of war, many units BR 111 Each vessel is commanded by a kapteinis
are formally incorporated into the nearest (captain).
valdnieks’ military force. All artillery Guntis’ Tower is also defended by one Number of such Units: 4
pieces are crewed independently of the light catapult and two ballistae. Personnel: 5 (F5) master seamen (leather
forces. armor, normal sword), 15 (F1) marines
As a maritime nation, Littonia also has Raimonds’ Tower Garrison (leather armor, normal sword), 5 (F1)
a small navy, comprising four small Personnel: 4 (F10) mounted knights, 20 archers (leather armor, shortbow).
sailing ships. (F5) mounted paukotājs, 80 (F1) soldiers, Non-combat Personnel: 10 (F1) sailors
60 (F1) archers. (will help repel boarders but will not
The Royal Guard Non-combat Personnel: 105 fight otherwise)
Personnel: 5 (F10) mounted knights Leadership: Grāfs Gediminas Didgalvis Leadership: Kapteinis (F10)
(plate mail, normal sword), 20 (F5) (F13) Troop Class: Below Average
mounted paukotājs (plate mail, normal or Troop Class: Average BR 61
bastard sword), 100 (F1) soldiers (chain BR 104
mail, normal sword), 50 (F1) archers Each vessel is equipped with a fixed light
(leather armor, shortbow). Raimonds’ Tower is also defended by ballista.
Non-combat Personnel: 50 one light catapult and one ballista.
Leadership: Crown Prince Pēteris (F15) Excluding the Zemessardze units and
Troop Class: Excellent Typical Zemessardze Unit any heroes, the Kingdom of Littonia has
BR 131 Number of such Units: 20 (and 10 a standing army of 1,313 fighting men
village garrisons) and women supported by 355 non-
The Royal Guard protects the royal Personnel: 1 (F10) mounted knight or combat personnel. The Littonian Royal
palace and other important sites in veteran warrior, 4 (F5) mounted Navy comprises 4 vessels, 100 marines,
Gaudavpils, and escorts members of the paukotājs (chain mail, normal or bastard and 40 sailors. A full mobilization of the
royal family. Despite its showy nature, it sword), 12 (F1) soldiers (scale mail, Zemessardze would add another 460
is a combat ready military unit. normal sword), 6 (F1) archers. troops, increasing the kingdom’s wartime
Non-combat Personnel: 2 military strength to 1,873.
Leadership: Vadonis (F10)
Troop Class: Below Average
BR 49

17
PERSONALITIES

Royalty and Nobles Guard – a duty he relishes. Pēteris Uldis. He lost his right eye during an
radiates a quiet confidence, but he is ambush by bandits years ago and wears
Uldis VI, Karalis of Littonia and filled with conflicting emotions. his scar proudly. His son and heir,
Grāfs of Nevmala: F16. Uldis is Although he sees the benefits of seeking Māris, serves at court as the king’s
king of Littonia and grāfs of Nevmala, more ties with the south, some of those cupbearer.
the ancestral seat of his house. He is the he trusts – including the High Priest Equipment: bastard sword +2, +3 vs.
direct descendant of Karlis the Unifier Brencis – have been advising him not to giants.
and feels the weight of that blindly follow his father for fear that he Algirdas Gaizauskas, Grāfs of
responsibility. might lead the kingdom astray. Šiaiulai: F12, Wis17. Algirdas is
Uldis is of average height and broad- Maija, Princese of Littonia: NW. descended from the ruling house of
shouldered but lean. He wears his dark At 15, Maija knows little but the Lietuvos, though he cannot prove his
blond hair short and, unlike many sheltered life at court. Her Thyatian tutor claim. He is keenly aware of how far his
courtiers, has a moderate beard out of has opened her eyes to the wonders of the family has fallen – to ruling only a single
deference to tradition. Known World, and she is growing town. The grāfs is a leading voice for the
Uldis ascended to the throne at the age increasingly restless, knowing that her landed nobles in the Saiema, but he has
of 36 upon his father’s death four years likely destiny is to be married off as part been loyal to the kingdom, risking his life
ago. Since then he has been coming to of a political arrangement. She has in numerous campaigns. He is unaware
grips with being a ruler of a realm in romantic notions of running away but has that his son, Laimonas, leads the Sons of
transition. Because he is still an given little thought to the accompanying Lietuvos. Algirdas is every inch a
unproven king in the eyes of many dangers. Maija would not be above using professional, battle-hardened soldier.
nobles, Uldis feels that a formal alliance her considerable charm to entice visiting Equipment: normal sword +3 (flames on
with a foreign power, perhaps sealed adventurers into helping her “escape”. command), shield +1.
with the betrothal of his daughter, might Gediminas Didgalvis, Grāfs of Gundega Skulme, Grāfiene of
provide him the support necessary to Mariaipeda and the Northern Rezevpils: NW, Int15. After the death
cement his relations with the nobles. Marches: F13, Con6. The Didgalvis of her husband, Andrejs, Gundega
Equipment: normal sword +3. family supported Karlis the Unifier early refused to step aside for her son,
Daina, Karaliene of Littonia: C5. in his campaign and fought alongside Eduards, and governed the growing town
Daina is the eldest daughter of Valdnieks him while many of their fellow Lietuvans and its vicinity as countess. Over the
Raimonds Skulme, cousin to the did not. In reward, the family received past five years, trade has increased, more
Grāfiene of Rezevpils. In her youth, she estates around Mariaipeda and people have moved in, and her tax
felt the calling of Jūras māte and spent responsibility for coordinating defenses revenues have grown. She is disliked by
time wandering the Veči Forest, but she of the northern frontier – thus raising the traditionalists because she is seen as
was recalled by her father after he had family head to the status of count. Many meddling in politics, a “man’s game,”
learned that the crown prince fancied her. Lietuvans continue to see the Didgalvis and for cozying up to the merchants. Her
Uldis and Daina wed in short order, and family as turncoats. mild demeanor conceals an iron will, and
she retired from her adventuring life. Now in his late 60s, the grāfs is nothing escapes her notice. Gundega
The Karaliena remembers the time frequently racked by illness. He feels his believes Karalis Uldis will bring Littonia
before the arrival of the Known World son and heir, Vidmantis, a drunkard and into a new golden age.
traders and has seen first hand how her philanderer lacking the moral character to Evalda Anelauskas, Dāma of
hometown has benefited, but she is also govern, but he is unsure whether his Šilute: F9. Once, the Anelauskas
conscious of the undercurrent of capable daughter, Sigita, would be family controlled a powerful maritime
discontent among many people. Daina accepted by his traditional people. kingdom on Littonia’s coast as far south
is widely regarded as the king’s Talivaldis Ezergailis, Grāfs of as the mouth of the Gaudava River.
unofficial chief advisor, and those who Valmiera and the Southern Karlis the Unifier swept aside that rule,
oppose his policies lay the blame at her Marches: F14. The Ezergailis family and the family has resented its reduced
feet. The queen still has her mace +2, has ruled the Valmiera area for centuries. circumstances ever since. The current
and stays in form by practicing with it. They have been staunch supporters of dāma has no love for King Uldis, but she
Pēteris, Princis of Littonia, Littonia’s kings since Karlis the Unifier. does respect him as a ruler who wants to
Tronmantinieks: F15, Wis 15. As Talivaldis’s family is responsible for develop the nation. Her dominion
crown prince, Pēteris bears the additional defenses along the southern border. The suffered the occasional pirate raid until
title of tronmantinieks (“heir to the grāfs is a tall, haughty man, full of pride recently, and Evalda suspects that the
crown”). He recently came into his in his family and in the importance of his true intentions of foreigners are less
majority and took command of the Royal dominion, but he still defers to King noble than they seem. Her current

18
PERSONALITIES

preoccupation is the increasing presence PCs he could become a useful resource. his time between Gaudavpils and
of trolls in the Teici Bog. Evalda is more Andrejs Laizans: NM. A young lad Rezevpils. Foreign interest in Littonian
at home at sea and has an easy manner of 17, Andrejs’s entire world was his amber has strengthened his already
with her subordinates. family’s farm near Paraskas, until Dāma healthy business, and he is now a very
Vytautas Kalvaitis, Valdnieks of Laila’s men took his father away on wealthy man. Last year, he earned the
Talanga: F7. The blood of Lietuvos charges of aiding a smuggling ring. king’s gratitude for organizing the
runs strongly in the Kalvaitis family, Andrejs left the farm in search of work, merchants to support a piece of
which has lived in the Talanga Valley hoping to send enough money to support legislation, an act for which he was
since the time of Karlis the Unifier. his mother and siblings. He also seeks to nominated to the Saiema. Matīss is a
Vytautas’s father died trying to retake find out his father’s fate. Andrejs fervent supporter of the king.
Jūrkene and his mother is very ill – currently works in Gaudavpils. He is a
granting him the governorship at the age plain-spoken young man who is both Heroes and Heels
of 17. He wants to do what is best for his intimidated and enthralled by the big city. Blaise Barkbreaker: E3, Dex16.
people but knows that his family, having He often does odd jobs, but depending on Originally from Alfheim, Blaise left the
been ennobled by the disgraced Karalis the circumstances he might seek to join familiarity of the Canolbarth Forest for
Egils, has few friends in the Saiema. an adventuring party as a cultural guide the rugged wilderness of Littonia ten
Laila Kaudzitis, Dāma of or a fighter. years ago. He feels at home in the depths
Paraskas: NW. Widowed and Elzbieta Mazutis: NW. The young of Mindaugas’ Forest, and with the
childless, Laila Kaudzitis is the last of woman Elzbieta has already made a name unpretentious people who live in the
her once-powerful family, which has for herself as a shrewd merchant in her nearby villages. Blaise makes a
ruled the Paraskas region for centuries. hometown of Šiaiulai. She has forged comfortable living as a hunter and a
Compounding her familial bitterness is partnerships with several dwarves in maker of poultices from certain tree
the fact that the capital continues to take Gaudavpils and sells their goods barks. He is said to know which barks
in much of what Paraskas produces – throughout much of northern Littonia. produce scents that attract game, but no
including its people. She acknowledges Elzbieta dreams of being invited to join one has convinced him to divulge his
that there has been some benefit, but the Saiema as a representative of the secrets. When not in the forest, Blaise
Laila wonders whether opening the gentry, but she knows that she will face can be found hoisting a mug of ale in a
kingdom will bring even more pain. opposition from some of the local nobles village pub.
Bruninieks Teodors Kaizins: C9, as well as her competitors. Brother Jānis: C6, Cha15. Janis
Wis16. The Kaizins family may be Aivars Redspears: Gob NM. Aivars Rimkus was a feared brigand until one of
minor landed nobles that have is a fifth-generation goblin resident of his intended victims, a lone priest, made
traditionally supported the Skulmes. Rezevpils. He knows that his people are him see the error of his ways. Inspired,
Teodors recently inherited his title to only barely tolerated in many quarters of Janis became a priest and now wanders
estates in the northern fringe of the Veči society, but he is extremely proud that his the countryside ministering to the people.
Forest. He pays little attention to politics family has worked its way up to their Although he is illiterate, Janis knows all
and is not sure whether his family’s current status as town officials. Aivars of the prayers and rituals by heart and is
traditional allegiances should still hold. collects the king’s tax on merchants, a a natural orator. Player characters could
Teodors is not entirely comfortable with duty he takes very seriously. He will encounter him almost anywhere in the
Grāfiene Gundega’s support of the report anything even remotely suspicious more remote regions of the kingdom.
merchant class. Varis Albats and other to the authorities. PCs going about their Rozele Gaigalas: F3. Rozele
traditionalists are trying to sway him. business could attract his attention, but he wanders Littonia in search of glory and
also is a useful source of information on may try to attach herself to a foreign
Cityfolk the activities of merchants. adventuring party to hear their stories and
Mikelis Krasauskas: T4, Cha17. Bofur Stronghammer: D4. Bofur improve her skills. She claims to be from
Mikelis is an agent for several merchants is a Minrothaddan dwarf and master a hamlet deep in Mindaugas’ Forest, but
in Gaudavpils. He has made a name for armorer who settled in Gaudavpils at the she seems too worldly for a rural
himself as a charming, skilled dealmaker conclusion of the expedition in AC 974. commoner. In reality, Rozele is Sigita
who can make his clients a lot of money, Since that time, he has made a tidy sum Didgalvis, the youngest child of
but no one knows that he also lines his selling his wares to those who can afford Gediminas Didgalvis, Grāfs of
own pockets during transactions. His job his prices. He often acts as the unofficial Mariaipeda. Sigita knows that her father
brings him into contact with all manner leader of the city’s dwarven community. will soon grow too infirm to govern, and
of people in commerce – legitimate and Matīss Ulmanis: NM. Matīss is a she fears what will happen if her brother
shady – and if treated favorably by the middle aged amber merchant who divides inherits. When possible, she slips away,

19
PERSONALITIES

ostensibly to visit the court at fairies. As the self-appointed guardian of Laimonas Gaizauskas: F19, C.
Gaudavpils, to hone her skills in case she the wilderness, Tanas is not fond of the Laimonas is the only child of Grāfs
should need to forcibly dispossess her new ways taking hold in the larger towns, Algirdas Gaizauskas and his wife, Mara
brother. She is fiercely protective of but he thinks that old and new traditions Tebelis, the younger sister and only
those she trusts. can coexist. Tanas is a good source of sibling of Karalis Uldis VI. At an early
Equipment: normal sword +1 (haste 3x local lore, and he knows countless hidden age, Laimonas fell in with other young
per day). trails and ancient sites. He is a giant of a nobles involved with the Sons of
Bruninieks Andris Gailis: F6, man, with wild long grey hair and a Lietuvos. Under their guidance he
Wis9. One of Andris’s ancestors was bushy beard that nearly covers a heavily became steeped in resentment and anger,
raised to the nobility for protecting a scarred face. and he has since risen to the top of the
former king from an ambush, but the Equipment: hand axe +1. organization. While his parents think he
landed nobles have never accorded the Nadia Svensdottir: F13, Str15. merely serves at court, Laimonas is
Gailis family any respect. Having no Nadia’s father was the feared Beorn furthering the cause of the Sons in
land aside from their farm, the only thing Waverider, an Ostland pirate who Gaudavpils. He is a few years older than
of value they possessed was their title. plagued Littonia for many years, while Crown Prince Pēteris and was heir
Now in his majority, Andris is her mother was a captured bride. 30 presumptive until the latter’s birth.
determined to win some respect for his years later, Nadia has ventured to her Gintas Mudwater: Gob2, C. The son
family. He wanders Littonia in search of mother’s homeland. Although she is of a goblin laborer, Gintas has spent all
adventure as a “celojošs bruninieks”, or pleasant looking, with merry brown eyes his life in Gaudavpils. He refused to
knight-errant, claiming shelter wherever and a ready smile, her life has been hard follow in his father’s footsteps and
he may and performing heroic deeds for – she has lost many lovers as a result of became an enforcer for one of the town’s
those in need. Although very brave and her adventuring lifestyle. Nadia knows gangs. Gintas is fairly big and broad for
strong, and a gifted horseman, Andris Norwold’s northern coast like the back of a goblin (5’ tall). He presents himself as
lacks the experience of age to determine her hand, and she is well known in its a dangerous adversary but will flee from
which causes will aid him most. ports. She prefers to dress in sea blue any serious fight. He rarely goes
Equipment: two-handed sword +1. clothing, wrapped in a dark blue cape. anywhere without accomplices.
Anele Markauskas: AM11, Int16. Equipment: normal sword +2 Brencis Ulmanis, High Priest of
Anele wanders northeastern Littonia in Varis Albats, Valdnieks of Littonia: C30. The elderly Brencis
search of news and lore, but she has Dundaga: F10, C. The Albats family has been a cleric of Pērkons since early
grown concerned over rumors that some has held the Dundaga region for nearly adulthood. He was made high priest
unknown, ancient evil is stirring in the 800 years, but it has been nearly fifteen years ago by the late Uldis V.
north. Among the amber mages, Anele is extinguished by a succession of illnesses Brencis carries a dignified, scholarly air
well known for her ability to gather and mishaps at sea. “Upstart” merchants about him. As the head of Littonia’s
information and her ingenuity in creating in Gaudavpils have sorely depleted the clergy, he is also the personal priest of
new spells. She has a naturally joyful family’s fortunes, and Varis has cast his the royal family and leads all major
disposition, and looks much younger than lot with the criminal element, letting religious ceremonies in Gaudavpils.
her actual age of 42. Anele frequently them use his dominion as a staging area Few people know that the priest is also
wears brightly colored clothing. in exchange for large payments. Varis is the long-serving head of the isolationist
The Old Man of the Woods: F12, tall and lean, with a pale complexion. Amber Brotherhood. He privately
Str16, Con17, Cha6. The Old Man of the Vidmantis Didgalvis: F8, Int16. believes that the king has been seduced
Woods has been wandering the deepest Vidmantis is the heir to his family’s seat by foreign merchants and that the
forests of Littonia for over 20 years, at Mariaipeda and is already planning kingdom will become a vassal state to the
helping travelers and hunting outlaws how to spend his inheritance. He is often nations of the south if the people
and great beasts. Born Tanas Berzins, at in the company of foreign merchants in continue to reject tradition. He is trying
one time he was a member of the Royal Gaudavpils, securing business for them to mold the crown prince into a more
Guard. Acting on an inexplicable urge, in exchange for copious amounts of wine desirable monarch, while stealthily
he left his post and entered the Veči and spirits. When not being wined and undercutting the queen, whom he sees as
Forest, where he saw an undead creature dined, he entertains young noblewomen a radical apostate.
attacking a tiny woman. He saved the from the minor families, promising them
woman, and later learned that she was much if they give him what he wants. He
one of the laumes. Out of gratitude, the has nothing but scorn for his younger
sprite gave Tanas the gift of second sight, sister, Sigita, and her unladylike
and pronounced him a friend of the ambitions beyond her station.

20
MONSTERS

Monstrous creatures are uncommon in robber fly, giant serpentweed, shrieker, invisible at will, and while in that state it
the lowlands, save for the deepest forests. skeleton, troll, vadātājs, waterfowl whispers suggestively to its intended
Most heartland encounters are with Veči Forest: brown bear, giant and victim, convincing them that their
normal or large animals, but dangerous normal beaver, giant arctic bee, giant intended destination is close by – just
foes do wander in from the surrounding ferret, insect swarm, owl, pixie, robber over the next hill, across the river, or
areas. This list of likely monsters fly, skunk, giant spider (any), sprite, something similar. In doing so it creates
includes creatures found in the Rules stirge, vadātājs, waterfowl, žiburinis an illusion (treat as though cast by a 10th
Cyclopedia and the Creature Catalog. Vētra Hills: amber golem, giant ant, level spellcaster) of approaching the
normal and giant bat, tiger beetle, deer, destination. When reached, the illusion
Draudīgs Wood: giant ant, giant and eagle, goblin, lynx, owlbear, white dissipates, revealing the truth to the led-
normal beaver, normal and giant bat, dragon, normal and dire wolf astray victim. The vadātājs feeds off of
giant arctic bee, deer, elk, green dragon, Zalš Forest: giant and normal beaver, its victim’s growing anxiety and despair.
giant spider (any), owlbear, pixie, rabbit, giant centipede, deer, eagle, elk, grizzly It continues in this way until the victim
robber fly, skeleton (ruins), skunk, sprite, bear, insect swarm, lynx, otter, pixie, starves to death, or runs afoul of a wild
stirge, vadātājs, wight (ruins), wild boar, rabbit, sprite, stirge, strangle vine, animal or similar danger, after which it
wolf, žiburinis vadātājs, whipweed, wild boar, dire and devours the victim’s soul.
Lietuvan Hills: giant arctic bee, normal wolf, žiburinis Occasionally, the vadātājs may appear
eagle, elk, frost giant, ghostly horde, grab as a friendly being (for example, a child
grass, insect swarm, lynx, rabbit, or a small dog), who either offers to lead
reindeer, skeleton (ruins), troll, white Vadātājs the victim where they want to go or
dragon, dire wolf AC -2 gestures that one should follow. The
Mindaugas’ Forest: giant and HD 8*** victim is led deeper into the wilds,
normal beaver, giant arctic bee, grizzly Move 180’ (60’) ultimately encountering a natural peril. If
bear, deer, ghostly horde, insect swarm, Attacks Special or 1 soul attacked while disguised, the vadātājs
moose, otter, owl, pixie, rabbit, sprite, drain will turn invisible and flee.
stirge, troll, vadātājs, waterfowl, wolf, Damage See below or 1d6 The easiest way to defeat one of these
žiburinis Constitution creatures is by recognizing the vadātājs’s
Namejs’ Line: amber golem, frost No. Appearing 1 (1) overtures for what they are (save versus
giant, grab grass, grizzly bear, lynx, Save As MU10 Spells –3). The vadātājs immediately
rabbit, snow ape, white dragon Morale 8 departs for more easily duped prey.
Noskumis Plain: giant ant, giant Treasure Type Nil Clerics of Mēness will always see a
arctic bee, bison (wisent), frost giant, Intelligence High (16) vadātājs in its true form, even when it is
ghostly horde, goblin, grab grass, arctic Alignment Chaotic invisible. If cornered, a vadātājs will try
hare, ice wolf, reindeer, skeleton (ruins), XP Value 2,300 to siphon away its opponent’s soul – the
spectral hound, spectre (ruins), wight Habitat Woods, swamp DM should roll to hit, and if successful
(ruins), dire and normal wolf, woolly the victim must make a saving throw vs.
mammoth (with goblin rider only), Monster Type: Planar Monster (Very Spells at –3 or lose 1d6 points of
yowler Rare) Constitution. Should a person’s
Pērkons’ Throne: amber golem, tiger These malevolent entities were Constitution score be reduced to zero in
beetle, black pudding, cave bear, frost originally created by Mēness (Kagyar) to this manner, they die immediately, and
salamander, gelatinous cube, mountain serve as his assistants, but they rebelled. their soul is devoured by the vadātājs
goat, goblin, green slime, grey ooze, Mēness confined them to the far north for during the next round unless attacked. A
griffon, ice wolf, mountain lion, owlbear, all time, but they have discovered person killed in this manner may not be
shrieker, skeleton (ruins), snow ape, pleasure in getting people lost, and resurrected. If the victim survives the
spectre (ruins), steam weevil, white feeding on feelings of despair. The attack, Constitution is regained at a rate
dragon, wyvern Littonians call them a “vadātājs” of one point per day of rest.
Sarkans Plain: giant ant, tiger beetle, (literally, “leader”) because they give the The vadātājs may not be harmed by
bison (wisent), elk, ghostly horde, goblin, appearance of helping people lost in the nonmagical weapons, and magic
insect swarm, rabbit, skeleton (ruins), wilderness, while in reality they lead weapons do minimum damage, as do
wolf them to certain death. spells. Weapons and spells designed to
Teici Bog: giant catfish, hydra, ghost, In its true form, the vadātājs resembles injure creatures from other planes, or any
grey ooze, insect swarm, giant leech, a man-shaped gaseous cloud with gaping weapon blessed by a cleric of Mēness,
purple worm, normal and giant rat, holes for its eyes and mouth. It can turn may be used to full effect.

21
MONSTERS

Žiburinis The Rimal Hag In combat, the Rimal Hag may touch an
AC 0 AC 2 opponent, freeze them with her gaze, or
HD 5** HD 36******* cast a spell. If she is not casting any
Move 120’ (40’) Move 90’ (30’) spells, she may touch one opponent and
Attacks 2 claw Attacks Touch/gaze, or gaze at another each round.
Damage 2d4x2 one spell The touch of the Rimal Hag freezes all
No. Appearing 1 (1) Damage 3d6/special, or of the moisture in the body part affected,
Save As F5 by spell inflicting 3d6 damage and stunning the
Morale 12 No. Appearing 1 victim with pain for 1d6 rounds. The
Treasure Type Nil Save As MU 36 Rimal Hag may keep inflicting damage
Intelligence Low (6) Morale 10 on a person in this way simply by
Alignment Chaotic Treasure Type See below retaining her grip on her opponent.
XP Value 425 Intelligence Genius (19) Individuals who perish from this freezing
Habitat Usually woods Alignment Chaotic will rise in one day as undead servants of
XP Value 46,500 the Rimal Hag.
Monster Type: Monster (Rare) Once per round, the Rimal Hag may
The žiburinis is a forest spirit that The Rimal Hag was once a great also gaze at an opponent. The victim
resembles a human-sized phosphorescent Saamari sorceress in the lost realm of must make a saving throw vs.
skeleton. They are called into being Isanmaa. Then named Lovaara, she was Petrification with a -4 penalty or be
whenever a deceased person’s soul tree skilled in elemental and planar magic. partially frozen by a wave of intense cold
has been cut down. Until the turn of the Lovaara was not content with the acclaim (treat as affected by a slow spell for 1d6
season, they murderously pursue the she received and wanted a land of her turns). Opponents who attempt to avoid
perpetrator. While hunting, these spirits own to rule. An entropic emissary taught this by not looking at the Rimal Hag
range freely at night but seek shelter in the sorceress wondrous secrets in suffer a -4 penalty to all attacks. The
the nearest tree during the day. Full exchange for her loyalty. Among the Rimal Hag is immune to her own gaze
exposure to direct sunlight will destroy secrets gleaned were the arts of (Nithian) should opponents seek to reflect it.
the spirit instantly. Žiburini possess a necromancy. Lovaara unsuccessfully The Rimal Hag has a vast repertoire of
basic intelligence but are unable to made a bid to control Isanmaa, and she spells at her disposal. Referees may
communicate in any way. was driven away by Saamari heroes. assume that she has access to every
In combat, the žiburinis will seek to Left forgotten by the Saamari and their magic-user spell in the any standard rule
tear its intended victim apart with its descendants, Lovaara vowed vengeance set (e.g., the Rules Cyclopedia), and any
claws. It will focus entirely on its quarry, upon her former people. She established others so desired.
ignoring other combatants unless a a new dominion in the vicinity of the The Rimal Hag is immune to all spells
successful hit is made against it, in which Saamari’s new home, Kaarjala, and spent – clerical, druidic, and magical – up to 4h
case it will fight back until the secondary the following centuries rebuilding her level, and cannot be feebleminded or
opponent is dead, or retreats. Once the magical might. The time to unleash her slain by death spells. Spells that inflict
target is slain, the spirit will fade away. fury is neigh, and if successful, she will cold damage instead will heal her, up to
Should the intended victim evade his or remake the north in her own image. her normal maximum hit points. Fire-
her pursuer for the season to change, the Once a tall, pleasant-looking woman, based attacks inflict full damage.
creature will abandon pursuit, and take with blond hair and amber eyes, Lovaara The Rimal Hag is an adversary that the
up residence in the nearest tree, after now resembles a withered corpse caked player characters should learn about only
which it will attack anyone who tries to with frost. The ancient injuries she later in their adventuring careers, and one
cut it down. sustained from the Saamari heroes and that they should not encounter until they
Being magical, the žiburinis may only the exposure to unwholesome magics are of very high level.
be hit by weapons of +1 or greater have corrupted her into this parody of If encountered outside of her lair, she
strength. Mundane weapons pass what she once was. Despite her will be carrying 2d4 magic items of the
through the spirits. The spirits may pass appearance, the Rimal Hag is not undead referee’s choice. Inside her lair, the
through barriers, such as doors and walls, but a mortal who has prolonged her life Rimal Hag possesses another 5d8 magic
to reach their target. Furthermore, they with powerful magic. items, plus coins, gems, and jewelry
are immune to sleep, hold, or charm Whenever possible, she will avoid given under Treasure Type H. Her lair
spells. The žiburini are not undead and direct confrontation, preferring to work contains many magical traps and is filled
cannot be turned. through proxies – either undead pawns or with powerful servants – both living and
people brought under her control. undead.

22
LEGENDS AND TREASURES OF LITTONIA

Debeskalns of Austras Koks as a pendant receive a +1 Unifier.


In Littonian lore, Debeskalns (“Sky- bonus when turning undead. The original ring is now thought to be
Mountain,” Dausos in Lietuvan) is the lost, but its design – three bands of silver
great mountain upon which Littonia’s Namejs twisted into a braid – has been copied
patrons live. As with other aspects of The legendary Namejs is still pursuing many times, and it remains a symbol of
their culture, the notion of Debeskalns Immortality, following the Path of the Namejs, the Littonian spirit, and devotion
arose out of ancient contacts with the Dynast. To date, he succeeded in to one’s family and people.
Antalians. The referee should decide founding his realm and led to Gaudavpils Such rings are given only as gifts, and
upon the existence and location of such a becoming the capital. He also spurred anyone – even a foreigner – who wears
place. It should be noted that there is a the reunification under Karlis and aided one will be received favorably by any
small plateau in the midst of Pērkons’ in the AC 640 battle against the western Littonian they meet (+3 bonus to all
Throne, where many of Littonia’s humanoids. reaction rolls) and will be trusted unless
greatest and most holy champions were Namejs cannot grant spells, but he can they prove themselves unworthy.
assigned special quests. Littonian clerics appear to those who ask for his aid – Some copies have been enchanted to
will recognize instantly that the plateau is offering counsel or (on very rare protect their wearers (the referee should
a holy place. All healing spells cast there occasions) aid in battle. He manifests as choose the ring’s power). The original
have maximum effect, and all attempts to an average-sized man with graying light ring remains lost – finding it would bring
commune succeed. brown hair and blue eyes. He usually great prestige to the discoverer.
appears wearing a tunic of scale mail and
Vinsaulē and Velu māte wielding a normal sword. Namejs is a Scrystone of Saldus
True to the folktales, the ruler of the 36th level fighter, with all standard skills This is a giant sphere of solid amber,
dead, Velu māte, does occasionally and abilities. His attributes are as roughly one foot in diameter, which
wander the living realm. Her avatars follows: Str 17, Int 16, Wis 12, Dex 13, allows the user to view anything within
appear in the form of an old woman Con 18, Cha 15; he is lawfully aligned. 200 miles simply by concentrating.
wearing a white wool cape, in search of Unlike the scrystone spell, the user does
those about to die. The avatars may take Balzams not have to be familiar with the person,
a life directly (treat as a 6 level drain per Balzams, the traditional Littonian liquor, item, or location being scryed to see it
round on a successful grab attack by a is not magical, but some concoctions do clearly. The enchantments on this device
36HD creature with Str 25), but typically have mild curative powers – 20% chance are so strong that it can also view people
they merely observe the impending doom for a given quantity. Curative liquor will shielded by an amber ward.
of the character. Clever characters can either act as a potion of cure disease, The kings of Saldus used this device to
deceive these avatars, and clerics may cure poison, or as a weak potion of monitor events in neighboring realms and
stave them off as Turning Special. The healing (restores 1d3 hit points). to scour the mountains for gold and other
avatar is otherwise immune to attack. Magical diseases, such as mummy rot, precious metals. Karlis the Unifier had
The realm Vinsaulē could be an are unaffected by drinking Balzams. Each intended to take the scrystone as his
extensive series of caverns within the half-liter bottle contains two doses when personal prize after Saldus fell, but he
hills or southern mountains, a pocket found – one full dose must be consumed was never able to find it.
ethereal plane, or an outer plane. to benefit from the effect. The referee
may then determine whether the imbiber Sword of the Unifier
Austras Koks has become drunk as a result [or use the Karlis wielded this blade during his
The oak tree Austras Koks exists in Drinking skill – Ed.]. campaign to unify Littonia. It was lost
Littonia. Ordana created it before the shortly after his death. It is a normal
time of Namejs. Unfortunately, the tree’s Nameja Gredzens (Namejs’ sword +2, +4 vs. giants, with the name
bounty incited greed, and Ixion Ring) of every realm conquered inscribed into
enchanted it to appear in a new location the blade. Set into its pommel are two
Many tales of Namejs’ exploits attribute
each day with the rising of the sun. At small pieces of very good amber, each of
his seeming invulnerability in battle to a
any given time, the tree has 7d10 silver which contains one spell (amber shield,
magic ring he wore. The actual ring was
leaves (25 lats each), 3d4 golden 10’ radius and absorb), which may be
a ring of protection +3, an Immortal
branches (250 lats each) and 2d2 copper used twice per day. Due to the nature of
token given not long after the expulsion
roots (100 lats each). Only 2d6 pieces, in the enchantments, there is only a 1%
of the frost giants. In a land where magic
total, may be removed. The tree then chance that using the absorb spell will
was rare, such a ring was very potent. It
withers away in one turn, to reappear cause its piece of amber to disintegrate.
was lost shortly after his death, but was
elsewhere in Littonia the next day. recovered for a time by Karlis the
Littonian clerics who wear a silver leaf

23
ADVENTURES IN LITTONIA

What follows is a broad story arc that ranging far and wide, while the bandits tokens of the noble’s trust, only strong
may be used to introduce players to are opportunistically taking advantage of arguments (and good roleplaying) will
Littonia as a campaign setting and get the chaos. convince the skeptical nobles to
them involved in events on an Clerics will need to render what aid they contribute their forces. It is at this time
increasingly grand scale. The overall can and put down further incursions by that the characters should become
plot is intended to be compatible with the undead. Among those whom the increasingly aware of the various
storylines in the forthcoming gazetteer of characters aid is someone who saw a struggles within Littonian society –
Kaarjala. The ultimate antagonist is the young man resembling the noble’s son struggles to which characters may need
Rimal Hag, a creature largely unknown being escorted to an abandoned to join to win support for the campaign.
to the Littonians. settlement deeper in the plains. Meanwhile, minions of the Rimal Hag,
Referees are free to resequence or To Recover an Heir: The now aware of the party, hound the
merely sample these adventures, and characters reach the abandoned village of characters with diplomacy, stealth, and
level suggestions can be modified to fit Asūne, which is currently serving as the murder.
one’s specific campaign. Although the bandits’ hideout. The characters must Battle on the Plain: The
scenarios have been designed with native confront this hardened, seasoned band of characters have gathered what allies they
characters in mind, they can be used with warriors if they have any hope of can, and the host of allied nobles marches
foreign-born parties, as well. rescuing the young noble lad. Assuming on Jūrkene. [The referee may wish to
they are successful, the boy informs the use War Machine rules for portions of
Terror on the Plain characters that he heard tales of undead this adventure.] The initial engagement
(Levels 1-4) activity at Jūrkene, and that those occurs on the plain, but to be successful,
creatures terrorizing the plains came from the Littonians must take Jūrkene – no
In this series of adventures the
there. small feat as it is commanded by a former
characters are forced to deal with
king, now a powerful undead servant of
increased undead and other activity in the
borderlands. The events are a foretaste Pushing Back the Enemy the Rimal Hag.
of the Rimal Hag’s plans for dominion (Levels 5-8)
over the north. Acting through undead During this mini-campaign, the party Adventures at Court
pawns, she hopes to force Littonia’s takes the fight to the Jūrkene undead. (Levels 9-17)
frontier forces to expend themselves, Those who persevere will discover that The characters have firmly established
leaving the kingdom open to later something malevolent is behind the themselves as heroes of renown, and
conquest. increased undead activity and that their heroic deeds at Jūrkene become the
Dire News from the Plain: powerful assistance will be needed to subjects of many songs and tales. They
Contact has been lost with remote anticipate its moves. The party’s are drawn into the temptations and perils
settlements and homesteads on the continued progress earns them the of town and court. Political debates
Noskumis Plain, and several merchants attention of the Rimal Hag and her spies, between the major factions intensify, and
who make the trip up to Kaarjala have as well as that of Littonia’s king. the king will court the characters as
disappeared. A local noble issues a call Scouting Jūrkene: If the potential allies – as will his opponents.
for heroes when he hears that his bold but characters were successful in rescuing the At Uldis’s discretion, non-mages may
immature son has vanished, too. boy, his father offers his eternal gratitude rule dominions in the king’s name, while
The characters must venture onto the and a hefty reward. The nobleman is mages might establish their own
fringes of the Noskumis Plains to find determined to mount a campaign to clear strongholds or commit to wandering the
out what happened to the boy, and rescue out Jūrkene. He asks the characters to countryside. Urban thieves could parlay
him if possible. They will have to scout the ruins to find the best their new-found stature into expansion of
contend with dangerous animals and approaches and to determine the enemy their networks with merchants and other
bandits who are wreaking their own strength. The mission is dangerous, and political players.
havoc. forces will be arrayed to prevent To the Royal Court: The region
Lost Hopes: The characters continue successful characters from returning with has become safer for a time since the
to follow the trail. They come across a information to Littonia. destruction of the undead at Jūrkene.
number of homesteads and hamlets that Assembling the Host: The King Uldis summons the heroes to
have been destroyed. From survivors, characters, now fully away of the dangers Gaudavpils to reward them, but the
the characters learn that both undead and at Jūrkene, are sent out to convince other journey to the capital is fraught with
bandits are active in the region. The nobles to lend their support for the peril. The Rimal Hag’s pawns try yet
undead that normally haunt Jūrkene are coming campaign. Although they bear again to eliminate the characters, but hide

24
ADVENTURES IN LITTONIA

their activities through intermediaries. might find true love, but others may get against his realm and watch events miles
Hail the King: The characters more than they bargained for. away. The characters must locate the
arrive in Gaudavpils – possibly the The Flame of Lietuvos: amber mage Anele Markauskas, and
largest settlement they have ever seen. Dominion-ruling characters of Lietuvan possibly other scholars, who can aid them
With little opposition from the Saiema, extraction are approached by the Sons of in finding the lost realm of Saldus – and
King Uldis ennobles the characters and Lietuvos. Laimonas Gaizauskas is hopefully a device that can help Littonia
awards them with dominions on the making plans to assert his claim to the fight its enemies.
western and southern frontiers. throne of Littonia, or failing that to re-
Particularly ambitious characters could establish the lost Kingdom of Lietuvos, The Secrets of Saldus
receive governorship over Jūrkene if they and he arranges challenges for the (Levels 18-25)
so asked for it. characters, both political and martial, to
The characters, rising in stature among
Political intrigue provides a subtext to test their worth to the cause. Lietuvan
Littonian nobles and adventurers, seek
everything as the characters are wined characters must chose: treason to the
out the lost kingdom of Saldus and learn
and dined by the capital’s factions. crown, or treason to their people? And
its secrets. The quest is time-sensitive, as
Neither the Amber Brotherhood nor will their Litoniesu companions
the kingdom holds back the assaults with
foreign interests (Minrothaddans and understand the dilemma?
the aid of Kaarjala and Known World
Thyatians) remain idle. Minrothaddans The Amber Brotherhood: Trade
heroes in a dangerous war of attrition.
want to ensure special trade status with is crucial for the characters’ developing Complicating matters, the characters’
Littonia, and Thyatians seek out potential dominions, but accidents and odd goings success might ultimately rest with their
allies for future conflicts in the region. on plague the foreign merchants seeking ability to persuade the independent
Dominion Politics: The characters access to the holding. Recently, the Sarkans Goblins to help the kingdom that
have been charged with their fiefs and incidents have escalated to hijackings and once ruled them.
are busy carving them out of the murder. Dominion lords must restore The Sinister South: Information
wilderness or reclaiming abandoned order and discover the cause of the crime
has led the characters to the Draudīgs
territories. As plots continue to play out, wave. Is it the isolationist Amber
Wood. Among the dangerous denizens
the party learns that the most dangerous Brotherhood, or are the foreign
of the dark forest is an ambitious pair of
opponent is armed with ink and quill. merchants sabotaging one another while
green dragons. The dragons are vaguely
Factions who have been ignored or framing the Brotherhood?
aware that all is not well in Littonia and
rebuffed by the characters will seek to Return of the Frost Giants:
are trying to exercise their influence.
deny necessary goods for the burgeoning Partly at the Rimal Hag’s urging, the The dragons know nothing of Saldus, but
dominions. giants of Frosthaven are on the march their goblin slaves (or trove) can point
If that were not enough to distract the once more, their goal nothing less than the characters to their cousins on the
characters, servants and middlemen the re-establishment of Nordenheim. The Sarkans Plain and in the Vētra Hills.
convey messages and proposals from the giants challenge the northern frontier, but Meeting the Goblins: The Sarkans
more powerful nobles of the Saiema, if characters with western and southern
Goblins are less than impressed by the
potentially providing lucrative domains aid in the defense, they may
party’s arrival. They are neutral towards
adventuring opportunities. Finally, leave their own dominions exposed to the
the Littonians but fear the chaos to the
agents of the Rimal Hag continue their goblins and other troubles. Successful
north will come their way. Worse,
secret war against the characters. giants, though, will not leave such
hostile goblin tribes to the west and south
Affairs of the Heart: One dominions unmolested for long.
are beginning to threaten their
character (or more) has been offered a The Key to the Puzzle: The
communities. [These are the same
surprising gift – the hand of a noble’s characters are beset by Littonian politics goblins which checked the party when
marriageable daughter. Such as enemies continue to mass outside the the frost giants appeared.] The characters
arrangements could cement the kingdom’s borders. Undead return to must demonstrate their character and
character’s ties to the factions, while plague the frontier dominions, and no ultimately help the goblins deal with their
spurning them could lead to greater one fathoms the root cause of the undead own antagonists before the Sarkans will
headaches. And the young lady (or gent and giant attacks. Scout parties have all consider rendering aid.
in the case of a female PC) is not without failed to return. In their efforts to hold Goblin vs. Goblin: Assuming the
her own views on the matter. Some the kingdom and their own holdings, they
characters proved themselves to the
young ladies resent being used as playing ultimately come across records of events
Sarkans Goblins, the characters must
pieces in this way, but others see it as a pre-dating Karlis the Unifier. These
now help them against their savage foes.
means of helping their blood relatives records speak of the king of Saldus and
Though the PCs are an advantage for the
along in their own struggles. A character his supposed ability to foresee attacks

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ADVENTURES IN LITTONIA

eastern goblins, their enemies are not to make its move. volunteers to aid the king – and spy on
without their own surprises. Agents of The latest enemy wave must be pushed him. This development only feeds the
the Rimal Hag have already supplied back, and alliances must be reinforced, anger of the king’s enemies in the
them with a handful of magic weapons before the kingdom can go on the Saiema and on the streets.
and other reinforcements. And here, offensive.
when goblins go to war, it is upon the What the Stone Reveals: After The Laume Court: The characters
back of mammoths [pygmies for the much trial and error, the Scrystone of venture into the Lietuvan heartland,
Sarkans goblins.] Saldus is used successfully. The king pursued by pawns of the Rimal Hag and
The Road to Rūjiena: The goblin learns that the closest source of great evil zealous clergy. They must negotiate the
war has drawn to a close. If the Sarkans lies in the Teici Bog. He sends Littonia’s perils of an unspoiled, ancient forest, as
goblins were victorious, they send an heroes north into the bog to challenge the well as numerous tricks and traps, before
honor guard to lead the party to Rūjiena evil resting there. The journey is gaining entry to the fairy court. At court,
and impart their knowledge about the perilous, as servants of the Rimal Hag the characters are challenged to many
fallen kingdom of Saldus. If the war did pick up the characters’ trail once more. tests, hunts, and games of skill.
not go well, the party is led by goblin A Difficult Path: What happens Successful characters are told the
refugees. As the heroes explore the ruins when heroes fail? The characters comb history of Littonia, and to some extent of
in search of further information, they are the trackless wastes of the Teici Bog in Kaarjala, as the fairies know it (which is
confronted by powerful spirits and other search of clues, but they are harried by its close to the Immortals’ version). They
undead angered at the footsteps of the dangerous inhabitants – many of which are also told of Queen Pajauta, an
Unifier’s heirs. are servants of the lich queen Pajauta, Alphatian-trained sorceress who
Into the Depths of the Earth: herself a pawn of the Rimal Hag and the slaughtered the fairies in her dominion
Clues have led the party into the fallen coordinator of attacks against Littonia. over a thousand years ago as part of a
kingdom’s legendary mines. The quest It should become clear that the source of ritual to attain lichdom. Angered by the
continues upwards, taking the characters evil cannot be found without aid. destruction, the fairies of Mindaugas’
into the peaks of Pērkons’ Throne, Continuing the search will ultimately Forest placed a curse on both Pajauta and
Saldus’s lost gold mine, and finally deep prove fatal, and wise parties will return her dominion. Her tower was moved to a
into the mountains, below man-made home to consider their plight. place between worlds where time did not
delvings and into a labyrinth of natural Word of their failure galvanizes the pass, but Pajauta could still see and sense
caverns, filled with traps and inhabited king’s opponents. Outspoken clerics link events in the living world.
by all manner of creatures. It is here that the prevalence of undead and frost giants Battling a Queen: The fairies do
the PCs reach the secret, well-guarded to the people’s lack of faith and not understand how Pajauta controls so
treasure chamber of Saldus and the abandonment of their past. Clashes erupt many pawns, and they believe that the
Scrystone. With the treasure and in the streets, and attacks against the only way to discover what is happening
knowledge of its use in tow, they must characters are likely. Senior clerics, is to retrieve Pajauta. The characters
ascend to the surface once more and quietly supported by Brencis Ulmanis must plant magical seeds on the tallest
return to Gaudavpils. and the Amber Brotherhood, campaign hill in Teici Bog to lift the curse and
for the formation of a formal, armed return Pajauta’s tower. The party must
Into the North branch of the Littonian clergy to protect enter the tower (no easy feat) and
(Levels 26-29) the faithful. overcome devious traps and dangerous
King Uldis likely accedes to the demand guardians. Finally, they must battle the
The recovery of the Scrystone of Saldus
while making a personal appeal to the lich and her most powerful pawns in her
is a major accomplishment, for which the
Conclave to help locate the evil before inner sanctum.
characters are richly rewarded by the
the kingdom is torn apart. The king and Characters who survive their showdown
king with enlarged dominions and
the party must convince the amber mages with Pajauta learn that she was offered
additional titles. Depending on how the
to abandon their neutrality. If the mages freedom and was empowered by a being
characters conducted themselves
are convinced, they will direct the heroes known as the Rimal Hag. [It was by this
previously, their may be enough support
to the darkest reaches of Mindaugas’ means, a powerful Nithian enchantment,
to place one or two characters on the
Forest to seek the counsel of the laumes. that the lich was able to control so many
Saiema. The benefits of the elevation
Meanwhile, foreign interests observe undead on a different plane.] With
must wait, however, for Littonia’s
events with growing concern. While Pajauta destroyed and the curse lifted, the
enemies have not been idle. Various
most limit their actions to protecting their Teici Bog gradually reverts to its
northern dominions have been overrun,
holdings, others open formal diplomatic original, lightly forested state.
and the Amber Brotherhood is preparing
relations with Littonia and send

26
ADVENTURES IN LITTONIA

The Settling of Accounts: The The Rimal Hag will strike one last time Hag has been at work in Kaarjala, too,
characters have been absent from their – either at the conclusion of the civil war and the king will render what aid he can.
dominions for some time, and various or after Littonia crumbles under Agents of the Rimal Hag work to drive a
opponents have moved against them – Laimonas’s suspect rule. wedge between the party and the
seizing lands, holding friends and loved Kaarjalans, however.
ones hostage, etc. More intrigue is in the Against the Rimal Hag Into the Frozen Wastes: All
offing as the characters restore what is (Levels 31-36) signs point to the vast, frozen bogs south
theirs, and deal with longstanding foes. and east of Kaarjala. The Rimal Hag has
This is the final phase of the meta-
The Final Battle: The final battle held sway here for many centuries, and
campaign focuses on defeating the Rimal
between Littonia and its enemies under the very land has become corrupted.
Hag and her pawns and saving the north
the Rimal Hag also draws near. Animal life has been twisted in
from destruction. It also links with the
Characters, PCs and NPCs alike, must horrifying ways, and undead of many
campaign set in Kaarjala. Some time has
choose to set their differences aside in the varieties populate the wasteland. Her
passed since the last unpleasantness, and
face of their common enemy or to seize stronghold is a multi-level, heavily
King Uldis (or King Pēteris, or even
the opportunity of immediate intramural populated complex, and some of the
King Laimonas) has secured an uneasy
victories (such as the preceding more powerful guards were created using
peace between the warring factions
adventure). Party members could find forgotten Nithian magic.
within the kingdom. It is now the time
themselves on opposing sides, depending Ending the Evil: The characters
for heroes – only the most powerful
on their individual rises to power. champions can hope to locate the Rimal challenge the Rimal Hag directly, but
Similarly, clerical characters could be Hag and defeat her – but they will need they are faced with a terrible question:
forced to choose between their loyalty to help. how does one defeat an enemy who is
their patrons, to their king and The Conclave has no knowledge of the very nearly a god? Should the characters
countrymen, and to their companions. Rimal Hag, but some of its members who prevail, they will have destroyed an
have traveled in the far north suspect that ancient evil, earned the gratitude of two
The Aftermath (Level 30) the Kaarjalans know of such a being. If kingdoms, and become legendary heroes
This one-shot campaign concerns one of the characters is an amber mage, of the north. The Rimal Hag’s
Laimonas’s attempt to take advantage of that PC could be the one to have learned considerable treasures and accumulated
the war to assassinate King Uldis and this during a previous adventure. lore will be at the victors’ disposal.
Crown Prince Pēteris – ideally at the Should the characters fail, the Rimal
On to Kaarjala: Bearing the
same time. If both are removed, he will Hag’s reach expands not merely to
personal seal of the king, the characters
crown himself king and steer Littonia Littonia and Kaarjala but also to Alpha,
go north to Kaarjala to seek an audience
towards a more isolationist stance; Leeha, and other northern communities.
with its king. Although Littonia’s
otherwise, Laimonas will opt to be borderlands are safer, the unclaimed
declared king of Lietuvos, ultimately wilderness to the north is as dangerous as Other Adventures
seeking to conquer all of Littonia. ever. The party must contend with Campaigning in Littonia is not confined
If Lietuvos was badly damaged during mammoth-riding goblins, large white to the possible meta-plot outlined above;
the war, Laimonas might delay his plans dragons, ice trolls, and worse creatures. nor does it have to end if the characters
for a time when he has greater strength. During the journey, they may also pass defeat the Rimal Hag. Presented below
A New King?: Assassination plots through part of the Rimal Hag’s are a number of additional hooks that can
are under way. The characters can dominion and be forced to fight the be used while campaigning in Littonia.
attempt to prevent them or join with horrors that inhabit her realm. Dealing with Frosthaven: King
Laimonas. Should the Lietuvan lord An Audience in Kaarja: The Uldis, or his successor, has decided that
prove successful, in full or part, the heroes reach the Kaarjalan capital of the frost giants should be dealt with once
characters likewise must choose to whom Kaarja, in the middle of the region made and for all, and orders a targeted attack
to throw their support. Consider that a temperate by the Great Saampo. The on Frosthaven. Low-level characters can
surviving Uldis or Pēteris is placed in a Kaarjalan king is skeptical, and the party be part of a large-scale force, while
precarious position. Already weakened must present evidence of the Rimal higher level PCs could be sent to
and distracted by external conflict, the Hag’s deeds. If they accord themselves Frosthaven as a small unit to identify
king must choose between recognition of with honor and substantiate their claims, and/or kill giant leaders. The journey –
Lietuvan independence or accepting a the PCs will have proven themselves to whether on land or by sea – is long and
very bloody civil war. If Laimonas is be champions of the north, and the king perilous, and the island’s inhabitants are
defeated, he will be found guilty of will readily support them. The Rimal all too ready to fight. As Alpha, Leeha,
treason and sent into exile. and Kaarjala are also plagued by the frost

27
ADVENTURES IN LITTONIA

giants, this could be developed into a full south. The king (Uldis, Pēteris, or The Halfling Way: The shortfolk of
campaign in its own right. Laimonas) might seek to expand into Leeha would like to begin trade and inn
Down, But Not Out: Littonia’s those former regions, but these lands are operations with the Littonians, but efforts
internal struggles have reached a new already occupied. Characters in favor of are hampered by a lack of overland
equilibrium, but the losing factions are expanding the kingdom must explore and connection. Working together, Leeha
not utterly vanquished. Militant pacify the area and deal with the and Littonia could pacify the western
supporters of the losing side regroup, consequences of such actions. Such Sarkans Plains, but how will Alpha react
slowly attracting support from policies would bring Littonia into conflict to this partnership?
sympathetic segments of the population. with many parts of Norwold, especially if Vengeful Immortal: A possible
Characters on the winning side find expansion goes south of the Great Bay. source for the corruption of the Rimal
themselves the target of reprisals. Nor are powers such as Alpha the only Hag, then known as Lovaara, is the
An exiled Laimonas will never abandon obstacle that characters would face. The infamous Entropic Immortal Thanatos.
what he sees as his birthright. He will remnant Littonian peoples who still The Gaz F line holds that Thanatos was
seek shelter in another land and build a inhabit some of these lands are quite presumed destroyed at the fall of Nithia,
new network of supporters, anticipating proud of their independence, and the but that his fellow Immortals could never
an eventual, forceful return to Littonia. party may alternatively be cast as truly be sure. In the intervening 1,500
He may seek revenge on characters defenders of these homesteaders against years, the Entropic moved across the
perceived to have slighted him, too. an aggressive Littonia. multiverse undetected with only the most
Mage vs. Magic-User: As people The Great War, the War of the subtle workings (such as the Rimal Hag).
from the Known World continue to Crown, and the Heldannic The time is neigh for Thanatos’s return
arrive, magic users slowly become more Knights: The events depicted in the (perhaps via the Blood Brethren Trilogy
common and take on local apprentices. Wrath of the Immortals seemingly left HWA1-3 or Wrath of the Immortals) and
The amber mages oppose such a presence Norwold untouched. The Great War – he well may choose to “reward” those
in their lands and fear that the foreigners the conflict that pitted Glantri, Thyatis, involved in the Rimal Hag’s destruction.
might try to steal their secrets. Tensions and the Heldannic Knights against Secrets of the Amber: Wild magic
increasingly draw in the Conclave. The Alphatia during 1004-1009 AC – could permeates Littonia, but it is not the only
characters are called upon to investigate easily turn north and sweep up not only area of Norwold that has such energies.
the foreigners, spy on the amber mages, Alpha but also Littonia. The War of the Amber mages and allies could seek to
or avert an open battle between the two Crown (CM1 Test of the Warlords) is one discover the truth of the wild magic on a
sides. possible way of conducting this local quest that leads across the Arctic lands,
Mysteries of the Far North: The struggle. The Almanacs (Poor Wizard’s, to the ruins of Alinor and possibly even
lands north of Littonia could hold many Joshuan’s, and fan-created Mystaran) into the frigid waters of the Norzee. Is it
surprises besides the Rimal Hag and her continue a post-Wrath story as the a product of the Great Rain of Fire, a
minions. Nithian sorcerers may have Heldannic Knights seek dominion over feature of the Blackmoor-era landscape,
conducted forbidden experiments in this Norwold. or something far more ancient?
remote region, or perhaps the tombs of The Scourge of Norzee: Baron The Tip of the Iceberg: This
several great pre-Blackmoorian beastman Norlan of Qeodhar has decided that adventure from AC10 Bestiary of
chieftains might await discovery. acquiring Littonia could strengthen his Dragons and Giants features a
Namejs’ Quest: Namejs’ role in the position and further his political breakaway iceberg upon which are
larger campaign has been deliberately ambitions. Using cod fisheries as an stranded several frost giants and their
omitted. Nevertheless, the challenges excuse, Qeodhar declares war. From pets. The iceberg is slowly flowing
faced by the kingdom are truly epic in naval engagements to assaults by south, melting, and the giants are looking
nature, and it would be reasonable for marines, the Littonians could be hard- for any way off to get back to the
Namejs to appear in this time period to pressed. Minrothaddans, who often hire mainland.
aid his descendants – King Uldis and out transport to Qeodhar, could be caught Into the Hollow World: If the
Crown Prince Pēteris – and preserve his in the middle of this conflict. This can be Hollow World exists in your campaign,
legacy. If the referee chooses to involve conducted irrespective of Wrath Littonian sailors can be part of an
the Immortal candidate, Namejs can offer developments. Neither Alphatia nor any expedition exploring the northern
the characters additional quests and successor powers will deign to involve icepack.
challenges – and be an important themselves in this provincial affair. As a
benefactor, should he reach Immortality. further development, this conflict can
Hail Great Littonia: The Litoniesu directly lead into M1 Into the Maelstrom
and Lietuvans once held lands further and M2 Vengeance of Alphaks.

28
LITTONIAN HISTORY AND LEGENDS

“We are the men of the Gaudava River The Giants of Ulf once more. Karlis the Unifier gave his
and the lands through which it flows. Its The Littonians were not alone in their people a strong line, and so the realm has
waters run in our veins, just as the soil of land – the evil frost giants coveted all endured since his passing over a
Littonia is in our bones.” (from the oath they saw and to the south were countless thousand years ago.
of the Littonian Royal Guard) hordes of barbarians and worse folk. But
the Littonians were firm in their faith, Troubles and Triumphs
The Creation Epic of the tending the land and expanding across it. That strength of Littonia was sorely
Littonian People But they were proud, and would bend tested by the Kaarjalans, who came from
In the beginning the land was cold and their knees to no one save their chiefs, the west not long after the passing of
only the moon shone in the sky. The and thus did Mēness slake his thirst for Karlis. Though many battles were
world was the dominion of Mēness and battle. As they fought one another, the fought, King Māris saw little profit in
nothing grew; but the Immortals had Littonians grew weaker, and so they fell fighting those who could be allies against
created the Littonians, and needed to to the giants of Ulf, who created common enemies. Thus were Kaarjala
build a home for them, so they could Nordenheim. and Littonia bound together in an alliance
grow and sing praises. Worse torment there could not have that holds to this day.
Saule leapt out of the sea, pulling the been in the land of the frost giants, and Though the kingdom was stronger, it
sun behind her, and so the land grew the spirit of the Littonians was crushed. was not without enemies. The frost
warm, melting the ice and letting the King Ulf towered above all as he giants wreaked much havoc from time to
great Gaudava flow. The land was surveyed his fief. He and his court time, and the goblins to the south harried
warmer but still barren, and Zemes māte feasted on their slaves, and Velu māte the Littonians until they were finally
and Meza māte, the Mothers of Soil and ushered many lost souls into the shadowy brought to heel by King Viesturs.
Forest, were not satisfied; for they loved realm of Vinsaulē. There were enemies within, too. Not
all life and despaired of seeing nothing, By blood and bone did the Littonians all of the wounds suffered by the
and so great forests sprang from the build great Høgborg for their masters. Littonians in their sundering had been
earth, and animals arose to dwell in them. After many years of suffering, great healed, and so the people sometimes
Not to be denied her due, the Mother of Namejs arose to lead his people against fought one another. Still, the work of
Waves, Jūras māte, reached deep within the giants. The clamor of battle rang Karlis was not undone, and Littonia
the oceans, and threw fish into the from the hills to the sea, and the continued to grow – as it does to this day.
Gaudava, and extended her dominion Littonians finally prevailed, destroying The greatest battle of all was not fought
over the land for a time. Her sisters were the vile at Høgborg. Namejs created the on a battlefield – it is still being fought
angered, and where they fought, lakes first kingdom, Littonia, but his was a today, in the heart and mind of every
and other rivers formed, and of their golden age that did not long outlast him. Littonian. For, with the passage of time
conflicts great Pērkons was born. Men turned on each other once more, and everything has changed.
Pērkons let loose great storms upon the they destroyed much that he had so The land is not as it once was, and the
quarreling sisters, but they were mightier painfully wrought. Once more the land people have changed with it, but many
than he and cast him upon a great bled, and Mēness was again sated – and traditions and beliefs are still as they
mountain, from whence he rages from all the while Littonia’s enemies crowded always were. The people are aware of a
time to time. around the edges like wolves. world larger than their realm, of exotic
All the while did Saule fight with lands and people to the south, and many
Mēness for dominion over the skies, for The Lay of Karlis feel the kingdom must change if it is to
the latter would neither yield his domain There came a man, Karlis, who was prosper. But there are those to view
nor accept an end to the darkness. But destined to be king, and he set forth to these changes with fear, who say the
Saule in her burning rage was aided by bind his people together once more. For Littonians would be turning their backs
Pērkons; and so Mēness offered her many years his armies marched, offering on their heritage – even their Immortal
partial dominion – by day she would be friendship to those who would pledge to birthright – if they should walk down this
supreme, and during the night there him, and death to those who refused. unfamiliar path.
would be no light save that of the moon. The wayward kings of Saldus rejected This battle will be fought in each person,
Thus was the land made ready by those Karlis, seeking to hold their treasures in and not even Mēness knows whether the
on high for their children, among whom great secrecy. Yet their greed was no kingdom will hold.
they walked from time to time. shield against the Unifier’s swift blade,
and Saldus was never again counted
among the fiefs of man. By the passage
of two and ten years, Littonia was whole

1
LITTONIAN HISTORY AND LEGENDS

Other Littonian Legends Many folktales state that Velu māte Balzams (Balsam): Balzams is
Littonian legends are replete with tales of herself occasionally wanders the living traditional Littonian liquor, made from a
the doings of the Immortals and the many realm in the form of an old woman wide variety of natural ingredients –
wondrous things they crafted when the wearing a white wool cape. She searches including berries, flowers, and roots –
world was created. Littonians believe for those who are about to die. Though aged in a small oak cask and then poured
that legendary artifacts, as well as some many try, few succeed in deceiving Velu into clay bottles. The drink itself is black
truly magical places, can be found within māte and thus remain in the world a and syrupy, and it tastes bitter with some
the kingdom. while longer. sweet overtones. It is widely regarded as
a cure-all and is very potent (45%
Debeskalns: Debeskalns (“Sky- Austras Koks: According to Littonian alcohol).
Mountain,” Dausos in Lietuvan) is the mythology, Austras Koks (“tree of the
great mountain upon which Littonia’s dawn”) is a legendary oak tree that
patrons live. Residing in great halls, sprouts from the ground as soon as Saule,
much of the Littonians’ patrons’ pulling the sun behind her, begins her
activities are thought to consist of daily journey across the sky. It is said to
drinking, fighting, and crafting legendary have silver leaves, copper roots, and gold
items for their champions. branches. Although it withers with the
Many legends place Debeskalns among setting of the sun, anyone who finds it
the highest peaks of Pērkons’ Throne, but before sunset may grab what they can – a
it is also thought to exist in a hidden tempting treasure that many people have
sought. Further Reading
valley in Namejs’ Line or even in the sea. The two people of Littonia, the
Legions have tried to find Debeskalns Litoniesu and Lietuvans, are inspired by
over the years, and a few have claimed to Nameja Gredzens: In a coda to the
story of Ulf and the Frost Giants, the the Lithuanians and Latvians,
have done just so at great cost. respectively. The author consulted a
In the middle of Debeskalns is a sacred legendary Namejs was granted a magical
ring that protected its wearer from all number of sources in the creation of this
garden, where the sun always shines on work, and would recommend the
groves of golden apple trees. Outside the harm. Numerous copies have been made
– both mundane and magical – and following information sources to anyone
garden, it is always night, although the interested in learning more about the
mountain slopes are brightly lit by the folklore holds that wearers of the Nameja
Gredzens who spill their own blood in Baltic region and its peoples:
hearth fires of the halls. If a person’s
spirit makes its way to Debeskalns, Littonia’s defense would receive special
favors from the Immortals. • The Latvian Institute (www.li.lv)
climbs the slopes, and stands by the
contains a wealth of information
gates, it will be judged by the Immortals.
about Latvian history and culture.
The worthy are admitted, but those found
• Elza Kokare
wanting are blown into oblivion.
(http://www.folklore.ee/rl/pubte/ee/
bif/bif1/kokare.html) has compiled
Vinsaulē: Vinsaulē (“beyond the sun”)
a technical analysis of Latvian
is the Littonian realm of the dead, ruled
folklore that may interest referees
by Velu māte. When a person’s body has
who wish to explore the mythology
been burned, Velu māte receives their
in more detail.
spirit and guides them to her domain.
• An online version of The Balts, by
There, the spirits wander a twilight
Marija Gimbutas (London: Thames
version of the living world, devoid of any
and Hudson, 1963) can be found at:
contact with their loved ones.
http://www.vaidilute.com/books/gi
Occasionally, a spirit will find its way
mbutas/gimbutas-contents.html. Of
back into the realm of the living, and may
particular interest are the many
seek to visit its family or go to
illustrations and photographs.
Debeskalns for final judgment.

2
CREATING LITTONIAN CHARACTERS

Available Character acquired by a fair number living in the Littonian Names


Classes larger settlements. Shamans and wokani The following lists are representative of
are exclusive to the goblins’ traditional the names of the Litoniesu and Lietuvan
All standard human classes and
lands. peoples. They are neither exhaustive nor
dwarven and elven racial classes are
The rarely seen pixies and sprites reside mandatory. Players wishing to play
available in Littonia. Halflings are
in the deepest forests of Littonia. Kaarjalan characters are advised to
visitors from Leeha or Minrothad. If
permitted by the referee, non-standard consult the gazetteer on that nation for
options include low-level druids (rural Languages more information.
characters only), pixies, sprites, and Most Littonian humans speak Litoniesu Litoniesu and Lietuvan names are
goblins, and the native amber mages. as their primary language, but Lietuvans, based on Latvian and Lithuanian,
Kaarjalans, and those of Known World respectively. Mystaran surnames and
Demographic Options in extraction can speak their ancestral their real-world counterparts came into
tongues as first languages. common use only within the last
Littonia The most common secondary languages thousand years. They often indicate a
In descending order of prevalence, the spoken in Littonia, in descending order, place of origin or one’s ancestry (i.e., the
available human ethnicities are: are Lietuvan and Litoniesu, and Saamari suffix “-aitis” indicates “son of”).
Litoniesu, Lietuvan, Kaarjalan, and (Kaarjalan). Native characters that begin
Known World groups. Although there with extra language slots should choose Litoniesu, Male: Aaigars, Aivars,
are no class restrictions on any of these from these languages first. A small, but Andrejs, Andris, Auseklis, Brencis,
groups, native Littonians are growing, number of Littonians in urban Eduards, Egils, Einars, Gunars, Guntis,
predominantly fighters or clerics, a areas are learning Known World Imants, Ingus, Ivars, Jānis, Jūris, Karlis,
consequence of cultural and historical languages – characters able to add a third Krisjanis, Lūkass, Māris, Matiss, Mikelis,
factors. Thieves are found most often in language may choose anything that the Modris, Pēteris, Raimonds, Reinis,
urbanized areas. referee feels would reasonably be spoken Ringold, Sandis, Serejs, Talivaldis,
Although many magic-users have roots in the region (Thyatian, Alphatian, Teodors, Valdis, Varis, Viesturs
in the Known World, Littonia has its own Dengar, Norwold Antalian, Litoniesu, Female: Aija, Annika,
tradition in the form of amber magic. Buldurēšana). With the referee’s Asta, Daina, Danūte, Dyemma, Elzbieta,
Druids are rare and exclusive to the permission, urban characters with ties to Erene, Gundega, Ilona, Indra, Inese, Inta,
remote regions of the kingdom. The the merchant or diplomatic scene could Jelena, Laila, Laima, Līga, Līta, Lizina,
majority of druids are Lietuvan. take one the first four foreign languages Maija, Mara, Taska, Vaira, Zīta
Littonian dwarves hail from the as their second choice. Litoniesu Surnames: Albats,
Minrothaddan Stronghold clan, arriving The language packages for Littonian Alunans, Bauskenieks, Berzins, Bikerts,
as part of an expedition to explore the demihumans differ slightly those of their Bilmanis, Birkavs, Blagonadezdins,
kingdom’s mineral wealth. A small Known World cousins. Bleidelis, Bresis, Dabolins, Darzins,
number of the dwarves are clerics of Dwarves have an initial language Elsins, Endzelins, Ezergailis, Gailis,
Kagyar. Due to their clan’s vicinity, package of Dwarvish, Litoniesu, and Gilis, Grinblats, Jansons, Jaunzems,
Stormhaven dwarves (near Oceansend) Thyatian. Dwarves living in the north Jelisejevs, Kaktins, Kalnberzins,
venture into Littonia with increasing speak Lietuvan as well, while those in the Kaudzitis, Klavins, Kreitus, Laizans,
frequency. south speak Buldurēšana. Lodzins, Lurins, Maluhins, Medins,
Similarly, most elves belong to the Elves receive their normal complement Nakums, Niedra, Ozolins, Pahars,
Meditor clan of Minrothad; however, of bonus languages, but in addition they Pauluks, Pedars, Plakans, Prusins,
elves from other clans can be found here. will speak Litoniesu. Purvitis, Rainis, Rimkus, Rubiks,
Littonian elves generally follow the path Goblins will speak their own language, Sakbartis, Seleckis, Skujans, Skulme,
of the traditional fighter-mages. Buldurēšana, which is a patois of Streics, Tauninsat, Tebelis, Troickis,
Norwold’s native foresthome elves avoid Litoniesu and the regional goblin Ulmanis, Upmane, Vagris, Vetra, Zabers,
the Littonian area. language. Buldurēšana is 60% Zalite
Sarkans Goblins live on the eponymous compatible with Litoniesu, and 40%
plain southwest of Littonia along the compatible with Goblin (Great Bay). Lietuvan, Male: Aidas, Algirdas,
upper reaches of the Gaudava River. Fey folk speak Litoniesu, Lietuvan, and Andrejus, Andris, Arturas, Baltrius,
Centuries of relatively peaceful contact the language of the fairy court; it is Bernadas, Dainius, Daumantas,
have won grudging tolerance for the identical to that spoken in Alfheim and Dzidorius, Erdvilas, Gediminas, Gintas,
goblins. Most Sarkans goblins are other regions where they reside. Gintautas, Henrikas, Jecis, Jūrgis,
fighters, but the thieving arts are being Kadaras, Keistutis, Laimonas, Marijus,

3
CREATING LITTONIAN CHARACTERS

Mikelis, Mindaugas, Olgierd, Petras, Due to human influence, the culture of giant if the player does not wish to, as
Povilas, Raimundas, Ringaudas, Tanas, the Sarkans Goblins is less brutal among that would likely be suicidal unless the
Vaidotas, Vidmantas, Vytautas, Zenonas their southern cousins, although it is still character was of very high level.
Lietuvan, Female: Anele, Annika, considered crude by most human Nevertheless, even if the character cannot
Annze, Asta, Birūte, Elzbieta, Evalda, standards. They are generally treated engage the frost giant immediately, they
Gella, Ingrīda, Jūdyta, Jūliya, Kazimiera, with disdain rather than open disgust and will feel compelled to counter them in
Laima, Marcella, Marija, Ramūne, loathing. Reaction rolls with most any way they can.
Rozele, Rozete, Sigita, Vīda, Viera Littonians are penalized by -1, more with Afterwards, the character must rest for
Lietuvan Surnames: Abrutis, foreigners. one full turn for each round spent in a
Alksninis, Andraitis, Andriejauskas, Sarkans Goblins within Littonian maddened state. Littonian magic users
Anelauskas, Bacanskas, Baltakis, society have access to the standard will also enter such an enraged state, but
Baranauskas, Berzins, Bieliauskas, human classes save amber mage. Goblin will be inclined to direct their spells
Brazauskas, Cuplinkskas, Daukantas, fighters use a d6 hit die, and clerics use towards any frost giants first. These
Degulis, Didgalvis, Drotvinas, Dukys, d5. Goblin characters who grew up on rules apply to Littonian retainers, too.
Eidziulis, Elsneris, Endriukaitis, the plain are generally fighters (d6); It should be noted that it is possible for
Gaigalas, Gaizauskas, Gedgaudas, although thieves, shamans, and wokani Littonians to befriend giants of “good”
Gramauskus, Hiskauskas, Indriulaitis, are possible choices, too. intent, but centuries of ingrained dislike
Jakus, Jasaitis, Jonikas, Kalvaitis, must be overcome.
Krasauskas, Kuris, Maciulis, Dislike of Giants and Their Kin
Markauskas, Mazutis, Palmaitis, Given their history, it is hardly Social Status
Pazeimys, Rakauskas, Rutkauskas, surprising that the Littonians have a
Sabaliauskas, Senkus, Songaila, Tarulis, strong dislike of giants. This antipathy Social Starting
Uleckis, Vaitekunas, Vidugiris, extends to most other humanoid creatures d00 Standing Lats
Wanagaitis, Zemaitis, Zievys, Zurauskas ogre-sized or larger. Whenever a giant, 01-05 Outcast 3d4x10
giant-kin, or large humanoid is 06-50 Struggling 3d4x10
Demihuman and Goblin encountered, Littonian NPCs should 51-80 Commoner 3d6x10
Names make a reaction roll with a -3 penalty, 81-89 Gentry 2d10x10
Owing to the fact that most demihumans even if the creature’s intentions are 90-99 Noble’s 2d10x10
arrived in Littonia only recently, players peaceful, to determine their initial Household
may use names that would be in common impressions. Littonian retainers (if any) 00 Noble (1d20)
use in the Known World. The Sarkans will advise player characters to take a 1-19 Landless 4d6x10
Goblins have been using Litoniesu given more confrontational stance against such 20 Landed 5d6x10
names for centuries. Surnames are taken creatures, and will not give them quarter
from the clan name, which is descriptive in combat, unless ordered to do so. Fairy characters do not roll on this
(e.g., Muddy Water, Broken Blade, etc). When encountering a frost giant, a table. Lietuvans subtract 10, but a
Pixies and sprites may choose standard player character must a make a Self natural roll of 00 is kept. Foreign-
fey folk names. Control Check (Wis) -5 or fly into a descended residents of Littonia re-roll
murderous rage. [At the referee’s any result less than 51, while goblins
discretion, if the character is injured, the must re-roll any result greater than 60. A
Sarkans Goblins antipathy effect may instead be realized
Sarkans Goblins are wiry, quick and person who is in the house of a noble is
by hiding unseen.] In a raging state, the usually a family member (cousin or
nimble. Centuries of contact with
character must make a melee attack child), but it can also include a devoted
humans, and the trade that accompanied
against the giant each round if possible, servant. A character who rolls 00 is a
it, have allowed the goblins to diversify
and all such attacks suffer a -2 penalty to young noble; the player must then roll
and improve their diets. As a result they
hit due to the blinding anger. Successful 1d20 to determine whether or not they
are taller than most goblins, and live
attacks receive a damage bonus of +2 on are landed. Landed noble characters are
longer, healthier lives. Sarkans Goblins
top of any other bonuses, however. This assumed to have recently inherited their
receive a -1 to Strength during character
mental state exists until the giant is title – and the problems that go with it,
creation, but Dexterity is increased by 1,
defeated, or the character loses more than and must choose their ancestral seat – the
to a maximum of 18. They also have a -1
75% of his or her hit points. The DM can help if necessary.
penalty when making attacks in sunlight,
aforementioned optional rule is subject to A portion of most characters’ starting
but this is rarely a serious issue given the
some logical restrictions – a lone or lats are actually in the form of goods.
rarity of sunny days in Littonia.
injured character will not attack a frost Outcast or struggling characters have

4
CREATING LITTONIAN CHARACTERS

50% of their starting wealth in goods, New Skills Other Game Systems
while commoners have 25%. Those of Singing (Dainas) (Charisma): A Littonia is fully usable as a campaign
gentry station or higher have all of their person with this skill is proficient in the setting for game systems other than
starting wealth in cash. art of singing Littonian Dainas, a unique OD&D. Guidelines for translation are as
Those who are noble or hail from a form of sung poetry that delivers parables follow.
noble household receive equipment of about life, history, faith, and values. For First Edition AD&D, all of the
superior quality (add 10% to the value of Several thousand Dainas exist, but an standard classes are playable, though the
each item, at the referee’s discretion). individual’s repertoire is limited to a paladin is exceedingly rare. The
Also at the referee’s discretion, landed number equal to 100 times the skill score. barbarian class from Unearthed Arcana is
nobles may receive one magic item The margin of success (or failure) of a acceptable for people from the fringes of
(weapons no greater than +1). skill check determines the quality of the the kingdom, but the monk and cavalier
performance (often the delivery of 20-40 classes, as well as psionics, are generally
Starting Skills Dainas). Although many Dainas have incompatible with Littonia.
A character’s initial skills are influenced religious overtones, they may be Under Second Edition AD&D, the
by their socioeconomic background. A performed as entertainment. following kits are appropriate: barbarian,
number of suggested starting skills are Appreciative commoners may provide outlaw, peasant hero, wilderness warrior
provided below. Literacy is not assumed, gifts in the form of food or goods valued (mainly for Lietuvans), all thief kits (save
and it must be purchased. Characters of at one sentīms times the margin of buccaneer), all priest kits (save fighting-
Known World extraction choose skills success. Nobles will award 1d4 lats monk), peasant wizard, witch, explorer,
appropriate for their own race and times the margin of success. giant killer, mountain man, seeker, and
culture. Performances at court can be particularly stalker. Giant killer and explorer are
rewarding, with the performer receiving particularly popular kits for rangers who
Noble: one of riding (horse), etiquette, 2d6 lats times the margin of success. work the north country. Many local
hunting, or singing (Dainas) Amber Appraisal (Wisdom): With dwarves are axes for hire, while strong
Gentry: one professional skill this skill, the character can accurately goblins often work as sellswords.
(accountant, merchant, scribe, appraise the quality of a piece of amber. Good choices for a specialist wizard are
shipwright, etc.) In financial transactions limited to amber, Enchantment/Charm, Illusionist, and
Urban Commoner: one craft skill both raw material and finished products, Alteration. Diviners are uncommon but
(blacksmithing, candlemaking, carpentry, use this skill (see Gaz 9 The Minrothad not rare. Invokers, Abjurers, and
leatherworking, pottery, etc.) Guilds and Gaz 11 The Republic of Necromancers are rare or unknown.
Rural Commoner: two of cooking, Darokin). For campaigns under 3.x, the sorcerer
hunting, labor (farming, fishing, logging, Amber Crafting (Dexterity): This is found within the native population, and
mining, etc.), nature lore (forest, hills, or is a craft skill specializing in carving, referees who do not wish to adopt the
plains), or survival (forest, hills, or polishing, and otherwise working with amber mage are recommended to use this
plains) amber. It is used to produce jewelry and class in its stead.
Fighter: two of bravery, foraging, trinkets. It cannot be employed to Half-orcs and gnomes are unknown in
hunting, nature lore (forest, hills, or manufacture amber weapons or armor. Littonia, regardless of edition. Any such
plains), riding (horse), grooming (horse), One exception to this restriction is that characters would necessarily be of
or an armor- or weapon-crafting skill arrow points and lance or spear tips can foreign import. The appropriateness of
Thief: two of appraisal, deception, be made out of amber. the various prestige and non-standard
detect deception, persuasion, survival base classes are left at the discretion of
(forest, hills, or plains), or tracking Amber Economics the referee.
Cleric: honor (Immortal), history Amber, fossilized tree resin, is an
(Littonian), singing (Dainas) important part of the Littonian economy.
Druid: area knowledge (Littonia), Amber is somewhat larger than true gems
herbalism, nature lore (forest, hills, or of comparable standard value. Because
plains) of its prevalence, the base value of
Amber Mage: two of appraisal, area Littonian amber is 80gp on the local
knowledge (Littonia), herbalism, history markets. On the foreign market, it is
(Littonian), or nature lore (forest, hills, or worth 100 to 115 gp.
plains)

5
AMBER MAGIC

Amber Magic Initially, amber mages wielded a great repository for the amber mage’s spells.
Littonia is magic-poor in the deal of influence in Littonia, advising A focus should be at least 3 cn in weight
conventional sense. Most clerics are low clan chiefs and warlords, and carving out and rest comfortably in the palm.
to medium level, and wander throughout dominions for themselves. During the An important distinction between
the countryside or tend to small long campaign to drive out the frost amber magic and conventional
congregations. There are few Littonian giants, the mages played important roles spellcasting is that the former does not
magic-users due in large part to lingering in the many battles. The most powerful rely on memorization. As long as an
prejudices against spellcasting created by mages became a power unto themselves amber mage has their focus piece, they
Alinor’s involvement in Littonian affairs and, during the strife that followed the may access their spells anytime, and may
over a millennium ago – though the collapse of the first kingdom, turned their cast their maximum allowable spells, per
details are largely forgotten. magic against their own people as a spell level, each day with no other
Consequently, magic items are also quite weapon of war. restrictions upon spell selection. The
rare. It would be wrong, however, to say After the last battles, the amber mages drawback is that if the amber mage’s
that Littonia has no magic tradition realized how dangerous their power spell focus is destroyed, or is more than
whatsoever, for it is here – and nowhere could be, and how easily they could ten feet per level away, they cannot cast
else – that amber magic is practiced. destroy the land itself. They formed an any spells without a substitute focus.
Many Littonians believe that the organization – the Conclave – to help The following table, based in part on
Immortals, in observing the tribulations police themselves. They swore never to information on gems from page 226 of
of their people during the mostly seek power for purely personal gain, and the Rules Cyclopedia, outlines the
forgotten dark ages, wept at their to treat their magic – considered a gift of relationship between the quality of the
suffering. These tears turned into amber, the Immortals – as a sacred trust. These amber used as a focus and the maximum
which is considered to be a symbol of the beliefs formed the basis of the useable spell level.
kingdom, its people, and their long and philosophy expressed by most amber
often tumultuous history. The true story, mages to this day. Most hold themselves Quality Modifier* Max. Level
however, is not nearly so grand. apart from Littonian society, existing as Very Poor ⅛ normal None
custodians of their power and, through it, Poor ¼ normal None
The Rise of Amber Magic the life of the land. They refuse to Fairly Poor ½ normal None
engage in warfare unless the very land Average 1 1
Before the time of Namejs, the
itself is threatened. Naturally, this stance Fairly 2x 3
Littonians practiced a form of wild,
has brought them into conflict with the Good
primal magic – a gift of the land that was
druids and a possibly jealous clergy. Good 4x 6
seen as the counterpart to the powers
This mutual distrust has forced most Very Good 8x 9
granted by the Immortals. It was often
amber mages to assume a semi-nomadic *This refers to the modifier affecting
most dangerous to its wielders than those
lifestyle, wandering extensively in a the gem’s price, as per the Rules
against whom it was directed. Concerned
region, gathering information that might Cyclopedia.
Immortals did not wish to grant more
aid their colleagues and the people.
powers to their clerics – the fractiousness
of Littonian society would ensure a Just as amber magic is unique in terms
violent response, in any case – and felt How It Works of how spells are stored and cast, the way
that the wild earth magic could not be Unlike conventional magic, which is in which they are copied differs, too.
trusted. Since they could not interfere used as a tool by the caster, amber magic When an amber mage wishes to share a
directly, they instead sought a means to is something the caster embraces. Some spell – for example, a mentor providing a
help the Littonians tame and direct their amber mages describe it as being swept novice with his or her first spell – they
magic. away, much as a person rides a raging hold the destination spell focus, and
Knowing that amber was already river. Specially attuned pieces of amber concentrate for one turn per level of the
significant to the Littonians as an item of are used as conduits for the magical spell. Assuming the process is
beauty and status, they tied it, as the energies. The amount of magical energy uninterrupted, the destination spell focus
former lifeblood of the trees, to the wild that can be accessed and controlled will have an exact copy of the original
magic of the earth itself. Soon depends on the caster level and the spell, which may be used by the recipient
afterwards, some mages discovered that quality of amber being used. immediately if he or she has not cast all
amber, when properly attuned, could be For most spells, an amber mage must their spells that day.
used as a focus that allowed them to cast have one piece as a spell focus. This When researching new spells, amber
safely. Word spread, and amber magic piece, attuned to the caster, is never mages summon and manipulate magical
was born. consumed in spellcasting and acts as a energy through their spell foci, and the
various elements (earth, water, air, fire,

6
AMBER MAGIC

life, death) that constitute it, taking note


Amber Mage Spells
of what happens when different First Level Second Level Third Level
proportions of each element are drawn 1 Amberglow Amber Shield Amber Dart
upon. This research takes as much time, 2 Attune Detect Invisible Amber Eye
and costs just as much, as it does for 3 Detect Magic Find Direction Amber Skin
magic users of equivalent level (i.e., 4 Dream Dust Healing Sap Dispel Magic
research costs 1,000 lats per spell level, 5 Hold Person* Hold Animal* Draught of Truth
and takes one week plus one day per 6 Mesmerize Invisibility Entrap
1,000 lats spent). In addition, the DM 7 Protection from Evil Knock Hallucinatory Terrain
must determine whether special 8 Read Spell Focus Resist Fire Infravision
components will be required, in which 9 Resist Cold Vigor Phantasmal Force
case the caster must purchase them or go 1 Ventriloquism Wizard Lock Silence 15’ radius
on a quest to find them. 0
The percentage chance of success is
Fourth Level Fifth Level Sixth Level
2 x (Int + caster level) – 4 x spell level 1 Amber Shield, 10’ radius Contact Outer Plane Absorb
2 Amber Ward Dimension Door Animal Growth*
When making the roll, a result of 90-00 3 Confusion Dissolve* Charm Plant
is always a failure. The caster must then 4 Detect Amber Mindlink Conjure Elemental
start anew, but each subsequent attempt 5 Fly Passwall Lower Water
gains a bonus of +5%. If successful, the
6 Growth of Plants* Polymorph Other Move Earth
final spell will appear in the caster’s spell
focus. 7 Polymorph Self Preserve Sharpness
Similar rules apply for the creation of 8 Remove Curse* Scrystone Summon Amber Golem
magic items using amber magic – the
player and DM must determine which 9 Source Shield Shatter Teleport
spells will be used in the crafting of the 1 Water Breathing Telekinesis Weather Control
item, and use their levels to complete the 0
formula.
Seventh Level Eighth Level Ninth Level
New Character Class 1 Amber Bolt Animate Amber Golem Amber Stasis
Amber Mage 2 Amber Wall Create Normal Contingency
Amber mages constitute a variation Monsters
upon the conventional magic-user and 3 Ambershape Force Field Create Amber
share the same level advancement, saving 4 Anti-Magic Shell Magic Door* Gate*
throws, hit dice, and armor restrictions. 5 Feeblemind Mind Barrier* Immunity
They differ in that they do not need to 6 Geas* Severe Source Omniscience
memorize their spells, they do not use 7 Lore Spell Capture Permanence
spellbooks – their spells are contained in 8 Projected Image Summon Object Polymorph Any
their spell focus – and they are allowed to Object
use one-handed weapons up to 50cn in 9 Purify Amber* Teleport Any Object Shapechange
weight, staves, and spears. The relaxed 1 Truesight Transmute Sap to Touch Source
weapon restrictions reflect the fact that 0 Amber*
the majority of an amber mage’s time is research and item creation are still mages cannot learn from one another.
spent wandering throughout Littonia. governed by Intelligence. With enough time and research magic-
This is balanced against a weaker array Thus, an amber mage would be an users might be able to duplicate the
of magic and the dependence on amber. appropriate class for someone who effects of certain spells (a spell level
The amber mage accesses the wild wishes to play a character who has access adjustment could be appropriate).
magic of the land, channeling it through to some magic, but who can also defend In the table above are the spells
his or her body. This leads to an themselves when necessary, and lend a considered to be within the scope of
additional difference with the traditional hand in a pitched battle. Due to the amber magic. Those spells italicized are
magic-user. The prime requisite for the different way in which spells are new and are described in the next section.
amber mage is Constitution; however recorded and cast, magic users and amber

7
AMBER MAGIC

Spell Descriptions Spells or fall asleep. The spell does not maximum spell level may be studied and
As the following spell descriptions will distinguish between friends or foe, but copied into the caster’s own focus –
show, amber magic is generally not as those put to sleep may be awakened as copying a spell takes one week of
showy, dramatic, or deadly as from a normal sleep. uninterrupted study per spell level, after
conventional magic might be, but at the Using amber of greater than average which a halved Intelligence check must
same time it is tied to the land and the quality increases the spell’s power (-1 to be rolled to determine success. If the
Littonian people. This spell list is by no save per quality class over average). check fails, the amber mage must start all
means exhaustive; characters may over again. This spell is innate to all
research their own spells, and others may Mesmerize amber mages and requires no spell focus
lie hidden in forgotten spell foci. Level: 1 to cast.
Range: 20 feet
Amberglow Duration: as Charm Person Amber Shield
Level: 1 Effect: Charm one person, or issue one Level: 2
Range: 30 feet command. Range: 0 feet (caster only)
Duration: 6 turns When cast on a piece of amber of at Duration: 3 turns + 1 turn/level of caster
Effect: Causes one piece of amber to least average quality, it acquires a Effect: Surrounds the caster with a
give off light. mesmerizing sheen. When it is seen, the shield of protective energy.
When cast on a piece of amber within desired target must save vs. Spells or fall This spell creates a translucent, dark
sight, this spell causes it to glow as into a dazed state. The caster may yellow dome of magical energy over the
brightly as a lantern. The light is bright instruct the dazed target to perform one caster. The shield moves with the caster,
yellow, and produces no heat. simple task or to charm him. The provides a bonus of +1 to all saving
preferred effect must be chosen before throws, and lowers his or her armor class
Attune casting the spell. to 3 while in effect. Only the caster’s
Level: 1 A mesmerized target will perform an spell focus is required.
Range: 0 feet (caster only) assigned task (e.g., retrieval or delivery
Duration: Permanent of an item, providing information, etc.) at Find Direction
Effect: Attunes one piece of amber to the the earliest opportunity but afterwards Level: 2
caster. will have no memory of doing so. Tasks Range: 60 feet
With this spell, an amber mage may that endanger the target break the spell. Duration: 6 turns + 1 turn/level of caster
attune to his or her self any piece of A charmed target will believe that the Effect: Turns a piece of amber into a
amber, thus creating a spell focus. The caster is his or her best friend. The target compass.
effect can only be broken by damaging will not harm or kill others for the caster. When cast on a piece of amber of at
the amber, which erases any spells If the caster becomes separated from the least average quality, this spell allows
contained at the time. This spell is innate imbued amber, the spell is broken. anyone holding it to ask to be directed to
to all amber mages, requiring no spell Mesmerize is otherwise identical to a specific location, person, or thing. As
focus to cast. There is no limit to how charm person. long as the spell lasts, the amber will tug
many pieces are attuned to a mage. Once Saving throws are penalized by one for whoever holds it in the right direction,
attuned, a spell focus cannot be used by every level of amber quality above even if the target is moving.
any other amber mage, unless its owner average – for example, using amber of
wills it. good quality imposes a -2 penalty. Healing Sap
Level: 2
Dream Dust Read Spell Focus Range: 0 feet (touch)
Level: 1 Level: 1 Duration: Permanent
Range: 20 feet Range: 0 feet (caster only) Effect: Turns a piece of amber into
Duration: 2d6 turns Duration: 6 turns healing sap.
Effect: Creates a cloud of dust that Effect: Allows the caster to read the If cast on amber of at least average
puts everyone in a 20’ x 20’ x 20’ area to spells contained in another spell focus. quality, this spell will transform it into
sleep. When cast on a spell focus, the caster is warm sap, which may be applied to any
Before casting this spell, the mage must able to identify and read every spell injury. If this is done, it can restore hit
crush a piece of amber of average quality contained within it. An amber mage may points to one person. A person’s hit
or better into fine dust – this may be done not simply cast spells contained within point total cannot be increased above the
beforehand. The caster blows the dust at the targeted spell focus. Those spells original amount. The amount of healing
a group of opponents, who must save vs. equal to or less than the caster’s own received depends on the quality of the

8
AMBER MAGIC

amber used. Regardless of quality, the caster a wall-eyed view of everything


amber used in this spell is consumed. within 20 feet of amber. Viewing is
subject to line of sight – and may be Entrap
Quality Points Restored blocked by covering – but the caster may Level: 3
Average 1d3 be at a safely removed distance and need Range: 30 feet + 5 feet per caster level
Fairly Good 1d4 not be in direct line of sight of the amber. Duration: Special
Good 1d6 Effect: Coats an area with sticky resin
Very Good 1d6+2 Amber Skin that impedes movement.
Level: 3 This spell allows the caster to transform
Vigor Range: 0 feet (caster only) a piece of amber into a ball of resin that
Level: 2 Duration: 6 turns may be thrown at an opponent or an area
Range: Touch Effect: Turns the caster’s skin to amber. (treat an area as AC 15). If the target is
Duration: 6 rounds With a piece of amber (fairly good or struck under a normal to hit roll, the resin
Effect: Gives spell recipient added battle better), this spell thickens and yellows spreads over the victim or area. Amber
prowess. the caster’s skin, giving it a texture not quality determines duration, Hit Dice
With this spell, the caster may enhance unlike amber. While in this state, the affected, and area of effect (see table
any one person’s fighting skills for up to caster’s armor class is improved, and below). Anyone hit by the resin will be
six rounds by touching them. While the some measure of resistance to spells is assumed to be coated with the substance,
spell is in effect, a bonus of +2 is added obtained – the DM should roll percentile and thereafter unable to move freely.
to all attack rolls, and a bonus of +1 is dice to determine whether any spell cast Spells such as dispel magic and free
added to all damage rolls. These are at the amber mage fails. The table below person may be used to free anyone
added after all other applicable bonuses. summarizes the benefits, depending on trapped by this spell.
If weapon mastery is used, attempts to the quality of amber used. The amber piece is consumed by the
parry, deflect, and disarm opponents also spell.
receive a +1 bonus. Spell
Quality AC Resistance Amber Area Duration
HD
Amber Dart Fairly Good 3 5% Quality (ft^2) (in rds)
Level: 3 Good 1 10% VP 2x2 1d2 1d4
Range: 30 feet + 5 feet per caster level Very Good -1 20% P 5x5 1d4 1d6
Duration: One round FP 10 x 10 1d6 2d4
Effect: Creates a dart of magical energy Such spell resistance also applies to A 20 x 20 2d4 2d6
This spell creates a yellow bolt of beneficial magic, such as healing. FG 30 x 30 3d4 3d4
magical energy that inflicts 1d6+1 points G 40 x 40 3d6 4d6
of damage against one opponent. In Draught of Truth VG 50 x 50 4d6 5d6
contrast to its conventional counterpart, Level: 3
magic missile, additional darts are only Range: 20 feet Amber Shield, 10’ radius
gained at the rate of one extra dart for Duration: Special Level: 4
every 3 levels beyond 5th – thus two darts Effect: Turns a drink into truth serum Range: 10 feet
at 8th, three at 11th, etc. If targeted This spell is cast on a piece of amber, Duration: 3 turns + 1 turn/level of caster
against an opponent’s spell focus, the which is then dropped into a drink, into Effect: Surrounds an area 10’ around the
amber will shatter unless a successful which it dissolves. The imbiber must caster with a shield of protective energy.
saving throw vs. Death Ray is made. All save vs. Spells (the drink must be at least This spell functions in an identical
spells contained within a shattered focus 1 cup volume). The caster may compel manner to amber shield, except that it
are lost. anyone who fails their save to answer covers a ten foot radius around the caster.
questions. The number of questions that While the spell is in effect, people may
Amber Eye may be asked depends on the quality of enter and leave the protected area at will.
Level: 3 the amber used – any piece of average Due to the more powerful nature of this
Range: 120 feet + 10 feet/level of caster quality or less will allow the caster to ask spell, the caster must sacrifice a piece of
Duration: 6 turns three questions, with an additional amber of at least fairly good quality to
Effect: Enchants a piece of amber to act question granted for each level of quality cast this spell; otherwise it will only
as a scrying device. above average (e.g. six questions if a protect the caster, as per the 2nd level
When cast on a piece of amber, this very good piece is used). version of the spell.
spell turns it into a device that grants the

9
AMBER MAGIC

Amber Ward Detect Amber Preserve


Level: 4 Level: 4 Level: 5
Range: 0 feet (caster only) Range: 60’ Range: 0 feet (touch)
Duration: Special Duration: 1 turn/level of caster Duration: Permanent
Effect: Creates a warded area measuring Effect: Detects the presence of amber Effect: Preserves one item in amber
20 feet x 20 feet x 10 feet. This spell attunes the caster to the This spell allows the amber mage to
When cast on four pieces of amber of presence of amber within range. The soften a piece of amber to the consistency
identical quality, which are then placed at caster will have a vague sense of the of putty. A small, nonliving object can
the four cardinal points, this spell creates quantity and quality of the amber, as well then be placed inside it for protection.
a warded area which may not be scryed, as its general location. Once the caster is satisfied, the spell
or entered by those of hostile intent. Source Shield ends, and the amber becomes solid once
While the ward is active, those protected Level: 4 more. Encased objects are considered
by it are immune to physical and magical Range: 0 feet (caster’s focus only) unbreakable, and will be preserved from
attacks from without – the latter are Duration: 6 turns the ravages of time. Mundane means of
grounded harmlessly into the earth. Effect: Protects an amber mage’s spell removing the object may be attempted,
focus. but they are likely to damage it. The
HD This spell protects the caster’s spell caster may remove the object safely any
Quality Duration
repulsed focus from physical and magical attacks. time by recasting the spell on the amber.
Very Poor 2 HD 1 hour While it is in effect, the spell focus is
Poor 4 HD 2 hours immune to crushing and falling damage. Scrystone
Fairly 6 HD 3 hours Magical attacks directed at the focus will Level: 5
Poor fail if its owner makes a successful save Range: 10 feet
Average 8 HD 8 hours vs. Spells. The quality of the spell focus Duration: 1 turn
Fairly 10 HD 1 day can dramatically increase its resistance to Effect: Turns one piece of amber into a
Good magical attack – for every level of quality scrying device.
Good 14 HD 2 days above average, the focus gains a +2 This spell allows the caster to turn any
Very 18 HD 3 days bonus to any saving throw (e.g., a spell piece of amber into a scrying device as
Good focus of very good quality would have a per a crystal ball. For the spell’s
+6 bonus). duration, the caster may view any place,
It should be noted that the number of person, or object – anywhere in the world
hit dice the ward can repulse constitutes Mindlink – as it is currently. The more familiar the
the total number of opponent hit dice Level: 5 caster is with scryed object, the clearer
massed against it in a given combat Range: ½ mile per 3 levels of caster the image will be. Spells cannot be cast
round. Thus, if an enemy force obtains Duration: 1 hour/level of caster through the scrystone.
reinforcements, some of them may get Effect: Allows the caster and one other
through. If a varied group of attackers person to link their minds Shatter
assaults the warded area, the ward will This spell is cast on a piece of amber of Level: 5
block opponents with the most Hit Dice at least average quality, which is then Range: 0 feet (caster’s focus only)
first. Treat creatures with a hit point given to another person. For the duration Duration: 1 round
bonus as HD greater (thus a 3+1 HD of the spell, the amber allows the caster Effect: Allows caster to create a
bugbear is counted as 4 HD). If the and holder to see what the other sees, powerful wave of magical energy with a
creature is immune to weapons of hear what they hear, and read the other’s radius of 10 feet per level
strength +X, add the immunity strength surface thoughts. As this is not full This spell is frequently used by amber
to the hit dice total. telepathy, only simple messages and mages when facing overwhelming odds.
impressions can be shared. If the holder After casting, the mage’s spell focus
loses the amber the connection is becomes brittle. Once the brittle focus is
temporarily broken, but it can be crushed, every spell contained within it,
regained if the piece is recovered before whether or not it has already been cast
the spell expires. The piece of amber that day, is released in a wave of wild
dissolves at the end of the spell. magic. Everyone within the area of
effect receives 1d12 points of damage per
spell level of the highest spell contained
within the focus. Everyone within the

10
AMBER MAGIC

area of effect may make a saving throw a piece of amber of at least good quality. Summon Amber Golem
vs. Death Ray to halve the damage The spell causes one animal to grow Level: 6
received. The caster does not receive any many times its original size, possibly to Range: 1 mile
damage. gigantic proportions (in contrast to the Duration: Until task is accomplished or
Unless a spare spell focus is at hand, third level clerical spell growth of creature is slain
the caster will be unable to use further animals). Effect: Summons one amber golem
spells until a new focus is attuned. The allowable creature sizes are Small, This spell summons an amber golem to
Medium, and Large, as per the standard perform one task for the caster,
Absorb rules. The modifier listed under regardless of the time, distance, or nature
Level: 6 “Growth” is the number of size classes of the task involved. If within range, a
Range: 120 feet that a creature can grow. Using very golem will appear within 1d6 hours of
Duration: Permanent until spell is good amber, the caster can make a target casting. A summoned golem cannot be
absorbed creature grow up to two sizes larger – a dismissed, and the term of service lasts
Effect: Absorbs one spell into a piece of small creature could become large. until the task is accomplished or the
amber (Note: a medium-sized creature can only golem is destroyed.
This spell enables a piece of amber to be raised one class).
capture and absorb one spell, of any type, Amber Bolt
cast by another spellcaster within range. Quality Growth Modifier Level: 7
The absorption takes place Good +1 -2/+4/+4 Range: 240 feet
instantaneously, and the captured magic V. Good +2 -4/+8/+8 Duration: One round
is grounded harmlessly into the earth. Effect: One powerful magical bolt
The spell may be cast in advance. If two The final column indicates how much By sacrificing a piece of amber in the
pieces of absorbing amber are brought the creature’s Armor Class, Hit Dice, and casting of this spell, the caster may throw
within 120 feet of each other, they will damage rolls improve as a result of the a powerful bolt of magical energy at a
cancel one another. transformation. Thus, a small creature single opponent within range. The bolt
The amber may only absorb spells of with an Armor Class of 9, 1 Hit Die, and inflicts 1d6 damage per level of caster,
levels within the casters range; i.e. an capable of inflicting 1d2 damage, if up to 20d6. The victim may save against
amber mage capable of casting 5th level transformed into a large monster, would Death Ray for half damage. The saving
spells may produce amber that absorbs have an Armor Class of 5, 9 Hit Dice, throw is modified according to amber
spells up to 5th level. and would inflict 1d2+8 damage per hit. quality.
There is a quality-dependent chance The reverse of this spell, shrink animal,
that the amber will disintegrate after the works in an identical manner, except that Quality Save Modifier
spell is absorbed – the DM should roll Armor Class, Hit Dice, and damage Very Poor +4
d00 and consult the following table. The inflicted are worsened by the amounts Poor +2
amber loses its enchantment after listed above. This spell may only be cast Fairly Poor +1
absorbing a spell. on creatures of animal intelligence or Average +0
less. Fairly
Quality Survival (%) -1
Good
Very Poor 5% Sharpness Good -2
Poor 10% Level: 6 Very Good -4
Fairly Poor 15% Range: 20 feet
Average 30% Duration: 6 turns Amber Wall
Fairly Effect: Enchants one weapon Level: 7
50%
Good This spell produces a faint, deep yellow Range: 60 feet
Good 70% aura around one weapon chosen by the Duration: Special
Very Good 80% caster. While in effect, the spell grants Effect: Creates 300 cubic feet of amber
the weapon an additional +2 to hit and This spell creates a vertical wall of
Animal Growth* damage, on top of any other bonuses. If amber one foot thick in a previously
Level: 6 the caster is using a spell focus of very unoccupied space. The dimensions are
Range: 60 feet good quality to cast this spell, the bonus determined by the caster, but the total
Duration: 6 turns increases to +4 to hit and damage. area must be 300 square feet or less (e.g.,
Effect: Increases the size of one animal 10’ x 30’, 60’ x 5’, etc.) The entire wall
This spell requires the consumption of must also be within 60 feet of the caster.

11
AMBER MAGIC

The wall can only be created on a solid amber will be dispelled, due to the fact two punches or swats, and one crushing
surface. that the structure of the piece has been attack.
The wall lasts until dispelled or altered. The quality of the caster’s spell If all of these requirements have been
physically broken. Treat the wall as focus may not be improved in this met, the spell may be cast on the golem,
having AC 2 and 300 hit points. Any manner. The target amber must be able after which it becomes fully functional
single attack doing more than 75 points to rest comfortably in one hand and obeys the commands of the
of damage will create a breach, after (generally about ten pounds). animating caster. Different quality amber
which the wall will dissolve in one turn. If a piece of amber of very good quality produces golems of different strength.
is purified by this spell using a very good Using average quality amber will create a
Ambershape focus, the target amber becomes a “life golem whose statistics match those in the
Level: 7 stone”, capable of facilitating the official monster description. Consult the
Range: Touch animation of an amber golem. In all table below to determine Armor Class,
Duration: Permanent other respects it is unchanged, however. Hit Dice, and damage for the particular
Effect: Allows the caster to shape a The life stone must be very large in size golem.
piece of amber (see Rules Cyclopedia, p. 226). Statistics not listed below, such as
This spell allows the caster to alter the The reversed version of this spell, Movement, Morale, and Treasure Type,
shape of an existing piece of amber, up to degrade amber, likewise will reduce the are identical to those for the “default”
one cubic foot, as though molding clay. quality of a piece of amber by one level. amber golem.
The caster may take up to two hours to The reversed version of this spell cannot
shape the amber until the spell expires, be used to kill an amber golem by Swat
after which it solidifies again – for degrading its life stone, since the piece Qual. AC HD (x2) Crush
complex shapes, additional treatments of would have to be held by the caster. VP 9 2* 1d4 2d4
ambershape may be required. The DM Ambershaped weapons have P 8 4* 1d6 2d6
should determine the length of time encumbrances and damage equivalent to FP 7 8* 2d4 2d8
required for any design at the time of first standard equipment. Optionally, such A 6 10* 2d6 2d10
casting. weapons may be treated as “magical” FG 5 12* 2d8 2d12
Ambershape can seamlessly join without any bonus in combat. G 4 14* 2d10 3d10
together two separate pieces of amber VG 3 16* 2d12 3d12
without weakness. The smaller of the Animate Amber Golem
two pieces must be no greater than one Level: 8 Sever Source
cubic foot in size. Additional Range: Touch Level: 8
ambershape treatments are necessary if Duration: Permanent Range: 30 feet + 10 feet per caster level
the caster wishes to further alter any part Effect: Allows caster to animate an Duration: 1 turn/level of caster
of the joined piece. amber golem Effect: Severs a target spellcaster from
This spell is particularly useful for With this spell, the caster animates a their magic
crafting rings, containers, small weapons fully-formed amber golem. A number of This spell unleashes a burst of magical
and other items, many of which are later conditions must be satisfied for the spell energy that attacks an arcane spellcaster’s
enchanted with other spells. It may also to succeed. connection to his or her magic, cutting
be used in the assembly of amber golems At least 1,000 pounds (10,000 cn) of them off from it for the duration of the
(e.g., the caster may use the spell to amber, all of which must be of the same spell. Any spell being cast by the target
shape a hand, and then cast it again to quality, must be used in the construction spellcaster at the time is ruined, but spells
join it to an arm). of the golem. already in effect continue until their
A “life stone” – the motive force of the natural expiration.
Purify Amber* golem itself – of the highest quality of The victim is permitted a saving throw
Level: 7 amber must be inserted prior to casting vs. Spells to resist the attack. If the save
Range: Touch this spell. is successful, the spell must be cast again
Duration: Permanent All desired enchantments must be in if the caster wishes to make another
Effect: Improves the quality of one piece place, and the golem must be in the attack. Targeted amber mages may
of amber desired shape (see ambershape). While receive a bonus to the saving throw based
This spell allows the caster to improve standard amber golems are often shaped upon their focus quality.
one held piece of amber by one quality like lions, most Littonian golems are
category, up to the quality of the spell man- or bear-shaped. In lieu of two
focus. Any enchantments placed on the clawing and one biting attacks, they have

12
AMBER MAGIC

Quality Save Modifier send it back to the original caster or in Create Amber
Average 0 any other direction. The range, damage, Level: 9
Fairly and effect of the spell are unchanged. Range: 0 feet (caster only)
+1 Duration: Permanent
Good
Good +2 Transmute Sap to Amber* Effect: Creates a quantity of amber
Very Good +4 Level: 8 This spell allows the caster to tap into
Range: 60 feet the life force of the land itself, and
In addition, if they are of higher level Duration: Permanent extract a small measure of it for the
than the attacking caster, target amber Effect: Transmutes sap into amber purposes of creating amber. Because the
mages receive an additional +1 bonus to This spell can transform up to one cup caster is playing with the laws of nature
their saving throw for every three levels (roughly 0.25 liters), per level of caster, by fashioning amber in this manner –
of seniority they possess, up to a of tree sap into 0.5 pounds (roughly 0.22 rather than transmuting sap into amber,
maximum of +6. Likewise, there is a kilograms, or 5 cn.) of average quality or collecting it – a portion of his or her
penalty of -1 for every three levels of amber. The transformation is permanent, life force must be sacrificed in return for
seniority the caster possesses over the and cannot be dispelled. the spell to succeed.
target mage, up to a maximum of -6. The reversed version of this spell,
This spell may also be directed at transmute amber to sap, does the reverse, Quality Quantity Sacrifice
magic users, who must make a saving although the quality of the amber has no Very Poor 0.5 cn. or less 10%
throw vs. Spells, as above, to retain bearing on the tree sap produced. Poor 0.6-1 cn. 20%
access to their spells. However, due to Fairly Poor 2-5 cn. 30%
the differences between amber and Amber Stasis Average 6-8 cn. 35%
conventional magic, magic users Level: 9 Fairly
Range: Touch 9-10 cn. 40%
automatically receive a +2 bonus to their Good
saving throw, plus an additional +1 for Duration: Special Good 11-15 cn. 45%
every two levels of seniority, up to a Effect: Places person or animal touched Very Good 16-20 cn. 50%
maximum of +9. If the attacking amber into stasis
mage is of higher level than the magic This spell requires six pieces of amber To calculate the total sacrifice,
user, the latter’s saving throw receives a of very good quality. The caster touches determine the desired quality and
penalty of -1 for every two levels’ the spell’s intended target, who is then quantity of the amber and consult the
difference, up to a maximum of -9. encased in a fine amber mist in one table above. The percentages sacrificed
Regardless of the bonuses that might be round. The target then enters a state of are cumulative and are based upon the
applied, a natural roll of 1 or 2 is always suspended animation until the spell is caster’s maximum, uninjured hit point
a failure. either dispelled by an amber mage of total. For example, a caster with 60 hit
equal or higher level, a predetermined points wishing to create one pound (10
Spell Capture period of time elapses, or a set of cn.) of average quality amber must
Level: 8 conditions is met. For the latter two sacrifice 40% + 35% = 75% of his or her
Range: 120 feet options to be possible, the caster must maximum hit points, or 45hp. If the
Duration: Special state clearly during casting how long the caster’s total sacrifice equals 100%, the
Effect: Allows caster to reflect a spell target is to be in stasis, or what casting of this spell will leave a fully
This spell allows the amber mage to conditions must be satisfied for release. healthy caster with one hit point.
intercept any spell cast within 120 feet The DM should pay close attention to The sacrifice is paid by the caster
and subsequently redirect it in another how these conditions are worded, as the before the amber comes into being.
direction. The spell is cast on the spell spell will interpret them literally. Death can result from this sacrifice if the
focus before combat; lasting for one While in stasis, the target does not age, caster is already injured. In the above
round per level of the caster until it suffer illness or injury, or otherwise example, if the caster had already
intercepts a spell, after which a spell may deteriorate. Likewise, they are immune suffered 20 points of damage, he would
be held for one round per caster level. to all mental attacks, and cannot be die as result of producing the amber.
The captured spell may be released at any scryed. A creature in stasis cannot Hit points lost in this way cannot be
time during that period. If the spell is not receive magical healing until they emerge healed magically; the caster must rest. In
discharged within that period, there is a from stasis. addition, the caster will be unable to cast
cumulative 5% chance per overage round The intended target of the spell may try any spells until fully healed.
that it will ruin the spell focus. to resist it by making a successful saving
When reflected back, the caster may throw vs. Spells.

13
AMBER MAGIC

Omniscience Given the chaotic nature of wild magic, Unanticipated effect: The caster does not
Level: 9 success is by no means guaranteed. After fail, but the result is not what he or she
Range: 1 mile the caster determines how he or she expected – the referee decides what
Duration: Concentration wishes to use wild magic, the referee happens. Examples include spells or
Effect: Allows caster to be aware of should roll against the following table. magic items that do the opposite of what
everything within one mile Based on the declared task, the referee was intended, are double or half the
The caster becomes aware of every may apply modifiers to the roll. power, etc.
sentient creature within one mile. As Success: The caster succeeds at
long as he or she concentrates, the caster d100 Result whatever he or she intended to do.
may view them as though floating high 01-35 Death
above – much as a person might watch an 36-55 Burnout It is possible that more than one roll
anthill. By concentrating on a particular 56-85 Failure may need to be made, depending on what
person, the caster may see and hear what 86-95 Unanticipated effect the caster wishes to do. For example, if
the person does. The caster may freely 96-00 Success the caster wishes to create a magic sword
switch to another person or the larger with extra powers, the DM may rule that
view almost instantaneously. Death: The caster is overwhelmed by the one check is required to see if the sword
While concentrating, the caster is wild magic and dies instantly, but may be acquires the bonus to hit and damage,
unable to do anything else. Any resurrected. and then another check – or several – for
successful attack – even a hard shove – is Burnout: The caster survives, but the the additional powers.
sufficient to break the caster’s talent to access magic is burned out of If the caster has high Intelligence, the
concentration and terminate the spell. the mage’s system. Player characters chance of success is slightly greater. For
may retrain as another character class, or each point of Intelligence above 13, add
Touch Source they may undertake a quest, or use a 5 to the roll, for a maximum bonus of 25.
Level: 9 wish, to regain their powers. The referee may also impose penalties if
Range: 0 feet (caster only) Failure: The attempt fails, but the caster he or she determines that the caster’s
Duration: Special suffers no damage. He or she may try stated intention would be exceedingly
Effect: Allows the caster to tap directly again later. At the referee’s discretion, difficult to accomplish.
into the magic of the land there is a 50% chance that the caster’s
With this spell, the caster can access spell focus is ruined.
the wild magic of northern Norwold.
After doing so, he or she is connected to
it directly, without the aid or protection
of a spell focus. Using wild magic is one
way in which amber mages can create
their own spells, augment those already
known, create magic items, and conduct
research. Doing so can save great
amounts of time, but it is extremely
dangerous, as the mage is handling the
very essence of the earth itself, which is
unpredictable.
Once cast, the spell remains in effect
until the amber mage casts another spell,
seeks to craft a magic item, or performs
any other work using magic. The wild
magic is then applied to the next task.

14
WHAT PEOPLE SAY ABOUT LITTONIA

“All year round I gathered songs, Daelrin Meditor, elvish scholar, speaks to
Waiting for Midsummer Night, a recently-arrived cousin in Gaudavpils
Midsummer Night is here at last,
It's time to sing all the songs.”
“It is interesting that you should ask about the qualities of the
people of Littonia, for, although you have no doubt seen much
(A popular daina sung during the festival of Jāni)
by now, these rustic folk have more depth than one would think.
“It is true that Littonia is not as steeped in magic as Alphatia,
A Minrothaddan trader to his young Thyatis, or even our beloved Minrothad; but it would be wrong
apprentice to say that it is naught but a land of illiterate hunters and
farmers. The people here practice a magic that is primal, very
“I hope you got your feet wet in Gaudavpils, my lad, because close to the land – perhaps much like our own magic in the early
where we'll be heading, that port town will seem as days. I have not learned too much, for its practitioners tend to
cosmopolitan as Thyatis! Don't get me wrong, the Littonians – keep to themselves, but what I have learned is that they
and I mean the ones living out in the country – aren’t a bunch of commune with the magic in the very soil itself, through stones.
savages dressed in animal skins who dance around bonfires – The things that I have heard they can do are astounding.”
well, that last bit is sort of true, I suppose – but what you need to
know is that they're a cautious, plain spoken bunch. They'll be
slow to warm up to you because you're not one of them, but Jānis Bugeye, goblin hauler, speaking to
they'll be polite. When they get to know you, they'll be blunt his friends one night at a pub
with you, and they'll expect the same thing in return. That's
especially true for the Lietuvans, who live further to the north.
“You know, I just don’t get it. After all this time, those
“But once you do gain their trust, you can be sure they've got
dzidorakh humans still don’t give us any respect. We keep our
your back. That's a good thing to know up here.”
homes clean, we’re quiet, we even do the jobs they don’t want to
do, and yet they look at us the same way as those perfumed
foreigners look at them.
Daryn Tremaine, Darokinian adventurer, “I know what you’re thinking – pass me more of that Balzams
speaking to travelers at an inn in Thyatis – that the Litoniesu are treating us like garbage because the
Thadders like them, because they’re human and we’re not. Well
“Littonia? I’ve been up there three times, thanks to a merchant you’re wrong; the foreigners think we’re all a bunch of stupid
who didn’t trust his Minrothaddan partners up there. He paid bumpkins, and they’re only acting nice because we have things
me a hefty sum, up front, to go there and secure some choice they want. Once they get it, they’ll drop their masks and treat
pieces for him. the Litoniesu the way they’re treating us! And then the
“So I made my way to the northern regions, where most of the strawheads’ll see what the other end of the stick is like.
amber is found, and hired a young lass – Annze, I think her “Maybe those guys from the Amber Brotherhood I met are
name was – to act as guide. She didn’t have more than a few right, that we really should get rid of these foreign influences.”
words of Thyatian, but she did her job well enough. So there we
were, walking through a dark wood at nightfall. It was getting
chilly, and I thought I’d chop down a tree for some firewood. Tarn Oakleaf, Druid Representative to
I’d only managed to hit the tree once when the girl grabs the axe Alpha, speaking to his liege, King Ericall
from my hand, eyes bigger than plates, and starts shouting at me
about how I was killing a dead man’s tree or something like that.
“The Littonians are a good people, your highness. I know they
I thought she was crazy, but she kept going on about it.
have rebuffed your call to join the Kingdom of Norwold, but
“Then I heard this noise, like breaking branches, behind me. I
they are an ancient people for whom you are but the latest
turned around, and I kid you not, there was a glowing skeleton
would-be Alphatian lord. Look to the symbiosis so prevalent in
with nasty claws scuttling towards me! Chilled me to the core!
life – the way the fungi aids the tree and the predator’s remains
The girl started to run, pulling my sleeve with greater strength
return to the soil. There is your path in dealing with the
than I thought she had, and I tried to take a swing at it – the
Littonians. But you must be quick, else they shall fall in with
sword passed through it like it wasn’t there! Now I was scared,
the Thyatians.”
and started to run away, too, and the thing raked me in the back.
“It is their amber mages with which I am most concerned.
But we ran, I tell you.
They traffic in the very life of the land, threatening the balance
“That thing chased us for a few hours before it turned back, and
by tapping into that which they do not understand. It would be
after that I wouldn’t go near a tree!”
best if they learned that this is the province of the druids.

15
THE CAPITAL OF LITTONIA, GAUDAVPILS

16
V A U L T S O F P A N D IU S

The Kingdom of Littonia


An Unofficial Game Accessory

“To arms! To arms! The giants are coming from the north!”
cried the runner. The frost giants of Frosthaven had set
forth on their annual raid and returned to the eastern shore.
A malicious smile marred the face of Gintautas the Miller.

The Lietuvan turned to his son. “Fetch my sword, Tanas, for


today the wrath of Namejs shall be replayed.”

This is the sixth installment in a series of unofficial


Gazetteer gaming aids for enthusiasts of the world of
Mystara. This work covers the Kingdom of Littonia, a
remote nation on Norwold’s frigid coast. It is a place
where the twin populations, Litoniesu and Lietuvan, are
united by a common history against the frost giants and
other foes – and sometimes little else.

“The Kingdom of Littonia” provides descriptions of the


history, geography, society, and personalities of a
nation at a crossroads. King Uldis VI and his people
must choose their path as the great empires again turn
to Norwold, as does an ancient, unknown evil.

This product contains both a Referee and a Player


Manual. It also provides guidelines for playing amber
mages – a class that taps into the strange energy that
infuses the land.

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