GAZ F10 Kaarkala
GAZ F10 Kaarkala
“When a man remembers the land, the “They say Kaarjala is ‘a land “It was a thing most bizarre and
land remembers him.” apart’…they don’t know the half of it! frightening, brother Hiram. Upon the
– common Saamari saying More like ‘a land 1,000 years in the cold night prairie did I espy one of those
past!’ Seriously, the place is just a mass nomadic shamans engaged in gruesome
“The elk and the bear – the king of the of wild forests and half-frozen bogs, and enterprise – the butchering and devouring
forest – are prized and respected by my you can travel for days without seeing of a reindeer for some foul purpose.
kinsmen, but they are to be hunted. But anyone! Decent pubs or inns are scarcer “It reminded me very much of that
woe befalls he who harms the swan, in than a sunny day in Littonia, too. There’s which we do not speak, so complete was
righteous, divine wrath.” really not much of anything that would the devourment. Brother Samuel must be
– Lasse Aaltonen, draw a person. mad to want to trade with the Kaarjalans,
Saamari expatriate, “But there’s something about the place if these are the things the overland route
speaking before a group of that keeps me here. It’s more than the will encounter.”
adventurers in Gaudavpils chance to roam a land that’s still fairly – Laradril, Leehan Explorer,
pristine, and it’s more than the prospect writing to his brother
“The land is not cruel, Aipaloovik; it is of finding some ancient hoard of treasure
what it is, and what matters is what we that predates the kingdom itself. Using Kaarjala with
can see. Men and animals were placed “It’s the people. They may not have
much more than a roof over their heads
Other Game Systems
here to live and die as they might. We The product that you are now holding
take what we need, and do what we must, and a plot of land, but they seem at peace
– both with themselves and what they do was written with the Classic version of
to survive another day. Good hunters and Dungeons & Dragons™ in mind;
women may go to either Agelermiut or have. They know who they are and
they’re content, and that’s good enough however, Kaarjala is fully usable as a
Agneriartarfik, and the lazy will go to campaign setting for other game systems.
Noqumiut, where they will always be for them. Maybe it’s because the nobles
leave them alone for the most part. For First Edition AD&D, demihumans
hungry. It has always been this way. must hail from lands outside of Kaarjala.
“Before the white men came over the “Anyhow, I think they know something
we could all afford to learn, ourselves.” The magic-user is rare, and the paladin
mountains, life was better. But they took unheard of. The barbarian class is
the south from us, and made their lands founded among some Vaarana as well as
hot. The life flow of the land changed, – Carwen Berdelhin
the surrounding fringe cultures. The
and many of us died as our old hunting Darokinian adventurer,
kanteleer may be treated either as a bard
grounds became no more. But still they speaking to a friend in Kaarja
or a fighter/magic-user dual class. The
were not done with us. Some came north noaid could be treated as a druid/magic-
riding great reindeer, and took many of “If Kaarjala is distant, its people are
user dual class. The monk and cavalier
our remaining lands for their own. They doubly so. The founding of their
classes, as well as psionics, are
do not fight as we do, but we learned kingdom, despite great adversity, is one
incompatible with the setting.
their ways to survive. One day, we will of their main sagas; this is a window into
Under Second Edition AD&D, the
go south again.” their soul. Please understand that they
following kits are appropriate: barbarian
– Tornarsuk, see their realm as purely the work of their
(Icereach, Shonak and Viaskaland),
Shonak warrior, own hands, and consequently they feel
outlaw, peasant hero, wilderness warrior
speaking to his son they owe allegiance to no one. To them,
(mainly Vaarana), noble warrior,
Alpha is just as distant as the Sea of
adventurer, all thief kits (save buccaneer)
“You can keep your cities and castles! Dread – so distant that it is not even
– especially beggar, bounty hunter and
For me, there’s nothing better than the considered.
thug, all priest kits (save fighting-monk)
open road and a village inn for the night! “I do think that they may yet be brought
with the most popular being the
That’s where you’ll meet the real people, into the fold, if you think of them as a
“dwarven” kit of craftpriest. Rangers can
the ones who built this land and keep it lone animal in the midst of an open field
be explorers, giant killers, guardians,
going. They live close to the land, work – exposed, and having to rely on itself for
pathfinders and wardens. Wizards are
hard, and help their communities. The survival. One must shelter the animal,
most likely witches or astrologers.
cityfolk in Kaarja, secure behind their and possibly show it where to find more
Druids typically take the adviser,
walls and obsessed with deal-making, are food, thus satisfying needs of which the
avenger, lost druid, or wanderer kit.
forgetting what it means to be Kaarjalan. creature may have been unaware. Render
Specialist wizards are external to
Ilmarinen help us if we all end up like them aid and guidance, convince them of
Kaarjala proper and are limited to
them!” their need for such, and they may come to
Illusionists, Necromancers, or Invokers.
Pekka Outinen, you.”
For campaigns under 3.xE, the sorcerer
Saamari warrior, Tarn Oakleaf, is permitted as a character choice among
chatting with an Oceansender Druid Representative to Alpha, the Vaarana, Shonak, and Viaskodans.
speaking to King Ericall
Unofficial Game Accessory
Table of Contents
Referee’s Handbook
Introduction ...................................................................................................................................................2
History as the Immortals Know It................................................................................................................3
Geography ....................................................................................................................................................10
Society...........................................................................................................................................................14
Personalities .................................................................................................................................................22
Creatures of the Autuasmaa .......................................................................................................................24
Artifacts, Treasures, and Hidden Places ..................................................................................................27
Adventures ...................................................................................................................................................29
Player’s Handbook
History as the Kaarjalans Know It ..............................................................................................................1
Creating Characters for Kaarjala................................................................................................................2
Special Rules for Kaarjala ............................................................................................................................4
The Noaide .......................................................................................................................................4
The Kanteleer ..................................................................................................................................7
Hypothermia ..................................................................................................................................12
The editor and designer retain all rights to the product “The
Kingdom of Kaarjala.”
INTRODUCTION
Foreword confines, and the semi-nomadic Vaarana For those interested in epic
Welcome to The Kingdom of Kaarjala, who spend much of their time beyond the campaigning, there is the potential for
the tenth region of the Classic Dungeons Sampo’s reach. The kingdom is also a war with the frost giants of Frosthaven or
& Dragons™ game world of Mystara to land in need of heroes, for the perils of western humanoids, but the major, over-
receive the “Gazetteer” treatment under the north are ancient and powerful, and arching antagonist of the setting is the
the fan-produced GazF line. the kingdom is in many ways the frontier Rimal Hag, an ancient adversary to the
The Kingdom of Kaarjala signals an of civilization. So, too, do the legacies of Kaarjalans and now the Littonians. The
important point in the Norwold-cycle of Norwold’s ancient past lurk beneath the Rimal Hag is an intelligent and powerful
gazetteers, as the attention shifts to the embrace of snow and permafrost. opponent, so parties must slowly work
lands around and to the north of the Great through her numerous minions before
Bay. Kaarjala explores one of the The Final Goal of the drawing out the Rimal Hag directly. The
featured campaign arc of this book
northernmost realms of humanity – a Campaign
nation on the very fringes of the world presents just such a scenario that
Kaarjala lends itself to a number of
setting faced with its own unique culminates in a final encounter with the
campaign styles, but characters –
challenges and adversaries. Rimal Hag once the characters have
especially those hailing from the more
In addition to the standard features of reached the highest levels.
civilized Known World – should get the
the gazetteers, this product provides Finally, Kaarjala can serve as the
feeling that they are in a realm far
optional information for adventuring in setting for a few stop-over adventures as
removed from the affairs of their
the freezing wilderness and introduces parties make their way to Frosthaven, the
homelands, with its own dynamics,
the noaid character class, a druid-like strange western peaks, or the Borean
challenges, and opportunities. The
group unique to the people of Kaarjala, Valley beyond them.
atmosphere is applicable to campaigns
and the kanteleer, a zither-strumming centering on native-born Kaarjalans or
warrior. This work particularly mixed parties, too, but natives should Who Should Play in
complements the 2007 release Gaz F6 develop a sense that what affects their Kaarjala?
The Amber Shores of Littonia, which also land may also have an impact on the Kaarjala is an overwhelmingly human
was written by Geoff Gander. region as a whole. nation, and most characters should be
It has been my privilege to serve as Wilderness aspects – be it monster human, too. The demihuman races are
editor for this gazetteer, and Geoff and I encounters, sustenance needs or very rare, having only recently arrived
hope you enjoy reading The Kingdom of inclement weather – are a recurrent from the south as adventurers or from the
Kaarjala and using it in your own element to adventures in Kaarjala. This constellation of small communities below
campaigns. land is a veritable island of civilization in the Great Bay.
a region that is very much untamed –
A Refuge in the wild animals and monsters abound, and Kudos and Corrections
Frozen North one does not have to venture very far to James (“Mystaros”) Mishler is credited
To those who even know of it, Kaarjala run into something. with the creation of the nation of
is considered a land apart. The nation Traditional adventures centering on Kaarjala, which was tied, in part, to his
lies around the waters of the Landsplit hunting monsters and locating lost Taymor corpus. To ensure continuity
River far north of Norwold’s Great Bay. treasures are setting appropriate. This is within the GazF product line, some
It shares no common border with any an old land that has seen many conflicts details of its history and of its people
other nation that could be called during a history that pre-dates its current have been changed. The Shonak tribes,
“civilized.” Instead, tiny barbarian bands residents, and remainders of those who also appeared in Gaz F5, have roots
and other tribal groups following troubled periods – such as haunted in Mishler’s work on the Midlands. In
centuries-old, annual paths trek across the battlefields, tombs, and ruins – await writing this product, the impressive work
dangerous, half-frozen plains and bogs exploration. on Norwold by the Italian MMB was
contained within the Arctic Circle. Players can enmesh their characters in a consulted, particularly where geography
Yet in the midst of all this tundra waste, Kaarjalan political campaign either as is concerned.
Kaarjala stands as a land of wonder. It is native characters or as representatives of Kaarjala is loosely inspired by the
inhabited by a people whose stubborn outside interests. Kaarjala’s closest Finnish Kalevala epic. Marco
and straightforward nature have allowed neighbor, Littonia, is hoping to establish Dalmonte’s work on Ilmarinen – a central
them to carve a strong realm out of the itself internationally, and the halflings of figure of the Kalevala that appeared as an
wilderness, and the land is protected by the Leehashire are expanding their Immortal in the original Master’s Set –
the warmth of a magical artifact, the trading ventures, while King Ericall of was also incorporated into this work.
Great Sampo. Two peoples comprise the Alpha strives to bring the disparate petty The author is indebted to all of the
Kaarjalan nation – the settled Saamari kingdoms of Norwold under his aforementioned individuals.
who reside within the nation’s warm authority.
2
HISTORY AS THE IMMORTALS KNOW IT
Although some details of their early The climate remained unsettled for Ilmarinen’s skill grew, and his creations
history survive in folklore, most centuries in the far north, and glaciers became ever more wondrous. The smith
Kaarjalans can speak only from the advanced and retreated periodically. This presented his best works to the Saamari
founding of the modern kingdom prevented the tribesmen from creating chiefs for the benefit of all. This
onwards (BC 105). Forgotten with the any lasting settlements prior to 2400 BC, included a number of weapons that were
passage of time, their history began at a when they established a firm hold over a employed to good effect against their
great distance from modern Norwold. stretch of foothills and swamps along the enemies.
eastern Borean Tier. This land sat During one of his many travels across
Ancient History and between the Borean Valley proper and the land of Kainuu, the craftsman
the western reaches of the lands now encountered a woman of incredible
The Great Rain of Fire
known as the Hill and Dale. beauty – a fey creature known as the
The Kaarjalans’ ancestors were pastoral
The tribesmen called their land Kainuu, Maiden of Pojaara – and had his heart
Neathar tribesmen that inhabited what is
or “swampy land,” and took the name stolen from him. Ilmarinen followed her
now Hyborea and the northwestern
Saamari for themselves. Over the next back to her magical domain, where he
Midlands, then a cool, temperate region.
four centuries, some of the Saamari grew spent centuries in a state of unending
They dwelt in relative isolation for ages
increasingly settled, herding animals, and bliss with the object of his new-found
and avoided the conflicts that embroiled
raising crops, and they progressed affections.
the outside world until Blackmoor’s
technologically from the Neolithic to the
Second Beastman Crusade pushed the
protean humanoids into their lands. The
Bronze Age. Others, however, preserved The Fall of Kainuu and
their semi-nomadic lifestyle; these then
tribesmen were hard-pressed, but they the Birth of Isanmaa
were the ancestors of the Vaarana.
held their territories with the aid of During the craftsman’s absence and a
newly-arrived Blackmoorian colonists. period of renewed glacial migrations, the
Unaware of the Blackmoorians’ indirect Saamari and the Vaarana were sorely
role in their misfortune, the tribesmen tested by the humanoids of King Loark’s
openly welcomed the newcomers and fell Great Horde. The Horde’s arrival caught
under their sway with the promise of the people of Kainuu by surprise and
wondrous technomantic devices to overran many settlements. The Kainuu
improve their lives. chiefs banded together and nominated
The influence was short-lived, for the one man – Mikko, a seasoned warrior and
Great Rain of Fire destroyed the old hunter – to lead them. Mikko organized
order, and poisonous energies bathed the his people and called upon the rune
north. Blackmoor-era settlements in mages. The people weathered the initial
upper Norwold were lost, as were those onslaught, but it became clear that
of Hyborea. Only those tribesmen that Kainuu eventually would be lost. Mikko
had clung to their ancestral ways in the led his people east, through a newly-
western Midlands survived, but they, too opened gap in the glaciers, into the lands
carried with them a fascination with just north of what is now known as the
magical artifacts over the millennia. Hill and Dale.
The bulk of Loark’s Horde had passed
Figure 1 Kainuu, BC 2400
The Peoples of Kainuu on to the south and east, but portions
The Rain had shifted the planetary axis, remained in the region and continued to
Ilmarinen and the trouble the Saamari and Vaarana. Mikko
and the tribesmen were forced to seek out
a new home whose climate was more Maiden of Pojaara embarked on an aggressive campaign to
compatible with their lifestyle. They Around 1800 BC, an inventive secure a new homeland for his people.
followed cold-clime wildlife and craftsman named Ilmarinen discovered a By the time of his death in BC 1696,
migrated eastward to the taiga along the cache of ancient Blackmoor technology. Mikko’s people had carved out a new
hills of the Borean Tier. Over the course After experimenting with it for a time, he domain for themselves between two
of their journey, they battled many discovered a means of tapping into the separating glacial expanses. The site was
beastman tribes and interacted with other forces of nature to assist in his work. His roughly northeast of the Borean Valley
peoples – Neathar, Blackmoorian, and creations were already considered works and west of the Icereach Range. Forests
Oltec alike – who were themselves in the of art, but they soon acquired magical had rapidly filled the uncovered uplands,
process of migrating in the ever-changing properties. In the process of this the valleys were taken over by swamps,
landscape. Among these groups were the tinkering, Ilmarinen developed a system and steep mountains could be seen
ancestors of the Shonaks, a tribe that of runic magic that is still practiced today piercing the eastern ice. The newcomers
would figure prominently in the future. by the noaide. named the land Isanmaa, or “homeland”.
3
HISTORY AS THE IMMORTALS KNOW IT
Ilmarinen’s Return The Golden Age of By that time, the humanoid raiding had
progressed to a concerted campaign to
Throughout the ordeals of the Saamari Vainamoinen
and Vaarana, Ilmarinen remained with destroy Isanmaa. King Saku fell in battle
Ilmarinen returned to Isanmaa in BC
the Maiden of Pojaara and was unaware in BC 1035, elevating Vainamoinen to
1070 as Prince Vainamoinen, the only
of all that was transpiring beyond the the throne. The young king personally
child of the aged King Saku. The prince
borders of her semi-mythical realm. His led his troops in a determined counter-
displayed remarkable skill in leadership
eternal reverie only ended when, one day, offensive that regained all previously lost
and combat from an early age on, but his
an old man entered the Maiden’s hall territory by BC 1030. He then carried the
impulsive nature aroused concern at the
praising the young man’s skill and asking war to his enemies’ lands. In the year
court in Kuusamo. By the time he was
his help to repair a wagon. Ilmarinen that followed, Isanmaa’s army broke a
20, Vainamoinen was already a famed
accompanied the old man outside and horde numbering more than 15,000 with
adventurer in his own right and had led
followed him down a path that led a combination of strategy, the weapons
many victorious campaigns against the
beyond the limits of Pojaara. Repairing and runic magic devised by Ilmarinen,
neighboring humanoids. During one of
the wagon reignited Ilmarinen’s passion and the king’s personal charisma.
his journeys the prince encountered the
to build and invent, and the Maiden’s Even after this victory, Vainamoinen
Maiden of Pojaara, and like Ilmarinen
enchantment over him broke. pursued remnants of the horde for the
before him, Vainamoinen was lovestruck
Ilmarinen recalled his people and next 20 years. When he died in BC 998,
and followed her back to her domain.
returned to Kainuu, but he found it only a there were no humanoids anywhere in
Months passed without a clue as to the
desolate land. The old man reappeared, Isanmaa, and few in the surrounding
prince’s fate, and King Saku was
and guided the smith to Isanmaa, now region. His legacy survived to the
increasingly anxious. The frontiers of
embroiled in conflict with the humanoids. present among many northern humanoid
Isanmaa grew unsettled – the humanoids
The craftsman presented himself to tribes, who use Vainamoinen as a
displayed increasing organization and
Isanmaa’s King Maunu, and proved his bogeyman of sorts with their young.
wrought havoc in Isanmaa. The king
own legendary identity by revealing pleaded with the Automaton to find and
details about Kainuu and Isanmaa’s safely retrieve his son. The Expansion of Isanmaa
founder, King Mikko. A convinced Lacking a soul of its own, the construct After the successful campaigns of King
Maunu welcomed the inventor, and the was not fooled by the magical defenses Vainamoinen, Isanmaa became a regional
young man set himself to creating the Maiden had erected to shield Pojaara power in northern Brun. Successive kings
weapons and other devices that would from unwelcome mortal eyes. It located mounted ever more extensive campaigns
turn the tide of the war in Isanmaa’s the hall in which Vainamoinen was against the neighboring humanoid tribes,
favor. staying, but the enthralled prince was exterminating many and forcing the
In the halcyon days of victory, unwilling to leave. In the confrontation remainder into submission. By BC 800,
Ilmarinen found himself pining for the that ensued, the Automaton killed the Isanmaa was at its zenith, receiving
Maiden of Pojaara. Eager to regain the Maiden. This broke her spell over the tribute from many tribes and culturally
happiness he enjoyed, yet unable to leave prince, and Vainamoinen returned to influencing other peoples.
Isanmaa, Ilmarinen turned his talents to Isanmaa.
fashioning a lover to replace her. After Figure 2 Isanmaa, BC 800
years of toil, he built the Automaton, a
golem made from gold and silver shaped
in the Maiden’s likeness, but no matter
how beautiful his creation was, it could
never satisfy his emotional needs.
Crestfallen, Ilmarinen presented the
Automaton to King Maunu and retreated
to his private workshop.
During his long period of reflection, the
old man that he had befriended years
earlier returned and revealed himself as
Kagyar the Artisan, an Immortal patron
to craftsmen. Kagyar showed Ilmarinen
horizons undreamt and inventions
inconceivable. Realizing that there was
little left for him in his current life, but
eager to expand his knowledge and skills,
Ilmarinen gratefully accepted the
Immortal’s offer to walk a new path.
4
HISTORY AS THE IMMORTALS KNOW IT
Eventually the Saamari grew enjoyed. She questioned the policies of Accompanied by a small group of
accustomed to their position of absolute King Tuomo and drew to her side like- heroes, Lemminkainen sped through the
dominance and became complacent. The minded rune mages. Her own powers enemy territory, entered Lovaara’s
ambitions of their kings, however, rapidly grew – unnaturally so – and she citadel, and attacked her there. The Ice
continued to grow unchecked. enjoyed dark dreams that showed her a Witch turned her considerable powers
In BC 591, King Ville mounted a grand path by which all of her desires could be against the heroes and killed many of her
campaign to conquer the Borean Valley, fulfilled. As the visions’ enticement assailants, but she was gravely wounded
home to humanoid tribes on Isanmaa’s grew, so, too, did her powers. and fled her domain in disgrace.
frontiers. At first highly successful, the The sorceress and her followers staged Lemminkainen and his surviving
king’s armies soon became bogged down a revolt in BC 390. They had drawn companions razed the citadel and took as
in vicious guerrilla warfare and had to many of the discontented – and a large many of Lovaara’s treasures as they
expend considerable resources defending host of humanoids – to her banner. Nine could.
the conquered lands. Progress stalled, years later, their army descended on In doing so, the victors unknowingly
and King Ville’s resolve crumbled after a Kuusamo, the capital. The city held for a severed many of the mystical links
surprise counterattack by a coalition of time, but ultimately the gates were through which Lovaara had accessed her
15 tribes (BC 572). The action claimed breached. Nearly the entire population powers. She lost many of them and was
many lives, including that of Ville’s heir, was put to the sword – including the left unprotected from their unwholesome
Aarne. The army withdrew in good royal family. magics. The energy quickly corrupted
order, but the defeat and the subsequent With the royal line extinguished and the her physical form, and she vowed
period of intense border raids signaled capital in ruins, Lovaara conquered many vengeance on her former people for her
the end of Isanmaa’s expansionism and towns across the heartland and destroyed fall from grace.
its golden age. even more. Thousands of Saamari fled
northwards to join their Vaarana cousins The Great Flight
The Decline of Isanmaa in safety; Lovaara, busy consolidating her With the destruction of Lovaara’s
own realm, was content to leave them
and Lovaara’s Shadow citadel and her elimination as a unifying
alone for a time. force, the humanoid hordes fell into
Surrounding humanoid tribes were
The bulk of Isanmaa was transformed disarray and feuded amongst themselves.
emboldened in the decades that followed,
into a wasteland populated by The Saamari entertained thoughts of
and raids became commonplace. By BC
humanoids, restless spirits, and corrupted restoring Isanmaa, but over 300 years of
500, large sections of Isanmaa’s
souls who had sworn service to Lovaara brutal occupation and warfare had
borderlands had been laid to waste, with
and the dark powers into which she destroyed far too much, and they
entire towns and villages razed.
tapped. As the land twisted into a parody themselves were sickened of conflict.
Thousands fled to Isanmaa’s heartland,
of what it had once been, Lovaara The Vaarana had suffered less, however,
while heroes and rune mages made
evolved into a monster. She remained a and they were eager to push back the
repeated forays to regain control over the
beautiful woman, but her eyes mirrored humanoids. The gulf widened between
border regions.
the evil in her soul as all compassion and the two peoples despite Lemminkainen’s
Isanmaa also faced difficulties within
empathy drained away, and the coldness diplomatic efforts.
its borders – many recalled the past glory
in her heart took on a physical reality. Just as it appeared that the people of
of the Saamari and bitterly blamed the
Everything she touched became coated Isanmaa would fall upon each other in
king for the nation’s current state. Some
with frost. Among the Vaarana and the battle, the Automaton reappeared before
began to place greater faith in Isanmaa’s
surviving Saamari in the north, she Lemminkainen and delivered its counsel.
adventuring heroes, but these were few in
became known as Lovaara the Ice Witch. It told him that Isanmaa was too gravely
number and could only delay the
Lovaara was not long content with her wounded to sustain her people, and that
humanoid advance. Others suspected the
dominion, and she attacked the holdouts the humanoids would eventually regroup
rune mages of hoarding Ilmarinen’s
to the north, which had since become under their own leaders, against which
secrets for themselves. The mages
more organized. Her crusades slowly the Saamari and Vaarana would not long
withdrew from the public in response to
pressed northward. Ilmarinen returned endure. If he wished his people to
this charge, which only reinforced
once more to his people, this time as a survive, Lemminkainen would lead them
popular beliefs. Seeing their cousins’
Vaarana hunter named Lemminkainen. to a new home.
kingdom crumble, the Vaarana withdrew
Lemminkainen regrouped the faltering He presented the Automaton before the
further north.
Saamari and Vaarana, and led them on a chiefs and instructed them of what was
Isanmaa’s declining power might have
series of aggressive ambushes and sneak needed. The Saamari chiefs agreed to
stabilized or even resurged were it not for
attacks to assassinate Lovaara’s generals. undertake the journey, but those of the
the ambitions of a young sorceress named
The resulting chaos stalled the enemy’s Vaarana opted to reclaim their lands. In
Lovaara. Lovaara resented the loss of
advance and diverted the Ice Witch’s BC 275, Lemminkainen led a great host
esteem that she and her colleagues had
attention. north into the mountains. The way was
5
HISTORY AS THE IMMORTALS KNOW IT
perilous, with many skirmishes with The Birth of Kaarjala helped Risto transform the Saamari’s
bands of humanoids and barbarians, but The promises made by Lemminkainen, defensive campaign into an offensive
eventually the Saamari reached sanctuary which had been repeated by successive one. Ten years out, the Shonaks had
in the fabled land of Pojaara. chiefs, soon seemed to ring hollow. The been driven north, and the Littonians had
Lemminkainen revealed to the chiefs Saamari were in the midst of a frigid bog, retreated to the southeast after their king
that the lands on the eastern side of a whipped by fierce storms from the north. fell near Lake Isojärvi. The successor to
great mountain range would be their new The few regions of dry land they could the Littonian throne, Marīs, offered to
home. There they would prosper so long find had thin soil, and the summer was acknowledge the Saamari presence in the
as they upheld their spirit and fought simply too short to grow anything but the north in exchange for peace. Both people
valiantly for all they held dear. Yet it most meager crops. Morale fell, and signed the Treaty of Valmiera in BC 105,
was not time for their passage to the east before long people began to question the and the nation of Kaarjala was
to begin, and Lemminkainen commanded intentions of the seemingly legendary proclaimed with Risto as its first king.
the Saamari to rest in Pojaara until their man who had led them out of Isanmaa.
grief over the loss of Isanmaa had The environment would prove to be Rise of the New Kingdom
subsided; a sign would be given when the only one of several adversaries. This With their frontiers secure, the Saamari
time was right to leave. Lemminkainen desolate region was the winter hunting began the slow, backbreaking process of
named as his successor Eino, widely ground of the nomadic Shonaks, who taming their land. Ilmarinen built a new
regarded as the bravest of the chiefs, and resented the arrival of the Saamari and workshop and withdrew into its sanctum.
then departed with the Automaton. sought to drive them out. Conflict also Five years later, the Saamari were
The Saamari enjoyed fifteen years of arose with the Littonians to the south, for buffeted by a series of gales, and local
peace in Pojaara, during which their they also had claims to the region. temperatures began to rise as a wave of
morale and health improved greatly. One The Saamari were not unprepared, and sudden warmth washed over the region.
day, a great tremor shook the land, and used the tactics they employed against The Saamari chiefs traced the source of
the people saw a swath of hills – the humanoids in Isanmaa to their the changes to Ilmarinen’s workshop,
mountains, actually – fall away in the advantage, but they were unfamiliar with where a great golden windmill, glowing
east, revealing a clear path running the territory and relatively few in number. with its own light, dominated the
through a wide gap. After another three Within twenty years of leaving the structure. Ilmarinen emerged and
years of preparation, the people emerged Icereach Range, the Saamari were formally unveiled the Great Sampo, his
from Pojaara but found themselves in the confined to a belt of open land lasting gift to his people that would make
northern reaches of the Borean Valley. sandwiched between Pohjanjärvi and their land bountiful so long as they stayed
They followed a circuitous route across Isojärvi Lakes. They maintained their true to their spirit. His life’s work finally
the north, guided by beacons laid down defensive lines, but food stores and the complete, Ilmarinen disappeared to
by Lemminkainen. They stopped several resources of the land would not receive the rewards of Immortality.
times to regroup on the modern Shonak adequately support them indefinitely. Risto constructed a fortress to protect
Tribal Lands and the highlands north of Meanwhile their adversaries hunted and the Great Sampo, around which grew the
the Hill and Dale, but external forces gathered with impunity. future capital, Kaarja, as more people
always forced them to continue their In the aftermath of a ferocious Shonak settled the area to be close to the artifact
journey before long. Finally, the Saamari assault, Ilmarinen the Smith reappeared and its gifts. Contact with Littonia
reached the western foothills of a great with many legendary devices. With his continued, and relations slowly eased and
mountain range – the Icereach – and weapons, the skills he acquired in his became friendly.
made their way through several passes. previous incarnations, and capitalizing on
A hidden forest in the northern range Littonian-Shonak hostility, Ilmarinen Figure 3 The North 0 AC
protected another generation of the
Saamari before their odyssey continued.
On the other side of the peaks, they
beheld a great, marshy plain stretching
into the east, lightly populated by two
quarreling peoples – a stocky, nomadic
people who followed herds of reindeer
called the Shonaks; and the fair-skinned
Littonians, who herded, farmed meagerly,
and mined. Eino’s great-grandson, Risto,
decreed that the plains were meant for the
Saamari, and he led his people on a
campaign to expel the other peoples
quickly.
6
HISTORY AS THE IMMORTALS KNOW IT
The centuries following the foundation broke the invading hordes on the Plain of mother’s youth. He allotted land-grants
of Kaarjala were marked by frequent Skulls. Remnant groups were driven and sent his soldiers to formally claim
skirmishes with the Shonaks and the back into the Icereach Range. Their Koleamaa and Itämaa, and styled himself
occasional frost giant raid. Unknown to descendants, the Hillbans, would go on to an emperor of the north (Keisari, or lit.
all, the sorceress Lovaara – now the trouble the Hill and Dale of the west. the “Eagle-Cat” or griffon).
Rimal Hag – had located the Saamari, The warriors of Kaarjala and Littonia The efforts met resistance from
and she quietly established a dominion of turned their attention northwards and humanoids, barbarians, Littonians, and
her own south of Kaarjala, from which aided the Vaarana in driving back the Qeodhans – even earlier Kaarjalan
the Ice Witch intended to bring down this Shonaks. King Markus, who fought at settlers. In the end, Arttu’s armies were
new kingdom and destroy her former the front lines during the entire overstretched, and Kaarjala made
countrymen at last. campaign, was known ever after as “the minimal gains. He quit the southern
Steadfast.” campaign after the Battle of Saltborg, a
The Vaarana Reunited Nearly bled dry by years of warfare, heavily fortified Viaskodan holding. The
In AC 630, the Saamari’s long Kaarjala turned inward to bury its dead Itämaa campaign ended two years later.
sundered kin, the Vaarana, traversed the and rebuild; however, the kingdom’s Before his reign ended, Arttu had
Icereach Range in haste. They reached most implacable enemies – the Shonaks – constructed fortifications in strategic
Kaarjala and brought with them tales of a were not idle. Spurred by their chieftains locations, which ensured that Kaarjala
great humanoid host on the march. Their and shamans, the Shonaks banded would never again be so open to
goal of reclaiming their lands in Isanmaa together into a great host to reclaim their invasion. Their completion was left to
had been met for a time, but the lands. Numerous Kaarjalan villages fell his son, Toivo.
Automaton’s prophecies had come true – in AC 654, and hundreds fled south and When Toivo’s grandson, Paavo, came
the humanoids had unified once more and west in search of shelter. to power in AC 765, tensions seemed to
swept the Vaarana aside. King Markus, then an old man, fell in be mounting between the Saamari and
Recalling the legendary devastation battle when he met the Shonaks near Vaarana. Spurred on by the noaide, the
wrought by Loark’s Horde and the forces Kaarja that summer. His heir, the nomads were bent on reigniting a war
of Lovaara, King Markus called upon his middle-aged Pirkka, led a counterattack with the Shonaks. To bring their
nobles to muster arms and sent word to that blunted the invasion, but the northern impulses to heel, Paavo ordered the
his Littonian allies and to the barbarians regions remained in Shonak hands. creation of a national church and
of the southern plains. While he awaited Littonia – itself worn down from strengthened the royal prerogative, but he
their replies, the king ordered the conflicts – could contribute only a conceded limits on the external authority
fortification of the largest mountain handful of adventurers. of Kaarjala. Paavo renounced the title of
passes and called upon the Vaarana to For seven years, Kaarjala recovered Keisari in favor of the traditional
patrol the hinterlands. Such was the while the northern Vaarana pressed on. Kuningas.
sheer scale of the work that the better part But the kingdom eventually returned to
of a decade was spent readying for the the fight against the Shonaks. The war Kaarjala Today
assault, while bands of heroes went west was marked by slow progress until AC Since the formation of the Church of
to scout and harry the invaders. Few of 663 and the final battle at the White Kaarjala, the kingdom has remained a
those brave souls returned. Siedi. King Pirkka would succumb to his relatively tranquil realm. It was not
When the attack finally came in AC wounds, and many of his soldiers would directly involved with the events in the
637, the Kaarjalans and Littonians were fall, but the ferocity of the Kaarjalans south during the reign of Akra the Ice-
prepared but still hard-pressed. The dispersed the Shonaks. Today, White Witch, but the Sampo’s abilities were
assaults died down in winter; but Siedi is held as a sacred site to the occasionally defeated by the regional
humanoid losses were easily replaced, northern Vaarana. freeze. Forays by the frost giants were a
and after three years the defenders had common occurrence during this era, too.
withdrawn to their secondary lines. The The Age of Emperors Today, tensions persist with the
northern frontier was also unquiet: the Pirkka’s daughter, Kaisa, assumed northern Shonaks and the frost giants of
Shonak tribes, hearing of events to the leadership of the nation and nursed her Frosthaven. The Vaarana have carved
south and goaded by the Rimal Hag, people back to strength, but where out a stable buffer zone on the frontiers,
mounted campaigns of their own to incursions arose, she reacted swiftly. Her and so these threats have receded
reclaim their lost territories. The north leadership earned her title of the Lioness, somewhat. With their survival no longer
would surely have been lost, were it not or Keisa (lit. “the Cat”). Meanwhile, imperiled on a regular basis, some
for the sudden arrival of a host of Kaarjalans settled to the south and east. Kaarjalans have turned their attention to
mammoth-riding goblins from the south The crown then went to her son Arttu, the wider world – and in particular to the
and the legendary figures of Littonia’s an ambitious man determined to ensure populous lands to the south.
Namejs and Lemminkainen. Heartened that his kingdom would never again be as A trickle of Kaarjalans had been
once more, the defenders struck back and hard-pressed as it was during his venturing south for centuries, first to
7
HISTORY AS THE IMMORTALS KNOW IT
Littonia, and then to the lands of the BC 1390: Repairing a wagon broke the BC 400: Lovaara, a beautiful but
Great Bay, in search of adventure and Maiden’s hold over Ilmarinen and resentful sorceress, was swayed by
opportunities. This trickle became a reignited his passion for building and the promises within her dark dreams.
small stream after AC 974, when inventing. He located Isanmaa, then She developed additional powers and
Thyatian and Minrothaddan interests beset by humanoids, and lent his formed a fellowship.
reached Littonia, and began the process skills to that realm’s defense.
of opening that kingdom to the Known BC 390: Lovaara and her followers
World. BC 1385: A lovelorn Ilmarinen created staged a revolt in southern Isanmaa.
Wishing to emulate Littonia’s apparent the Automaton, a golden golem in the
success on his own terms, King Kaarlo likeness of the Maiden of Pojaara, but BC 381: Isanmaa’s armies were already
Taavinen formally opened Kaarjala to the gave it away to Isanmaa’s king. embroiled in numerous border wars,
outside world in AC 990, but little has and they were caught off guard when
resulted thus far. The king’s detractors BC 1380: The craftsman sloughed off Lovaara’s followers staged a revolt
have used this as proof that Kaarjala can his mortal form to embark upon a with the aid of humanoids. King
stand alone; but others have pointed to path to Immortality under Kagyar. Tuomo fell in battle soon afterwards.
ominous political developments in
Norwold, as well as strange activity in BC 1050: While adventuring, the young BC 375: Lovaara consolidated much of
the unsavory region of Tuonela, as signs Prince Vainamoinen swooned for the Isanmaa into her own dark realm.
that Kaarjala may soon need the Maiden of Pojaara. She ignored the thousands of refugees
assistance of the outside world if it is to that fled north with the help of the
survive. BC 1048: The Automaton, sent by Vaarana.
Isanmaa’s king to rescue the prince,
Kaarjalan Timeline killed the Maiden and returned with BC 350: Lovaara attacked the remaining
Vainamoinen. Saamari and Vaarana holdings in the
BC 3000: The Great Rain of Fire north.
destroyed Old World settlements in BC 1035: Humanoids attacked Isanmaa,
what is now upper Norwold. and King Saku fell in battle. The BC 315: Ilmarinen was reborn into one
newly-crowned Vainamoinen led the of the Vaarana clans as the great
BC 2400: The Saamari, a nomadic defense. hunter, Lemminkainen. Lovaara’s
people of the tundra and taiga, settled reach crept steadily northwards.
Kainuu in eastern Borea. BC 1000: The Shonaks reached the
northern shores of Norwold. BC 285: Lemminkainen led the
BC 2000: The Saamari progressed to remnants of Isanmaa in a stealthy
Bronze Age technology. Those that BC 1029: Vainamoinen defeated the campaign to hinder Lovaara. The
retained their nomadic lifestyles humanoids through a combination of counter-attack killed many humanoids
became the Vaarana. battle prowess, runic lore, and the and checked Lovaara’s advances.
magical devices of Ilmarinen. He
BC 1800: Ilmarinen discovered a system spent the remainder of his reign BC 277: Lemminkainen breached
of runic magic, with which he built cleansing Isanmaa. Lovaara’s citadel in a costly raid that
many useful magic items. Ilmarinen wounded the sorceress, stripped her
presented these items to the chiefs of BC 800: The Kingdom of Isanmaa was of many of her powers, and put her to
his people. at its peak, and humanoid tribes paid flight. The humanoids fell into
tribute to the Saamari kings. quarreling disarray.
BC 1787: The beautiful Maiden of
Pojaara enchanted Ilmarinen, and the BC 572: The Borean Campaign ended BC 275: The Automaton reappeared and
craftsman left for her secret realm. with the rout of Isanmaa’s army and counseled Lemminkainen to lead the
the death of Prince Aarne. Saamari to a new home in the east.
BC 1725: The Great Horde exited from They stumbled into the hidden realm
the Borean Valley and entered BC 550: Humanoids tribes rose up of Pojaara, but the Vaarana remained
Kainuu. The overwhelmed Saamari against the Saamari and sowed behind to protect their lands. After
and Vaarana fled eastwards. dissension within the realm. issuing prophetic orders, the hero and
the Automaton disappeared.
BC 1696: The Saamari and Vaarana BC 500: Isanmaa’s power waned in the
established Isanmaa in the foothills face of resurgent humanoid attacks. BC 260: The Saamari interpreted the
north of the modern Hill and Dale. destruction of Alinor as a sign and left
Pojaara.
8
HISTORY AS THE IMMORTALS KNOW IT
BC 257-210: The Saamari dwelt in a AC 200: Vaarana heroes killed the most AC 684: Kuningas Arttu styled himself
succession of camps in the western powerful of the humanoids’ dark the Keisari of Kaarjala and embarked
tundra. champions, and a stalemate ensued upon an ambitious expansion.
between the two groups.
BC 207-182: The Saamari dwelt at AC 690: Humanoids and Viaskodans
Pyhäkköpunki above the Roaguncal. AC 320: Constant, low-level defeated the Kaarjalans at Saltborg.
skirmishing with the Shonaks and
BC175-140: The Saamari took sanctuary neighboring humanoid tribes leads AC 692: Kaarjalan soldiers retreated
in the Pohjoskätkettymetsä within the King Hanno to institute reforms that from Itämaa.
northern mountains. exempt those who can finance and
support soldiers from land taxes. AC 694-712: Arttu commissioned a
BC 140: The Saamari traversed the Those with the means to do so series of fortresses before dying. His
Icereach and continued west through become the progenitors of the modern heir, Keisari Toivo, oversaw their
the gaps in the Winter Peaks. nobility; the king’s role as defender of completion.
the land is reduced.
BC 135: The Saamari entered the lands AC 750: By this time, the Vaarana were
above the Great Bay, but resulting AC 625: The Vaarana of Isanmaa were expanding their territories, pushing
conflicts slowly hemmed them into again beset by humanoids. back the Shonaks still further.
the central frozen marshlands. Lemminkainen appeared before them
and instructed them to follow their AC 770: Paavo created the Church of
BC 115: Ilmarinen returned and gave the long-departed cousins eastwards. Kaarjala as a means to stop rising
Saamari great weapons. They went religious tensions between the
on the offensive against the Littonians AC 630: The Vaarana arrived in Saamari and Vaarana. This
and Shonak nomads. King Uldis of Kaarjala, telling tales of humanoid development strengthened the royal
Littonia raised an army to reclaim hordes from the west. prerogative but at the cost of the title
their stolen territory. of Keisari; the influence of the noaide
AC 637: The humanoid hordes invaded was reduced.
BC 105: King Uldis died at Isojärvi. His the east.
successor, Marīs, drafted the Treaty AC 860-874: The Age of Akra. A
of Valmiera. Kaarjala, the nation of AC 640: A massive coalition of massive freeze throughout Norwold
the Saamari, was formed as a result. Littonians, Kaarjalans, Vaarana, periodically overwhelmed the heating
barbarians, and pygmy mammoth- of the Great Sampo. Shonak herders
BC 100: Ilmarinen appeared before the riding goblins turned back the left for the western tundra, while frost
Saamari at Kaarja and presented them humanoids at the Battle of Skulls. As giants made annual forays into the
with the Great Sampo. Once a consequence of casualties and land- Autuasmaa and beyond.
activated, the device began to rewards, the Kaarjala’s dual noble-
transform the surrounding land into a chieftain system gave way to AC 893: Shonak nomads returned to
more temperate region. noblemen only. upper Norwold.
BC 50: The Vaarana retook part of AC 654: Several Shonak tribes banded AC 961: Deposits of bog iron were
Isanmaa from the humanoids. together to drive out the Kaarjalans, discovered in the half-frozen swamps
who are still recovering from the war. near the village of Lovajärvi. Many
BC 15: Frost giants wrought Several villages were destroyed. people relocated to the region.
considerable havoc in Kaarjala.
AC 661-663: The Kaarjalans’ retaliatory AC 973: Lovajärvi was destroyed by a
AC 90: Several dark champions arose war against the Shonak culminated at small horde of undead originating
among the embattled humanoids of the Battle of the White Siedi. from deep within the swamps. The
Isanmaa. region was abandoned afterwards.
AC 663-684: Under the reign of the
AC 120: The humanoids pushed back Lioness, Kuningatar Kaisa, the nation AC 990: King Kaarlo Taavinen, in an
against the Vaarana in Isanmaa. slowly recovered. Vaarana nomads effort to replicate the apparent success
ventured south into Koleamaa, and experienced by Littonia, officially
AC 132: Kaarjalans intercepted frost some Saamari joined the freeholds of opened his kingdom to outsiders.
giants invading northern Norwold at Itämaa. Few immediate changes resulted.
the Maanselkä River.
AC 1000: Time of the gazetteers.
9
GEOGRAPHY
The Land extensively explored. Persistent rumors Beyond the warming effects of the
Kaarjala is located north of the Arctic state that deposits of silver are abundant Great Sampo, the prevailing arctic
Circle, with much of its territory nestled in the caverns’ lower levels, but that the climate descends with a vengeance, and
in the Autuasmaa, a broad swampy river metal recoils from the touch of men. the only vegetation that manages to
plain between the Rivers Maanselkä Mercury hazards abound around lodes of survive are varieties of lichens, mosses,
(Landsplit) and Tukkijoki. The land silver and titanium. sedge grasses, and low-lying flowering
slopes slightly from the northern spur of Also significant are the Pallastunturi plants adapted to the arctic, such as arctic
the Icereach Range in the west until it Hills, which constitute the northern poppies, purple saxifrage, and whitlow
reaches the coast. A more distinct, fluted foothills of the Icereach Range. They grass. These are fairly widespread south
shape emerges along the north-south range in height from 150 feet above the and east of Kaarjala, but vegetation thins
transect, for the Autuasmaa sits slightly baseline at their northernmost extent, to out dramatically within forty miles of
below both the Everwinter Lands and the more than 1,000 feet where they meet the Kaarjala’s northern and western frontiers.
Viaskaland. West to east, the region has mountains proper. This region is This is especially true for the windswept
an average height above sea level falling exceedingly bleak, being fully exposed to Pallastunturi Hills, which are utterly
from 600 feet to 200 feet. the prevailing arctic climate. devoid of any vegetation, and the
The Autuasmaa is still undergoing The closest true mountains are the desolate tundra of the Everwinter Lands.
extensive post-glacial rebound, with a Raanivaara Mounts, or Winter Peaks,
current average rise of two inches per an isolated segment of the Icereach that The Plains
century around Kaarja and points west, was cut off by random aftershocks of the The central portion of Kaarjala is
and one inch per century at the coast. earthquake that destroyed Alinor. The dominated by the Autuasmaa (Land of
This process will accelerate in the next Peaks average 12,000 feet in height, and Bliss) Plain, a region that once lay at the
few centuries, and it is plausible that the are igneous (granite) like much of the bottom of a great glacial lake. Centuries
coastline will extend an additional four to Icereach. Over the years a handful of of sedimentation have given the plain
eight miles after another 800 years. Kaarjalans and others have visited the some of the richest soils in the far north,
Kaarjala’s most abundant natural mountains in search of precious metals but the land would still be considered
resources are iron, peat, and wood; other and other deposits, but those who marginal by Known World standards.
resource needs are generally met through returned did so empty-handed. The less Tall grasses are the major vegetation
trade with Littonia. fortunate ran afoul of the local where the land is not being tilled, with
humanoids that dwelled in a series of frequent patches of natural wildflowers.
caves within the eastern foothills.
Mountains and Hills Southwest of Kaarjala lies the Plain of
Immediately south of the Winter Peaks Skulls, so named because much of the
Although Kaarjala is not significantly
are the Karelides, another semi-isolated fighting during the Battle of the Skulls
elevated above sea level, there are a
cluster of mountains within the Icereach was conducted here, leaving the bodies of
number of hills and mountain ranges in
system. All that is presently known of untold numbers of humans and
the wider region that merit description.
this large massif has come courtesy of humanoids intermixed with the skeletal
The Raatovaarat Mountains are
adventurers and explorers. There are two remains dating to the Great Rain of Fire.
actually a line of steep hills ranging
primary ridgelines that run north-south in This region was bleak to begin with; the
between 500 and 800 feet above the local
the Karelides, but much of the rest seems addition of the skeletal remains of more
baseline. They run southwest from Lake
unstructured. The dominant peak in this than 10,000 humans, giants, and
Hämäräjärvi beyond Kaarjala’s western
group is the ice-covered peak of Halti humanoids made it more so. Few people
borders. The mountains are comprised
(19,800 feet). The local granite contains venture here willingly; even the local
primarily of sandstone that was folded
untapped veins of silver and iron. humanoid tribes give it a wide berth.
and uplifted millions of years ago, and
then subsequently battered by the
elements. The recent glaciation period cut Forest Waterways
several steep valleys through them, which Roughly half of Kaarjala’s territory is Towards the end of the last ice age –
were then enlarged by explosive covered by coniferous forests – primarily when the destruction of Alinor shattered
watershed events and tremors following white pine and spruce – and a few stands the northern ice shield – retreating
the destruction of the Alphatian Kingdom of birch. The thin, acidic soil of the glaciers produced a great lake that
of Alinor. region – mostly moraine or glacial till dominated what is now central Kaarjala
Although much of the resulting water covered with a very thin layer of humus – from Lakes Isojärvi and Pohjanjärvi to
flows made their way to Hämäräjärvi, a prevent all but the hardiest undergrowth the confluence of the Kesäjoki River.
considerable quantity was redirected from growing. The most common shrubs Lake Hämäräjärvi was roughly double
underground, where they carved out and bushes are juniper, cranberry, and its current size, with a marshy peninsula
numerous caverns. Many of these caves dwarf willow. Where there is no soil, the cutting the lake in half where the modern
have since dried, but they have not been region’s granite bedrock is clearly northern lakeshore rests.
visible.
10
GEOGRAPHY
Over the ensuing centuries the waters The Sinijoki (“Blue River”) is not a Viaskaland (home of the Viaskoda) by
receded as the glaciers left the region, direct tributary of the Maanselkä but the barbarians indigenous to the region,
producing a landscape filled with many flows from the Plain of Skulls into Lake Ziemelnieks teritorija (“northern
lakes and rivers, with margins dominated Hämäräjärvi. Owing to the unsavory territory”) by the Littonians, and
by fens. Between the region’s continuing nature of its place of origin, most Koleamaa (“bleak land”) by the
post-glacial rebound and the warming of Kaarjalans do not drink from it, nor will Kaarjalans. It is home to a large variety
the Great Sampo, these lakes will be they eat fish caught from the river’s of migratory animals, humanoids, and
further reduced. waters. humans. Viaskoda barbarians live near
Kaarjala is defined by two major rivers Kaarjala is blessed with over 1,000 the northern shores of the Great Bay and
– the Maanselkä (better known in the freshwater lakes that have been carved wander north only to trade or war with
south as the Landsplit River) and the out of the underlying bedrock by glacial the southern Vaarana clans (the latter
Tukkijoki. The headwaters of the action. Most are less than ¼ square mile usually happens during lean years).
Maanselkä are located in Lake in size, but three lakes – Hämäräjärvi, North of Kaarjala are the frigid
Hämäräjärvi, from which it descends Isojärvi, and Pohjanjärvi – are numbered Everwinter Lands (also called Pohjola,
rapidly for a few miles before starting to among the largest lakes on the continent. or the Land of the North). They are a
meander along the swampy margins of Fens dominate the margins of many of desolate complex of tundra, snowfields,
the Autuasmaa Plain. It flows at a these waterways and lakes. and rock outcroppings that stretches to
moderate pace until it enters a natural Located in the uplands around the the Norzee (also known as the Frosthaven
depression currently filled by Lake Raatovaarat Mountains, Hämäräjärvi is Sea). This region experiences extended
Isojärvi, where it is joined by hundreds of Kaarjala’s highest lake. It is also the polar nights with total darkness during
tiny tributaries. The water is slowed by a deepest, with an average depth of more the winter months. Areas to the south
natural leveling of the terrain – without than 60 feet. Some portions near the typically experience twilight conditions
which the shallow lake would not exist. western shores are more than twice that during most of this period with only a
The Maanselkä meanders east of the measure. few days or a week of complete night.
Isojärvi until it merges with the Although Lake Isojärvi is the The arctic willow and species of lichen
Tukkijoki, after which the river gathers southernmost of the big lakes, its waters are the only plants that can survive here –
strength and depth for its final stretch to are the coldest. Many people attribute all of these thrive during the brief
the ocean. this (correctly) to its proximity to the summer, making the bleak plains
In addition to the two major rivers, unsettlingly cold land of Tuonela. For intensely colorful for a few weeks. It is
there are three sizeable tributaries (the similar reasons, fewer fish live in this during the high summer that the northern
Kesäjoki, Kalajoki, and Sinijoki Rivers) lake. The common and giant pike are Vaarana clans live here, tending their
and countless streams and creeks – all of two such fish that do, but most life reindeer. Kaarjala makes no claim to the
which tend to be very shallow. The consists of worms, small eels and Everwinter Lands, but the nation does
primary source of the northern Tukkijoki crustaceans, and Kaarjalan crayfish. The pay the territory close heed because of
River is Lake Pohjanjärvi. The early average depth of Isojärvi is 25 feet. the presence of the nomadic Shonaks and
waters slowly strengthen, fed first by the Pohjanjärvi, the northern great lake, is the frost giants of Frosthaven.
river Kalajoki and then the Kesäjoki. considerably deeper than the Isojärvi with The Frozen Moors constitute a change
The Kalajoki is relatively strong and fast an average depth of 40 feet. Of all the of terrain in the Everwinter Lands due
flowing, and it draws from numerous lakes, this is the richest in terms of the south of Frosthaven. This region was far
bogs to the north of Lake Pohjanjärvi. number and variety of fish. It is also more hospitable during the period prior to
The coldest of Kaarjala’s waterways, the home to the rare Kaarjalan ringed seal. the Great Rain of Fire, when it possessed
Kesäjoki River is fed by seasonal melting a more southerly latitude. Then it was a
of permafrost in the Everwinter Lands. Surrounding Lands cold-temperate marshland near the
The river is very shallow and slow, and Located in the sparsely populated north, ancient dwarven holdings. It was
the bed is dry for the winter and much of Kaarjala does not share borders with any inhabited by reclusive spellcasters and
the fall. other organized state, with the exception others who resisted the technomantic and
The Tukkijoki suffers a considerable of Tuonela, of which the Kaarjalans are cultural influence of Blackmoor. The
drop in momentum in an eastern unaware that it is the personal domain of region acquired a decidedly
depression. The river becomes so the Rimal Hag. Its closest official unwholesome aspect following the Great
sluggish and shallow that it is hard to neighbor, Littonia, lies roughly 300 miles Rain of Fire. The shift in the planetary
distinguish it from the surrounding to the southeast, and the civilized lands of axis and the deepening freeze made the
swamps. At the edge of this region, the the Great Bay are over 350 miles to the land less than hospitable. Foolhardy
Tukkijoki meets the faster-flowing south. adventurers and Shonak nomads have
Maanselkä River. The intervening mix of steppes and legends about “The People Before”
taiga between the Autuasmaa and the whose angered spirits flit about the land.
Great Bay – known variously as
11
GEOGRAPHY
The watershed for the Maanselkä Although blessed with numerous rivers Ahmovaara: This bustling farming
River’s final leg is called Itämaa (“east and lakes, Kaarjala is too far inland for its village (410) is located at the crossroads
land”). Here, the climatic transition zone climate to be regularly affected by ocean for routes connecting Kaarja, Rovaniemi,
created by the Great Sampo (see below) currents on the Alphatian Sea. It receives and Polvijärvi. Although most of the
is buffeted by the damp air masses moderate precipitation, averaging 80 people spend their days raising crops, a
moving inland from the coast. The result rainy days per year. Thunderstorms are a growing number make a living by serving
is a cool region with frequent downpours rare occurrence. the needs of the growing number of
in summer and heavy blizzards in winter. Winter lasts from mid-Eirmont to early travelers who use the roads.
Enterprising nobles sought to colonize Flaurmont (four and half months). Arctic Ekola: Most people in this village of
this territory at various times after pressure leaks through the Sampo’s 130 occupy themselves with hunting,
Kaarjala’s founding, but the climate and protective shield, and winter is tanning, farming, or harvesting local
periodic incursions by sea raiders, the characterized by moderate snowfalls (6-8 herbs. Disquiet has recently fallen over
Qeodhans, prevented any lasting inches per month) and cold temperatures Ekola, due to a string of disappearances
establishment. Less than two thousand (-25° to -15° C, -13° to 5° F). in the surrounding forests. No bodies
freeholders – primarily of mixed Spring is marked by quickly rising have been recovered, but hunters claim to
Saamari, Littonian, and Qeodhan stock – temperatures and scant precipitation. The have seen spirits and other, less savory
currently make their homes along the season runs 11 weeks from Flaurmont to creatures nearby.
shores of Itämaa. Shonak raids are late Klarmont. The temperatures range Iisalmi: Many of the 270 inhabitants
infrequent, but they pose a sufficient between 0-6° C (32-42° F), but it feels of Iisalmi are hunters and woodcutters,
threat to compel the inhabitants to form much colder in the transition zone due to but a fair number also supplement their
defensive coalitions in times of need. the dampness caused by colliding air diet by catching lake trout and pike in
masses. Planting is done quickly once Hämäräjärvi. Local tanners have begun
Climate and the snows have cleared. to experiment with different treatments
Summer typically lasts seven to eight for hides, and they have produced leather
Environmental Notes
weeks with light precipitation that is amazingly water resistant. Word
Were it not for the moderating effects
punctuating an otherwise dry period. of this discovery is making its way to
of the Great Sampo, Kaarjala’s climate
Temperatures range from 14° to 20° C Kaarja.
would be truly arctic – frigid winters,
(57° to 68° F). Kaarja: Kaarja, the capital, is also the
short, cool summers, and very little
Autumn begins at the beginning of largest Kaarjalan settlement with a
precipitation. Thanks to the artifact,
Ambyrmont, and lasts until early population of 7,600. It was one of the
however, the kingdom enjoys a northern
Eirmont. This is a particularly stark and first permanent settlements established by
temperate climate similar to that of
gloomy time of year, as the flowering the Saamari after passing out of the
central Littonia. This pocket of warm air
plants go dormant until spring and Icereach, and it is known throughout the
has resulted in the creation of a transition
deciduous trees are largely unheard-of. far north as the home of the Great
zone surrounding it, where it collides
Temperatures average 10° to 15° C (50° Sampo. As with many of Kaarjala’s
with cold air masses circulated by the
to 59° F), with frost first appearing in late larger settlements, Kaarja is protected by
polar jet stream. Conditions within this
Ambyrmont. a wood and earth palisade, and most of
zone – which ranges from 10 to 25 miles
in width – are truly terrible, with frequent its buildings are wooden. The most
sleet and hailstorms, high winds, and Communities and Ruins notable exception to this construction is
generally damp conditions. The presence Most Kaarjalans live in small, rural the Royal Palace, an imposing structure
of this zone has masked many of the communities that make use of the that doubles as a refuge in times of war.
effects of the Rimal Hag’s influence over available timber for construction. These Lovajärvi: Lovajärvi was a quiet
the region of Tuonela. villages are largely self-sufficient. village of woodcutters, until the
Kaarjala lies many miles north of the The Vaarana who maintain a semi- discovery of bog iron decades ago in the
Arctic Circle, and it has long days during nomadic lifestyle often have more than nearby swamp brought unexpected
the summer, and short ones in winter. one permanent dwelling, typically taking riches. As more people flocked to the
Although it does not experience the true the form of sod huts in the north and village, the locals pressed deeper into the
polar days and nights of regions further frame dwellings in the south and east. swamp in search of more deposits, and
north, the period around the summer When following their reindeer herds, closer to the domain of the Rimal Hag.
solstice is marked by several days during though, the Vaarana live in a circular, Angered at the intrusion, she sent a force
which it is never truly dark; although the tepee-like tent known as a laavo, of undead in AC 973 to eliminate the
sun does not remain fully above the constructed of inward-leaning wooden threat. None escaped the swift slaughter.
horizon. Likewise, the dead of winter is poles with a floor of birch twigs covered Now Lovajärvi is shunned, and the
marked by a period where the sun does with reindeer fur carpets. All dwellings, wilderness is slowly reclaiming its
not rise and twilight conditions prevail. whether permanent or temporary, are buildings. Were adventurers to visit, they
arranged around a central fire. would find the local temperatures are
12
GEOGRAPHY
noticeably colder and the undead a Other Sites of Interest Saltborg: Saltborg is a heavily
regular sight – all signs that the region Tuonela: This region lies to the fortified village of 350 sitting atop a lone
surrounding the ruins is slowly falling southeast of Kaarjala, and is largely hill - actually a very large burial mound -
under the Rimal Hag’s sway. comprised of half-frozen bogs and in Viaskaland. Most of its inhabitants
Polvijärvi: The fishermen of swamps, with the occasional stand of herd sheep or work metal traded with
Polvijärvi (105) catch pike and salmon pines rising out of the mire. Few animals other clans living further south. Keisari
from Lake Isojärvi while others log the are ever seen here, and the local flora has Arttu’s imperial ambitions were checked
nearby forests. Several miles to the east, a decidedly sickly aspect to it. What here in AC 690.
bog iron deposits have been found in a gives the region a forbidding air is the Aberdon, Benthem, and
cold and blighted swampland. That area pall of decay that hangs over it. Sunlight Utherton: These sites were moderate-
is reputed to be the home of evil spirits, seems muted, as though viewed through a sized settlements during the final years of
so while some locals are eager to take dirty window, and temperatures are five the Blackmoor-era. Today, little remains
advantage of the find, older residents to ten degrees cooler than the above ground to testify to their former
point to the disturbing fate of Lovajärvi surrounding regions, even during the presence, but ruins do lurk below.
and urge caution. height of summer. The seeming absence
Rovaniemi: This moderately of life has led the Kaarjalans to name this Overall Population
prosperous fishing village of 530 lies at region Tuonela (“Land of the Dead”), and The total population of Kaarjala is
the confluence of the Tukkijoki and it is generally shunned by all. roughly 70,000; this figure comprises
Maanselkä Rivers, a spawning ground for Tuonela is the domain of the Rimal those living within the boundaries of the
many salt-water species, including the Hag, and it has been under her control for kingdom (50,000), as well as
famed Landsplit salmon. Although many centuries. Her very presence has approximately 20,000 semi-nomadic
fishermen ply their trade here, some sail corrupted the land, such that no animal Vaarana who have pledged fealty to the
downstream to the Alphatian Sea in will willingly enter the region, and those throne. Given their seasonal wanderings,
search of bigger catches. Some villagers that pass through almost invariably many Vaarana will be living outside
have also started selling smoked fish and sicken and die soon afterwards. Kaarjala’s borders at any given time: the
pickled salmon roe to Kaarjan merchants. The White Siedi: This is a holy northern clans spend the summer months
Rovaniemi is also frequently used by the place constructed of giant white quartz deep in the Everwinter Lands, and some
Kaarjalan River Fleet as a staging area. boulders and decorated with numerous southern clans range as far as the
Tainuu: Tainuu is a quiet fishing reindeer antlers and other fetishes. It is northern fringes of Greater Littonia
village that sits on the northern shore of used by the northern Vaarana clans for during the winter.
Lake Pohjanjärvi. Most of the 140 their summer ceremonies. A great battle In addition, roughly 5,000 unaligned
inhabitants catch and smoke perch and was fought nearby against a small horde Vaarana live in the hospitable valleys
northern pike, but during the spring of Shonak warriors in AC 663. located southwest of the Winter Peaks
calving season the Kaarjalan ringed seal Västeränga: This well fortified and lands further west. They seldom
is also hunted. Shonak raids are rare. village of 440 is the largest community in interact with the Kaarjalans, but trade on
Vaasa: This village of 100 is jokingly Itämaa. Most of its inhabitants fish, but occasion with the farther-ranging
referred to by many as “the end of the others gather herbs and hunt. The Vaarana clans loyal to the kingdom.
line”, as the road from Kaarja ends here. headman, Tönis Ruus, is the de facto war Itämaa and Koleamaa are home to
Vaasa lies within the transition zone leader for the entire region, and he would 1,500 and 7,500 people, respectively.
between the temperate pocket created by coordinate its defense if Itämaa were Contact with Kaarjala is sporadic at best.
the Great Sampo and the true continental invaded. Rounding out the human population of
climate of the far north. As such, the Turkupunki: Turkupunki (238) is the region are the 7,000 Shonaks who
villagers eke out a living on the taiga by the second largest coastal village of inhabit the eastern Everwinter Lands.
herding sheep and goats, hunting, and Itämaa. Its population is a quarter The humanoid population numbers
gathering herbs during the brief summer. Qeodhan. By a centuries-old pact, the almost 5,000 in the Everwinter Lands,
The local Shonak tribes trouble Vaasa regional Shonak do not raid this village, and 10,000 in Koleamaa. Few of these
regularly, and as a result there is a and they can found trading here. Turku- live in the patrolled regions around
permanent military presence here, as well punki is beset by Qeodhan reavers and Kaarjala. The peaks and hills of the
as a small fortress. outlaw bandits in the interior. Icereach Range are home to another
Uusimaa: this western region was the Maahlapils: Located 47 miles north 8,000 humanoids, but these rarely enter
first to be settled by the Saamari. Its of Littonia’s Teci Bog, Maahlapils (216) Kaarjalan territory.
name roughly translates as “new land” in was originally a Lietuvan community in
recognition of this fact. Much of the Itämaa. Today, Lietuvans comprise a
territory is now under the control of the bare majority and share the village with
powerful Saarela family. the Saamari.
13
SOCIETY
“Bieggolmai makes, and breaks, the best Fabric is expensive in Kaarjala, and one Demihumans
of men.” way in which wealth is signaled is in the As of AC 1000, there are fewer than
– common Vaarana saying generousness of a garment’s cut and the one hundred elves, dwarves, gnomes, and
extent of its embroidery. Marks of halflings living in Kaarjala. Dwarves are
Races distinction include clothing made of fine the most common group with 43
Kaarjala’s population has always been wool as well as the addition of colorful individuals, all hailing from Stormhaven
nigh-exclusively human. Most of its stripes. or the small clanholds in the Icereach and
people will go through life without ever The most common form of dress among Wyrmsteeth Ranges. A small contingent
meeting an elf, dwarf, gnome, or halfling, the Vaarana is the gakti (tunic), of 22 Leehan halflings made their way to
but humanoids and giants are well- accompanied by wool trousers for men Kaarja four years ago to set up trade and
known, and belief in forest spirits is and skirts for women; all apparel is made inn-services. The remaining demihumans
common. If foreign interests continue to of wool or felt – the former for winter in Kaarjala are individual adventurers.
expand, these other races could make and the latter for summer. Clothing tends Most of them live in and around Kaarja,
their presence known in the coming to be very brightly dyed – dark blue is a where opportunities for adventure (i.e.,
years. common color, with distinctive bands of patrons with money to spend) are most
bright red or yellow on the hems of plentiful; however, the troubled region
skirts, the cuffs of tunics, and hats. The
Humans around Polvijärvi and Lovajärvi is also a
way in which clothing is adorned locus of adventurer activity, human and
The Kaarjalans have lived in the far
indicates the wearer’s place of origin and demihuman alike.
north of Brun for millennia and in the
their clan.
Autuasmaa for over 1100 years. They
The most common form of footwear for
are divided between the largely settled Other Races
both sexes is a reindeer skin moccasin,
Saamari and the semi-nomadic and less The barren lands north, west, and south
with turned up toes and lined with soft
numerous Vaarana. of the kingdom are inhabited by several
sedge grass to protect against cold and
Individuals of both ethnicities tend to tribes of goblins (known as hiisi in both
dampness. Women wear brightly colored
be slightly taller than average (6’ for Kaarjalan tongues), the most powerful
wool caps decorated with ribbons or lace,
men, 5’9” for women) with fair and organized of which are the Yrgun,
while men’s headwear varies by region.
complexions and moderate builds. Hair which receive tribute from several minor
Clans in the north favor a conical hat
color is typically light or dark brown, but tribes. The Yrgun inhabit the northern
made of wool, while those in the south
blondes are not unknown among those slopes of the Winter Peaks, and have
often wear a four-cornered felt hat
who have some Antalian pedigree. Some excavated extensive tunnel complexes
(known as a čiehgapir, or “four winds
Kaarjalans have a slight epicanthic fold deep underground. Most northern goblins
hat”) edged with fur. Both men and
over the eyes courtesy of Oltec ancestry – dress in cured wolf, reindeer, or polar
women wear reindeer skin coats during
this is more prevalent among the bear hides, but they are otherwise
the cold months.
Vaarana. In most respects, though, it indistinguishable from their southern
In addition to the Saamari and Vaarana,
would be difficult for a Known Worlder cousins. The Yrgun are unique among
there are around 600 people from other
to distinguish a Kaarjalan from a the northern goblins in that they use
nations, most of who live in and around
Norwolder or Heldanner. cured and dyed human skins for
Kaarja. Over half of these are Littonians
Men and unmarried women wear their ceremonial dress.
drawn north in search of opportunities. A
hair long and unbound, while married In addition to the goblins, ice trolls – a
full description of the Littonians, their
women braid theirs or tie it in a bun. stocky breed, but equally dangerous –
culture, and rules for creating Littonian
Traditional Saamari dress for men can be found on the western slopes of the
characters can be found in Gaz F6 The
consists of a linen shirt, a woolen vest Winter Peaks. They normally hunt
Amber Shores of Littonia. Of those
and jacket, long wool trousers, wool wolves, bears, and reindeer; but the odd
Littonians living in Kaarja, three-quarters
stockings, and stout leather shoes or goblin or human will do.
are of Litoniesu stock.
boots. Women wear linen blouses with a Kobolds are numerous in the
The remaining foreigners hail from
wool skirt, bodice, coat, socks, and southwestern mountains. The Kaarjalans
various nations of Norwold –
leather boots. know them as the koirankuonolainen, and
Viaskodans, Norwolders, Alphans and a
Both sexes wear hats – men don knitted they are the only subspecies of kobold to
smattering of folk from even more distant
wool caps or brimmed felt hats, while sport a significant fur coat – black with
realms. The majority of the foreigners
women wear a tanu, or cloth cap, or a rust brown markings on the chest and
present in Kaarjala have arrived here only
shaped bonnet. During the brief summer, face.
within the last ten years in pursuit of
men often don knee breeches, and favor There are also about two dozen “packs”
adventuring opportunities, and they
shoes over boots; wool coats are set aside of lupin (known as lupinkoiranlainen) in
reached Kaarjala by way of Littonia.
in favor of linen. Viaskaland, as well as the eastern and
northern foothills of the Icereach Range.
14
SOCIETY
They are generally reclusive and pursue a Above the commoners are several ranks Language
hunter-gatherer existence, but at least of nobility. At the very bottom is the A number of languages are commonly
three packs herd reindeer. The lupins are untitled noble, or Aatelinen (literally, heard in Kaarjala and the larger northern
a very recent arrival to Norwold, coming “noble”). The most common occupants region.
here from the Hyborean and Borean of this rank are members of fighting Alphatian: Although by no means
coasts. Encounters with the packs have orders, but individual heroes have been commonly spoken, Alphatian is used by a
been rare thus far, but there have been granted this rank on numerous occasions. small group of Alphan expatriates who
occurrences of trade with the Viaskoda In the case of the former, the honorific is live and work in Kaarja.
and the Vaarana clans. Conflicts with the generally not hereditary, and its holders Hymsprach: Commonly known to
local goblins tribes are infrequent, but are not considered “true” nobles by the other races as Giantish, Hymsprach is the
exceedingly bloody. The lupins have nobility. In the latter case, the rank is language for all true giant-folk in the
good relations with the Shonaks in the hereditary, but it does not come attached north (fire and larger).
west, a legacy of being allied Tribes of with a fief. Litoniesu: The Litoniesu minority in
Law in the old conflicts of the Midlands. The greater nobility includes the ranks Kaarja is large and vibrant enough that
of: Vapaaherra (baron) or Vapaaherratar their native tongue is still spoken, and it
Note: Those who use Bruce Heard’s (baroness), Kreivi (count) or Kreivitär is the most commonly heard foreign
Dragon Magazine article on lupin sub- (countess), and Ruhtinas (prince) or language in Kaarja.
races may consider the lupinkoiranlainen Ruhtinatar (princess). The princes and Qamuuq: Qamuuq (“our words”) is
to be a variety of Norwold Malamute, princesses of the royal house are referred the language spoken by the Shonaks
known as the Kaarjalan Lapphund. The to as Prinssi and Prinsessa, respectively. inhabiting the eastern Everwinter Lands.
Lapphunds sport grey, light brown, or The king is referred to as the Kuningas, Due to historical animosities Qamuuq is
white fur. The Malamute itself will not the queen the Kuningatar. In the past, seldom heard in Kaarjala, but some
exist in GazF Norwold for another two to ambitious or simply self-important kings Vaarana clans make use of it when
three decades. and queens also have referred to conflicts are at low ebb. Qamuuq is a
themselves as Keisari (emperor) and slightly variant dialect of the parent
Keisarinna (empress). Among the higher Shonak language heard north of the Hill
Social Standing nobility, a given title is used to address
In comparison to many other nations, and Dale (Gaz F5 The Western Alliance).
all male members of the title-holder’s Saamari: Saamari is the native tongue
Kaarjalan society is not highly stratified.
family. of most Kaarjalans, and it is the official
Serfdom never existed; commoners,
Kaarjalan nobility arose from a decision language of court. It is unrelated to any
whether they live in villages or in the
by King Hanno that those who could other Mystaran language except Vaarsu.
countryside, own their own land and are
afford to maintain at least one soldier A dialect is spoken by the people of
responsible for its productivity.
would be exempted from ordinary taxes Itämaa, which is 90% compatible.
Commoners historically would contribute
on one acre of land. Prior to that time the Vaarsu: This is the language spoken
to the community in the form of goods or
king ruled the realm directly, spending by the Vaarana. It has no written form,
labor, but in recent centuries this has
much of his time traveling between his although a runic system derived from
evolved into the payment of land taxes.
estates and overseeing his army. Land both Ilmarinen and the Antalians is in
As in other realms, the commoner class
taxes were imposed in order to finance use. It is related to Saamari, but centuries
is the largest in Kaarjala. It comprises a
the construction and maintenance of of separation and a measure of Antalian
broad spectrum of occupations, from
fortifications and the small river fleet. As influence have made them almost
farmers, loggers, trappers, and herdsmen
a result of this decision, wealthier mutually unintelligible. There is
in the country to leather-workers,
landowners took it upon themselves to considerable variation in colloquial
blacksmiths, carpenters, and other
maintain more soldiers, in order to secure Vaarsu, with three main dialects, each of
craftsmen in the villages and towns.
tax exemptions on larger swaths of land. which can be divided into at least two
The townsfolk are overwhelmingly
Thus, the nobility grew from members of sub-dialects. The slow-spoken western
Saamari, and Kaarjalan towns are similar
the peasantry who had enough wealth, or dialects between Kaarja and the Icereach
to their southern counterparts with a level
were able to command enough physical have 30% compatibility with Saamari;
of bustle that is largely absent in the rural
resources, to maintain soldiers. whereas the southern dialects have 30%
regions. Nevertheless, crucial differences
As the centuries passed, the nobles compatibility with Viaskan-Antalian.
exist. The largest Kaarjalan settlements
came to wield considerable economic Northern Vaarsu – spoken north of the
are small by the standards of the Known
power, and they now own large tracts of Maanselkä River – is characterized by
World, and the “professional” class (e.g.,
land bought from the commoners. By clipped consonants and a quick
scribes, accountants, and highly
tradition, they are forbidden from taxing intonation.
specialized trades) are largely absent
the land of commoners living under their Viaskan: This is the language spoken
outside of the royal court; although this is
jurisdiction, but they may demand goods by the Antalian-descended Viaskodas,
slowly changing.
or military service in times of crisis. commonly called the Northern Bay
15
SOCIETY
Barbarians. Centuries of separation from of the latter), basic arithmetic, and the interactions with humanoids and other
the other Antalian populations and inculcation of social values. If the cleric tribes, and they follow a shamanistic
intermittent contact with the Littonians is literate, students may also be taught to tradition. Everything – people, animals,
and the Kaarjalans have modified their read – this is more common in the larger and even plants – is thought to be sacred,
language. Viaskan is 85% compatible settlements. created by the powers beyond as part of
with the dialect spoken around the The people of Kaarjala – both Saamari their great work. Noaide (shamans) act
Alphan Peninsula, 65% with and Vaarana – revere legendary figures as mediators between mortals and the
Norwoldensian, and less that 60% with and personifications of the physical Immortals, asking questions on behalf of
the Icereach or Wyrmsteeth dialects. world, as befits a people who arose in the their people and relaying any responses.
far north and survived its severe climate. Most such communication concerns the
Religion The listings for Immortals linked to the sacrifice required to cure an illness,
Saamari religious practices have their beliefs reveal the hidden, conceive a child, or ensure success on a
formalized over the centuries, partially as convoluted history of the people, with hunt. Noaide also mediate disputes,
a result of the rise of the Church of elements borrowed from the (O)ltecs, perform healing, and bestow blessings –
Kaarjala. The High Priest of the Church, (N)eathar, (T)honians, (L)ittonians, thus, they play a critical role in any
widely known as the Grand Smith of (V)iaskodas, and even the (H)umanoids. Vaarana community.
Ilmarinen, oversees a clerical council Not every figure of lore corresponds to Most Vaarana also believe in the notion
comprised of the most senior clergymen an actual Immortal, and Ilmarinen, Thor, of a dualistic soul; people are generally
(called Smiths) from each community. and Terra (or Djaea) perform multiple thought to have two souls – one
The council discusses broad roles for different aspects that are associated with the body and its
administrative and doctrinal matters, but venerated separately. The figure of Ukko functions, and one for the mind that
it grants individual priests and itinerants arose from contact with the Thonians departs after death. This belief is held by
considerable leeway to run their own (Blackmoorians) and originally was many Shonak tribes as well.
affairs. linked to Odin, but it became
Individual Smiths also act as the increasingly affiliated with Thor over the Holidays and Celebrations
spiritual voices of their communities, and centuries of Viaskodan contact. Juhannus: Juhannus is the main
they have a level of authority greater than Additionally, Hel took over the persona Midsummer festival. Great bonfires are
a village council member. In addition to of Tuoni after the apparent demise of burned and drunken revelry is the order
leading regular religious services and Thanatos during Nithia’s destruction, but of the day. Although there is no set day
other ceremonies, many clerics also offer Jabbmeaaakka is tied to the beastmen and for the event, Kaarjalan communities
a limited education for Kaarjalans in humanoids. Immortals whose names are normally hold this celebration within
exchange for service or generous tithes. italicized are considered female by the seven days of the solstice. During this
In most places, such education Kaarjalans. time, some young women also make
encompasses a rudimentary knowledge of The Vaarana cleave more strongly to bridal wreaths and place them under their
the history and legends of Kaarjala (more the folklore roots and their historic beds, after which they are supposed to
The Common Kaarjalan Patrons see their future husbands in their dreams.
Figure Immortal Attribute Source Joulu: Joulu is the Kaarjalan
Ilmarinen Ilmarinen Craftsmanship Native Midwinter celebration, an
Lemminkainen Ilmarinen Hunting Native acknowledgment of the old year’s
Vainamoinen Ilmarinen War Native passing, and the dawn of the new one. In
addition to family feasts with a food
spread called the joulupöytä, a common
The Saamari Patrons practice is to melt a piece of tin and drop
Ahti Protius Water, rivers N it into a bucket of cold water. The shape
Pekko Terra Crops, barley, brewing N assumed by the tin is used to predict
Pelervo Terra Harvests N one’s fortunes for the coming year.
Tapio Ordana Forests L
Tuoni Hel Death O/T
Ukko Thor The sky, thunder T/V Culture
To those who know them, the
Kaarjalans have a reputation for being
The Vaarana Patrons very straightforward and stubborn. Little
Beaivi Ixion The sun O thought is given to a person’s title, what
Mattarakka Terra Mother Goddess, women, children H their ancestors did, or what they claim
Hovrengalles Thor The sky, thunder V they can do; all that matters is what a
Jabbmeaaakka Hel Death, the Underworld H person can do right now, and whether
Bieggolmai None Wind, the powers of nature Native
16
SOCIETY
they can be depended on to help their Jokamiehenoikeus Due to the beneficial effects of the
family or community. Their attitudes are A commonly-held notion among Great Sampo, Kaarjala produces enough
characteristic of the peoples who live Kaarjalans is that of jokamiehenoikeus basic foodstuffs (primarily grains and
north of the Great Bay, but the Kaarjalans (“everyman’s right”, or more commonly potatoes) to feed itself in all but the worst
carry it to an even further degree. Cut off “right to roam”). The people have the years. There is significant logging and
from other “civilized” nations and right to access all open, uncultivated fishing, but most production is for
dependent on a magical artifact for their land, be it public or privately owned. domestic consumption. Growing markets
continued prosperity, Kaarjalans feel they Thus, gardens and farmers’ fields are exist in Littonia and Alpha for Kaarjalan
have little luxury to dwell on possibilities considered off-limits, while pastureland hides – particularly reindeer, bear, and
or be introspective; threats to survival are and forests are not. This right carries ringed seal.
very real and require quick action. with it responsibilities – trespassers are The semi-nomadic Vaarana rely on the
The everyday perils of life in the far expected to make their passage as trace- herds of reindeer during the winter
north have inured the Kaarjalans to free as possible, and those foraging or months and farm ancestral lands in
adversity; the struggle to survive is hunting are expected only to take as Kaarjala during the summer. They store
considered a part of life, just as the much as they need to eat in the now. a portion of their harvests in stone
seasons’ progression and the weather Those who deny jokamiehenoikeus to storehouses dug into the ground to help
patterns are seen as elements of existence others are ostracized. survive the lean times. Other than selling
that cannot be controlled by mortals. This practice arose during the hides or cured meat, they contribute very
This stoic acceptance of the challenges of kingdom’s early years, when the land little to Kaarjala’s economy.
life, encompassed by the Saamari word was still cold and brutal. Saamari chiefs
sisu (“grit and guts”), is often viewed as at the time agreed that their collective Governance
melancholy by most others, save perhaps survival would be dependent on sharing Although it is an organized kingdom,
for the dwarves whose own attitudes are resources, and property restrictions were Kaarjala lacks many of the trappings and
similar in some respects. loosened. Some of these attitudes institutions, e.g. codified laws, penal
To the Kaarjalans, sisu expresses the persisted even as the realm became more codes, and bureaucracies that Known
sheer determination that allowed their organized. It should be noted, this belief Worlders would expect to see in a nation.
ancestors to build their kingdom and to does not extend to personal possessions. The often harsh environment militated
withstand the suffering they endured against developing more complex social
while driving away invading forces that
Currency and Trade systems. Nevertheless, Kaarjalan society
would take away their hard-won lands. has a stable monarchy with a strong,
Most Kaarjalans conduct their business
This carries forward into a deep regard independent-minded nobility.
through barter – this practice is common
for the value of hard work, the The most important locus of authority
even in Kaarja – but the kingdom has
importance of the common struggle to is the town or village council (the
minted coins for well over a century. The
survive, and the need to do whatever is käräjäoikeus). Local nobles wield
initial purposes of the currency was to
necessary to keep what one has. influence with these councils, but
pay mercenaries and for the settling of
The Kaarjalans hold a deep reverence communities under their jurisdiction are
accounts between the noble families that
for nature in all its forms. This attitude typically allowed to run their day-to-day
could not be met with livestock or other
stems in part from their nomadic affairs themselves. The exception to this
goods. As trade deepens with Littonia
background – a lifestyle still practiced by arrangement occurs during times of crisis
and foreign mercantile interests operating
most Vaarana – but also from their or war, in which case it is understood that
there, currency is becoming more
enduring respect (and fear, to some the nobility will assume responsibility for
important as a medium of exchange.
degree) of the capriciousness of nature. protecting the people in exchange for
The Kaarjalan currency system is based
Most Saamari express this reverence by their obedience. The king is a distant
on the markka (gp, plural markkaa),
enjoying nature’s bounty whenever they figure who figures infrequently in daily
which is subdivided into the penni (sp,
can, and holding festivals to mark the life, but his visits to communities are
plural penniä), and the oren (cp, plural
turning of the seasons; the Vaarana, as major events, and the details quickly
orenissa). Foreign coins – primarily
discussed above, tend towards the direct become the stuff of legend as they are
Littonian santīmu (sp), but also Alphatian
worship of nature in all its forms. retold and embellished.
mirrors (sp) and judges (cp) – are used in
Another nomadically derived feature of Traditionally, only the king or his
larger Kaarjalan settlements; the former
the Vaarana culture is the use of unique designees may collect taxes. At the time
valued by weight, the latter at face value.
“family runes.” These runes serve the of Kaarjala’s founding, there was only
Where coins are exchanged domestically,
same purpose as branding and denote the people and their leader. Even after
it is almost always silver or copper that
which reindeer belong to whom. Vaarana the nobility arose, this arrangement had
change hands; few people are wealthy
who still herd reindeer will always remained, but this once-personal connect-
enough to have markkaa. Cutting coins
recognize another family’s rune on sight. ion between liege and subject grew ritual-
to make change is a common practice.
ized through the tax collection system.
17
SOCIETY
At the end of the year, each Punishment varies according to the they refused to adopt the new Immortals.
käräjäoikeus levies a tax of one-fifth of crime, but it is usually restitution in the Successive monarchs let the Church look
estimated income on behalf of the king form of goods or indentured servitude for after its own affairs so long as it
on all households under its jurisdiction. a period of time – this applies both in continued to support the monarchy and
After local collection, this tax, paid in rural regions and in Kaarja. Serious tithings continued to come in.
cash or goods, is delivered to the local crimes such as murder are often Requirements: Profess belief in the
noble. Two-thirds of that then passes on punishable by death or exile for life. Kaarjalan pantheon, and attest to the
to the king, less one markka for each These harsh punishments are commonly miracles of Ilmarinen’s great works.
officially listed soldier under the noble’s carried out immediately after Cost: Churchgoers pay a tithe of one
command. pronouncement. Executions are by penni per month (or equivalent value in
When needed, the king may summon hanging in Kaarja, but elsewhere it is service or goods) to their local church.
his nobles to court to seek their counsel done by dragging. In the case of exile, Privileges: Membership in the Church
on various matters. These assemblies, the community drives out the offender conveys a degree of acceptability in
called rälssi, function as a loose with nothing more than what they were Saamari society.
parliament. The rälssi dissolve when the carrying at the moment of sentence. Few Brothers (C1-6) receive free room and
matter at hand has been resolved. exiles survive long in the wilderness. board at the nearest church, basic
Norwold’s druidic order has also education, and enjoy a measure of respect
Crime and Punishment interposed in Kaarjalan affairs with their from the citizenry.
Although Kaarjala has no written legal own penal system. Due to the importance Smiths (C7+) further receive a stipend
code, both the Saamari and Vaarana have of the land for their survival, the of 10 penniä per month over and above
well-defined standards of proper Kaarjalans have accepted this. Special all operating costs, and they have the
behavior, with slight variations between three-druid councils exist to adjudicate in right to be attended by two Brothers, plus
communities. Each settlement polices matters where a person has inflicted harm an additional Brother for every five levels
itself, and transgressions are handled by on the environment, such as poisoning a attained beyond 10th.
the käräjäoikeus. The council also might river, burning a forest, or rendering The Grand Smith resides in the church
bring in pertinent citizens to help farmland unproductive. Once captured, at Kaarja, where he is served by a retinue
adjudicate. For example, a council might the offender is turned over to the druids of ten Brothers and two Smiths. The
call upon the community’s most senior responsible for the region affected. If Grand Smith receives a stipend of 10
merchants or craftsmen to help judge a found innocent, or if the council finds markkaa per month.
person accused of selling inferior goods. that there were mitigating circumstances, Responsibilities: Churchgoers must
All members of such councils are lay the accused is released or ordered to defer to the clergy on religious matters,
people, with one person nominated as the perform minor restitution, e.g. a short observe all rites, and pay their tithes.
laamanni (literally, lawman), who quest. Those found guilty are taken into Clergy must defer to those of higher rank,
presides over the proceedings and the forest, never to be seen again. Many and undertake any task assigned by the
maintains order but has no additional of these are polymorphed into animals. Grand Smith.
powers. A käräjäoikeus is struck only Hindrances: Poor reaction from noaide
when there are cases to resolve and there Organizations and some segments of Vaarana society.
are no other pressing matters for the “He who lies thrice believes he’s told
communities such as harvests or hunts. the truth.” Followers of the Forge: The
Consequently, most cases are delayed – Kaarjalan saying Followers of the Forge are a sect within
until winter. the Church of Kaarjala that views the
These traditional practices are slowly Church of Kaarjala: The Church political and social changes making their
giving way to a more formalized system of Kaarjala was officially formed by way northwards with concern and fear.
in Kaarja, where the King’s Council King Paavo in AC 770 following a Tales told by adventurers have left
operates year-round. King Kaarlo sees fermenting religious dispute between the particularly poor impressions about the
elements worthy of emulation in Saamari and Vaarana. The Saamari, Empires of Alphatia and Thyatis.
neighboring Littonia’s own evolving during their roughly 700-year separation Littonia is considered a fallen realm
legal system. He has upheld tradition by from their cousins, had incorporated the because it traffics with southerners, and
maintaining a käräjäoikeus, but the king various aspects of Ilmarinen into their Kaarjala is soon to be under siege.
reserved the right to appoint its members faith, and adopted elements from their The Followers envision a strong nation
and has ordered officials to draft a legal Littonian and Viaskodan neighbors. In free of these corrupting influences, with a
codification of the traditional system. addition, their settled lifestyle led to the society built along Saamari lines. Their
This move has angered some nobles, who increased formalization of rites. The highest-ranking members ponder whether
fear that the king’s code will one day be Vaarana had maintained the old rites they will have to overthrow the king if he
the only acceptable version of Kaarjalan along with concepts pulled from the cannot be dissuaded from seeking further
law. western humanoids, and for centuries contact and ties with the outside world.
18
SOCIETY
The Vaarana, with their faith in the The Northern Union: The protect the land that sustains them, and
noaide, are considered backward Northern Union is a gentlemen’s club the imperative to respect nature in its
barbarians. The Church of Kaarjala whose members subscribe to the notion virgin form, as advocated by some of
views the Followers with increasing that the north (meaning the lands north of their colleagues.
embarrassment, and it is beginning to the Great Bay) will prosper if its peoples Requirements: Membership is open to
distance itself from the movement. unite under a common banner, and reject druids only.
After passing through sometimes any overtures from any power that would Cost: None.
dangerous rites of initiation, members are claim sovereignty over the region. Most Privileges: Support from the Druid
grouped into small councils, which meet Kaarjalans, concerned with making ends Council of Norwold.
monthly. Aware that they could be in meet, scoff politely at best when Responsibilities: Actively protect the
danger from their own Church and presented with the Northern Union’s wild regions of Kaarjala from sentient
government, the Followers have adopted grand vision. Nevertheless, its members beings that clearly intent on harm, as well
a rough cell-structure for the group’s are convinced that they will bring the as those living in rural regions who
organization and coordination. Common masses over to their line of thinking if coexist peacefully with nature; administer
members typically only know people in they can find the right argument. punishments as set forth by druidic law in
their own council, but they can identify Requirements: Noble, or otherwise accord with Kaarjalan tradition.
one another via their anvil markings (see have the time or inclination to chat about Hindrances: Possibility of becoming
below). Some councils pursue more political ideals. enmeshed in the politics of the Druid
excessive measures such as vandalism Cost: None; members are expected to Council of Norwold. Many noaide see
and assaults against foreigners or those host meetings, which involve large themselves as the upholders of traditional
thought to be “cultural traitors,” but this dinners and drinks afterwards, at their nature-oriented values, and view the
is not the norm. homes on a rotating basis – a potentially druids as interlopers.
Paralleling the Church, the leaders of expensive affair.
the Fellowship are known as Smiths; Privileges: Access to the liberal Relations with
however, for every five Smiths there is intelligentsia of Kaarjala, most of who Surrounding Lands
one Forgemaster, all of whom report are highly dedicated to the cause.
Alpha: No formal relations exist
directly to the Grand Forgemaster of Responsibilities: Members contribute
Kaarjala. between Kaarjala and Alpha, but each
to the extent that they wish; however,
The Amber Brotherhood of Littonia nation has become aware of the other via
active participation during meetings is a
(see Gaz F6) has begun infiltrating the Littonia. King Ericall entertains the
must, and those with the means are
Followers, viewing the organization as a thought of asking King Kaarlo to swear
expected to host a function at some point
tool to further its own plots. To date, two fealty, as southern Kaarjala occupies the
during the year.
councils in Kaarja have been co-opted, northern fringes of his kingdom’s current
Hindrances: Poor reaction from most
yet the Brotherhood is unaware of the claim, but Kaarjala is so remote that its
Kaarjalans (useless fops) and
Followers’ larger objectives. independence is not a priority problem.
conservative nobles (spineless socialites).
Requirements: Men of pure Saamari Alphatia: The Alphatian Empire is
stock only. Members bear a tattoo or even less likely to take notice of Kaarjala.
Circle of Druids: The Circle of
brand of an anvil on their left shoulder. Its wizards at Alpha dismiss it as a
Druids is an informal grouping of
Cost: 2 penniä per month, or 5 hours of barbarous realm of little consequence.
Kaarjala’s druids, formed in AC 100
work per week. This view is unlikely to change unless the
when it became clear that the Great
Tacit support from kingdom develops a more vigorous
Privileges: Sampo was permanently changing the
sympathetic nobles and various presence in the region or a naval presence
local environment, and the Saamari were
firebrands in Kaarja. Additional support off of Itämaa.
turning away from their traditional,
comes from some of the druid councils Frosthaven: Kaarjala has suffered
nature-focused faith. Since that time, the
that also frown upon the Empires’ impact Circle has sought to limit the inroads countless attacks over the years,
on Norwold. made by civilization into what it including full-scale invasions. Attitudes
Responsibilities: Participate in rallies, considers a unique and magical are hostile towards the giants, but the
marches, pamphleteering, and appealing wilderness habitat. Kaarjalans do not share the deep hatred
to the king’s court, and attend monthly Although the Circle is unanimous in its felt by their Littonian neighbors.
meetings. Members must also support desire to protect the Kaarjalan Heldann: Heldannic warbirds from
any Follower in distress and never wilderness, other druids in Norwold the Eye of Vanya have flown over
divulge the identities of other Followers. believe that the influence of the Great Kaarjala a number of times, and the
Hindrances: Poor reaction from the Sampo should be reduced - or even Order has a couple of agents working in
Vaarana, the King, the Church of eliminated – to restore the region to its Kaarja, but their activities are limited to
Kaarjala, and foreigners in the know. original state. As a result, many information gathering only. No plans
members are torn between their desire to currently exist to incorporate this isolated
19
SOCIETY
kingdom into any future Heldannic The Druid Council of Norwold: The Royal Army of Kaarjala
empire, but that may change if the frost Early druids played an important role in Personnel: 2 (F10) mounted kapteeni, 8
giants become more organized, or if Isanmaa, but their influence declined (F5) mounted kersantti, 32 (F3)
Alphatia strengthens its presence. sharply after the fall of the old kingdom. alikersantti, 120 (F1) soldiers, 40
Leeha: The halfling traders of Leeha Although the noaide are very nature- archers
will probably pursue opportunities in oriented, they are not true druids and Non-combat Personnel: 50
Kaarjala with greater energy after they have no representative with the Council, Leadership: K. Kaarlo Taavinen (F26)
become established in Littonia, but an but there is a loose circle of Kaarjalan Troop Class: Average
advance team has already arrived in druids. There is conflict within the BR 88
Kaarja. Council over Kaarjala. Some are
Littonia: Kaarjala and Littonia have favorably disposed to the Sampo’s life- Although his soldiers technically serve
extensive trade and political ties, given giving warmth, but others – particularly him as a feudal lord, King Kaarlo’s
their similar circumstances and shared those whose heritage is with the decision to name his forces the Royal
history. Relations are generally friendly, Viaskodas and Shonaks – see the Army of Kaarjala has grated on some of
and Kaarjala depends on Littonia to act as destruction of the Arctic climate and the the more independent-minded nobles.
its trading gateway to the south. Littonia potential for wider damage caused by the
is well aware of this fact and may try to Sampo’s warming. Other druids, The Defenders of Uusimaa
compete with foreign interests that want opposed to the arrival of the great Personnel: 1 (F10) mounted kapteeni, 4
to build any networks this far north. empires to Norwold, support the (F5) mounted kersantti (plate mail,
Oceansend: No contact has been activities of the Followers of the Forge. normal or bastard sword, spear), 16
established yet, but an alliance could be (F3) alikersantti (banded mail, normal
formed if King Ericall seeks to expand The Military sword, spear), 60 (F1) soldiers (chain
his influence too vigorously. Owing to its relatively decentralized mail, normal sword, spear), 20 (F1)
Ostland: Ostlanders have been nature, the only standing force that archers
sailing up and down the coast of Norwold Kaarjala maintains is the king’s personal Non-combat Personnel: 25
for centuries, and on some occasions they guard. In times of need, they are Leadership: Kreivitär Meeri Saarela
have even sailed up the Maanselkä River augmented by the militia resources of the (F13)
to raid Kaarjalan settlements. Some of nobles, which are of variable quality. All Troop Class: Average
the more forward thinking Ostlanders – water-based forces are under the king’s BR 72
typically those allied to Queen Yrsa – are direct command, by tradition.
looking at Kaarjala as part of a future The Vaarana maintain an informal The Defenders of Uusimaa are the
northern trading network. defensive force known as the personal militia of the Saarela family.
Qeodhar: Baron Norlan considers Rauhanturvaaja (Peacekeepers), who They spend much of their time patrolling
the Alphatian Sea and the Norzee his watch the frontiers of the kingdom. The the western hills, and have fought the
private domain, and he would take a dim Rauhanturvaaja are not formally part of Yrgun on many occasions – hence their
view of the Kaarjalans establishing a the Kaarjalan military; however, they do heavier armor. They train together
stronger maritime presence – especially train extensively with their Saamari extensively, and have a reputation for
when tensions with Littonia are on the cousins. being very steadfast in battle, especially
rise. For now, however, Kaarjala is In the royal and noble forces of against charges.
rarely mentioned in the halls of Farend. Kaarjala, an alikersantti (undersergeant,
Shonak Tribes: Shonak tribes once F2-3) leads squads with five soldiers (F1- The Army of the East
occupied the lands of Kaarjala, but they 2). Typically four of these squads are Personnel: 1 (F10) mounted kapteeni, 4
were driven north after the kingdom’s then commanded by a kersantti (sergeant, (F5) mounted kersantti, 16 (F3)
founding. Relations have been hostile F4-6). Finally a kapteeni (captain, F7+) mounted alikersantti, 30 (F1) light
ever since, though individual trade does commands four kersantti. Thus a unit at cavalry (as soldier), 30 (F1) soldiers,
occur. full complement will have 101 men. A 20 (F1) archers
Thyatis: The Empire has not kapteeni normally reports directly to the Non-combat Personnel: 25
established diplomatic relations with local governing noble, but in large Leadership: Rasmus Varvikko (F18)
Kaarjala. The general thinking in Thyatis campaigns a kenraali (general, F12+) Troop Class: Average
City is that Kaarjala is simply too remote may perform this role. BR 84
to be of strategic interest, but this may Unless noted otherwise, assigned
change as agents operating out of equipment includes: kapteeni (plate mail, The Army of the East, led by Kreivi
Oceansend and Alpha learn more about normal sword), kersantti (banded mail, Rasmus Varvikko, guards the frontier
the nations of this region. normal or bastard sword), alikersantti with Itämaa. Rasmus has structured the
and soldiers (scale mail, normal sword), army as a rapid response force to raiders.
and archers (leather, shortbow).
20
SOCIETY
Local Militia The boats used by the River Fleet Vaarana warriors carry spears and
Number of such Units: 9 should be considered “Large River shortbows and wear leather (hide) armor.
Personnel: 1 (F5) mounted kersantti, 4 Boats” (as per the Rules Cyclopedia): The noaide wear leather and wield clubs
(F3) mounted alikersantti, 15 (F1) and daggers. These clan units constitute
soldiers, 5 (F1) archers Kaarjalan River Fleet Boat the men in 3-6 affiliated families within
Non-combat Personnel: 2 Cost 6,000gp the clan, and are found throughout the
Leadership: Knight or veteran warrior HP 40-60 Vaarana, particularly among those living
(F10 kapteeni) AC 7 outside of Kaarjalan authority. These
Troop Class: Below Average Crew 14 rowers, 4 sailors, forces are skirmishing units and do not
BR 47 6 marines join with other military forces, such as
Capacity 60,000cn the Rauhanturvaaja or the Royal Army,
Local militias will form for local Move 24 mi/day or 40ft/rd without the approval of the noaide.
defense only. The leadership of these Arms 1 fixed ballista (2 sailors)
units are typically the retinue of various Shonak Horde
nobles. All told, the Kingdom of Kaarjala has a Number of such Units: 4
total troop strength of 893 fighting men Personnel: 30 (F9) great hunters (leather
Rauhanturvaaja and women supported by 108 non- and bone armor, knife, spear), 60 (F5)
(Peacekeepers) combat personnel. The Kaarjalan River veteran warriors (leather, spear,
Number of such Units: 5 Fleet comprises 6 vessels, 36 marines, 24 knife), 300 (F1) warriors (leather,
Personnel: 20 (F3) mounted light sailors, and 84 noncombatant rowers. spear, knife), 150 (F1) archers
infantry (leather, spear, normal sword), Should the entire Rauhanturvaaja force (shortbow, knife), 20 (C5) shamans
30 (F3) mounted archers (leather, ever be mobilized, an additional 510 (knife).
shortbow, normal sword) troops would be added to the total, Leadership: warleader (F15, leather,
Leadership: Jääkäri (Ranger – F9) bringing the kingdom’s total complement spear)
Troop Class: Fair up to 1,463. Troop Class: Fair
BR 77 BR 61
Other Military Forces
The Rauhanturvaaja are mounted on The statistics given above would be
specially trained reindeer. They are fully Itämaa Militia used if the eastern Shonak clans ever
capable of living off the land and need no Number of such Units: 3 mustered their full strength and marched
support personnel. There are usually five Personnel: 5 (F4) medium infantry (scale into battle. Otherwise, they use clan
units active at any given time; should mail), 20 (F1) light infantry (leather units similar to the Vaarana. Given their
Kaarjala ever be invaded, an additional armor), 10 (F1) archers nomadic lifestyle, they do not require
10 Rauhanturvaaja units could be Non-combat Personnel: 4 non-combat personnel to support them.
mustered from the populace for local Leadership: 1 F7 mounted soldier
defense. During any month, there is a Troop Class: Below Average Yrgun Marauders
30% chance that an active BR 49 Personnel: 20 (7HD) ice troll brawlers,
Rauhanturvaaja unit will be patrolling 100 (2HD) hobgoblin heavy infantry
with one of the Saamari units above. Should Itämaa ever be invaded, the (scale mail, normal sword or axe),
locals can muster up to three militia 150 (1HD) goblin light infantry
Kaarjalan River Fleet groups for self defense. Tönis Ruus (leather amour, normal sword or
Number of such Units: 6 (F10) would coordinate the combined spear), 100 (1HD) goblin wolf riders
Personnel: 4 (F1) sailors and 6 (F4) assemblage of the Itämaan host – each (leather amour, spear), 100 (1HD)
marines (leather, normal sword). militia unit is commanded by one of his goblin archers (leather amour,
Non-combat Personnel: 14 (NM) rowers trusted companions. shortbow), 20 (4HD) goblin wokani
(will help repel boarders but will not (dagger).
fight otherwise) Vaarana Clan Unit Leadership: Goblin King Shigath (Go11)
Leadership: Kapteeni (F10) Number of such Units: Unknown Troop Class: Fair
Troop Class: Below Average Personnel: 3 (F3) warriors, 15 (F1-2) BR 69
BR 42 warriors, 1 senior noaid (No3),
dagger), 2 noaide (No1) The Yrgun have managed to capture
Kaarjala maintains a small fleet of Leadership: Clanhead (F5) and “domesticate” some of the nearby ice
shallow-bottomed river boats that patrol Troop Class: Poor trolls. In times of need, the Yrgun can
the major rivers. Their primary purpose BR: 30 summon another 200 (1HD) goblin
is interdiction, but they can be used as warriors from other tribes.
light troop transports in times of crisis.
21
PERSONALITIES
Royalty Nobles and Leaders Teemu Kainulainen,
Kaarlo Taavinen, Kuningas of Pekka Seppanen, Grand Smith Vapaaherra of Iisalmi: F11, Str 15,
Kaarjala: F26, Str16, Cha16. Kaarlo of Ilmarinen: C25, Str 15, Wis 17. As Cha 15. Teemu’s family rules the region
has been the king of Kaarjala for 15 years Kaarjala’s spiritual leader, Pekka strives surrounding Iisalmi. They have been
and has great dreams for his country, but to balance caring for his flock and vassals to the Saarelas of Uusimaa for
he is growing increasingly impatient over guiding the king – duties that sometimes centuries. Teemu is a jovial man who
the pace of change. This frustration has conflict. He has recently experienced much prefers hunting moose and other
colored his perception of Littonia’s vivid dreams about the adventures of game to governing –he is perfectly happy
progress, making that kingdom seem Ilmarinen, which he has interpreted as a turning over matters to his younger
wealthier and more advanced than it truly warning that Kaarjala is threatened by an brother, Risto.
is. At the same time, Kaarlo is trying to ancient power of darkness. He is inclined Risto Kainulainen, Vapaaherra:
keep the Saamari and Vaarana together, to doubt the noaide, who claim that F16, Str 13, Int 15. Unlike his older
bridge the gap between the Church of foreign heroes will help win the day. brother, Risto is a very pragmatic,
Kaarjala and the noaide, and strengthen Rasmus Varvikko, Kreivi of businesslike man with a reputation for
Kaarjala against its external enemies. Rovaniemi: F18, Wis 14. Rasmus is a getting things done. On the surface he
Elina Taavinen, Kuningatar of great bear of a man known as the “Count seems content to run his brother’s affairs,
Kaarjala: NW, Wis 17. Raised in a of the East”. His family owns a great but he secretly resents the fact that
highly political family, Elina’s skill at deal of land near Rovaniemi, and their Teemu holds the ruling title. Some of the
seeing through the deceptions of others is title was elevated to that of Kreivi for Rimal Hag’s spies have noted this
legendary at court. Her quiet counsel has valorous service during the Battle of resentment, and are trying to influence
been a boon to her husband, but her main Skulls. Since that time, the family has him. When he is not running the
concern is for the welfare of her children crossed blades with Ostlanders and dominion, Risto wanders the countryside
– especially wayward Tuomo. Elina Qeodhans, for whom the family nurtures in search of goblins.
openly respects the noaide and consults an abiding dislike. Rasmus believes that Equipment: normal sword +2.
with them frequently. the king is not doing enough to stamp out Kalervo Tuuri, Aatelinen: F5,
Tuomo Taavinen, Prinssi of the threats emanating from Tuonela. Str7, Int15. As a member of the Order of
Kaarjala: F9, Str 13, Con 17. Tuomo is This has earned the Kreivi the watchful White Stag, Kalervo is a member of
a huge (6’5”) man who loves to drink eyes of the agents of the Rimal Hag. Kaarjala’s lower nobility. He is an
and, in open imitation of Lemminkainen, Ilkka Pyysalo, Vapaaherra of unlikely warrior who relies on cunning
to lead raiding parties into the wilderness Respoo: Kant2. Ilkka is one of the and tactics to succeed. He is a frequent
to fight goblins. The king hopes that his principal organizers of the Northern companion of Tuomo and serves as the
heir will get his impulsiveness out of his Union gentlemen’s club. Despite King’s watchful eye where the prince is
system before ascending to the throne. holdings in the east, the noble prefers to concerned.
Niklas Taavinen, Prinssi of lounge about Kaarja cracking-wise about Liisi Jalonen, Aatelinen: Amber
Kaarjala: F6, Str 16, Wis 7. Unlikely the uneducated masses and tradition- Mage2, Cha17, C. Liisi is a social
to take the throne, Niklas has focused his bound nobles. climber who spent her youth in Littonia,
energies on becoming a renowned Meeri Saarela, Kreivitär of where she was joined the Amber
warrior. He is essentially a hero looking Uusimaa: F13, Str 14, Dex 16. The Brotherhood. Now in Kaarjala, she hides
for a cause. During his spare time, he Saarela family has long held estates her past, while angling for a landed
wanders the woods near Kaarja in search around Hämäräjärvi and the hilly country husband.
of monsters to slay. Should the prince to the west. The countess is tall and
encounter adventurers of stature, he will solidly built, and is not shy about Cityfolk
be tempted to accompany them. pursuing what she wants. When her Ásllat the Swift: T7, Dex 17, Cha
Equipment: war hammer +1. husband died in battle, it was expected 14. Ásllat hails from one of the southern
Auli Taavinen, Prinsessa of that Meeri would remarry, but she Vaarana clans, but he was enthralled by
Kaarjala: F1, Dex 16. Auli is a 15 shocked her peers by remaining a widow the relative bustle of Kaarja as a young
year-old tomboy who wants to lead the and taking the occasional lover. She is man. Unable to find work he enjoyed, he
rough-and-tumble lifestyle of her eldest convinced that there is great mineral took up thievery and was “adopted” by a
brother, Tuomo, but she knows that her wealth to be had in the uplands, and gang. Over the following years he
father will likely marry her off. She is Meeri has ventured there herself in search became a skilled thief, and now offers his
quick tempered and proud of her scarred of it. Although she has been unsuccessful services as a guide, translator, and scout
nose – a result from when her nose was so far, the Kreivitär is hiring dwarves to anyone with a big enough purse, or an
broken during a fight with Tuomo. It is through Kaarja and Littonia to come and interesting quest.
probable that she will leave home for a survey the land.
life of adventuring when she is older.
22
PERSONALITIES
Eino Mäki: NM. Eino runs the Hánno the Eight-Fingered: F16, Tove Saikkonen, Vapaa-
White Swan Inn in Kaarja, which has Str 15, AL C. Hánno lost two of his herratar: NW, Int 16, AL C. Tove is a
been a popular stopover for both local fingers during a skirmish with Shonak schemer who dreams of power. She is
and foreign adventurers for several years. warriors 20 years ago. He was forced to disgusted by her husband’s apathy over
A great deal of information comes to his learn to wield his sword with his left his reduced circumstances. She was
attention. hand, yet his injury has not blunted his approached by spies of the Rimal Hag,
Iiro Juhala: NM, Int 17, C. Iiro is enthusiasm for battle, nor has it made who claimed that their mysterious patron
the king’s advisor on political and foreign him more cautious. The Vaarana warrior would grant her great power if she served
affairs, but he was swayed by emissaries often wanders the Everwinter Lands in them. Tove now stirs up trouble in the
of the Rimal Hag years ago. He feeds the search of worthy opponents and glory. south by spreading rumors about the
king false information that makes Gáddjá of the Roaring River: foreign adventurers’ intentions.
Kaarjala look backward and unprepared, No22, Int 15, Wis 16. Gáddjá is a senior Hrah-andurr: Lupin F7, Str18.
thus strengthening his impatience and noaid of the northern Vaarana clans and Hrah-andurr the leader of a lupin pack of
jealousy. He also goads the king into keeper of the White Siedi, one of the reindeer herders in the western tundra.
invading Itämaa, while discouraging any great holy places of her people. She His name – roughly “Bear Dog” – was
moves against Tuonela, describing such spends much of her time communing won by defeating a grizzly bear unarmed.
an expedition as requiring great effort with spirits, and has been warned that an Shigath: Go11, C. Shigath is the
with no gain. Iiro appears middle-aged, ancient evil that threatened her people Goblin King of the Yrgun. He dreams of
but in truth the man is 137 years old – a long ago is resurging. Gáddjá is now a leading a great goblin nation from the
gift from the Rimal Hag. searching for likely heroes. fortified Winter Peaks, and he has done
Kalle Päätalo: F16. In his youth, Heikki Laaksonen, Vapaaherra: well thus far in unifying the Yrgun. His
Kalle adventured extensively as far south 3HD, C. Heikki is a middle-aged man greatest opponents are the kobolds to his
as Littonia and Alpha, and he now enjoys who claims descent from a family that south and the northern Shonaks.
a comfortable retirement in Kaarja. held estates near the lost village of Kwinn: F7, Str18, Con18, Wis18, N.
Although untitled, his reputation as a Lovajärvi. He spends much of his time The mighty Kwinn is an outcast Shonak
daring warrior commands considerable in Kaarja, agitating for greater vigilance hunter and tracker whose familiarity with
respect. Kalle knows a great deal about in the south. In truth, Heikki was the north country has made him a useful
the lands of the far north, as well as the captured shortly after the fall of mercenary. He has contacts with his own
purported locations of several treasures. Lovajärvi, and converted into a zombie people, Kaarjalans, Littonians, Qeodhans,
by the Rimal Hag. She now uses him as even Viaskodans and the halflings of
Heroes and Heels a puppet to stir up strife; she sees and Leeha. Kwinn is recognizable in his
Pekka Outinen: F5, Str 18, AL L. hears everything he does. heavy seal-fur coat and a totemic
Pekka is a warrior who loves his nation Esko Yrjönen, Smith of necklace holding four small skulls.
deeply – especially everything outside of Polvijärvi: C12, Wis 16. Esko is the Equipment: spear+3, +5 vs. seals and
Kaarja. He fears that his people will lose secret leader of the Followers of the whales
their way if they abandon their values, Forge. He is concerned about the Jenna Huusko: Kant5, Cha17, Dex
which he suspects is the secret goal of the unsavory things stirring in Tuonela; but 18. Jenna is a well recognized kanteleer
small foreign presence in the country. sees little action from the king, while who travels Kaarjala providing song and
Equipment: battle axe +2, +3 vs. goblins foreign adventurers tramp about. mirth for food and coin. She is
Tönis Ruus: F10, Str18, Con17, Convinced by Tove Saikkonen that the sympathetic to the plight of the Followers
Dex6. Tönis cherishes his freedom and continued foreign presence will lead his of the Forge – and has composed a few
has fought giants, Shonaks, Lietuvans, flock astray, Esko has begun speaking songs on their behalf – but she is
Qeodhans, and Kaarjalans – anyone who out against them. otherwise unlikely to engage with them at
has attempted to take his and his fellows’ Lasse Saikkonen, Vapaaherra: the risk to her career.
land. Should war come to Itämaa, it is F7. Lasse owns a small, declining estate Sune: Dr 17. Sune is Norwold’s
likely that Tönis would take charge and south of Rovaniemi. His father ran up ranking druid for much of the
coordinate the local militia. impressive gambling debts upon his Autuasmaa. She is opposed to the
Equipment: two-handed sword +3 death, forcing Lasse to sell much of the continued existence of the Great Sampo
Mádes of the Broken Skis: F3. land to pay them; the remainder is too and actively lobbies other regional
Mádes is a Vaarana hunter familiar with marginal to be of any use, and its hierophants for a vote of confidence in
the southwestern lands. Two winters ago, proximity to Tuonela has driven many destroying the device. Her most vocal
his skis broke while enroute to Kaarjala, people away. Depressed over his loss of opponent is Hegan, the Vaarana
yet Mádes survived hypothermia and the status, he turned to alcohol for solace. archdruid over the other half of the
hoarfrost creatures of Tuonela to reach His wife, Tove, runs what remains of his Autuasmaa, and the one in which the
the protective warmth of the Sampo. estate. Sampo resides.
23
CREATURES of the AUTUASMAA
Save for the deepest forests, monstrous Icereach Range: kokko, mountain cause by sowing discord. The victim is
creatures are uncommon in Kaarjala, but goat, mountain lion, red dragon (small), directed to cursed siedi, built upon sites
the surrounding lands abound with them, snow ape, white griffon, owl bear, roper, where a person was killed by betrayal.
and these dangerous foes do wander into hook horror, hulker, mek, kobold, Instead of winning love, the woman is
the nation. Most encounters in the bugbear turned into a lycanthropic vampire bent
heartland are with normal or large Tuonela: hoarfrost animate, on killing men. Her former personality is
animals. This list of likely monsters hoarfrost zombie, crone of chaos submerged.
includes creatures contained in the Rules Viaskaland: ajattara, arctic hare, By day, the valkoinen is a beautiful
Cyclopedia, the Creature Catalog, and giant ant, bison, ghostly horde, goblin, woman who frequents the darker forests
Gaz F6 The Amber Shores of Littonia. insect swarm, human (Viaskoda, and swamps to avoid direct sunlight
Some monsters unique to Kaarjala are Vaarana), lupin (very rare), musk ox, (suffering one point of damage for every
described afterwards, as are Kaarjalan owl, pygmy mammoth, rabbit, reindeer turn spent outside). The creature is
names for common monsters. (winter only), spectral hound, skeleton, charming and will be extremely friendly
white dragon, wight, dire and arctic wolf, towards any man whose Charisma is 15
Distributions wooly mammoth, white griffon, crone of or higher. Should her attentions be
Autuasmaa Plain: ajattara, dog, chaos reciprocated, the valkoinen will try to
elk, ghost, grab grass, hoarfrost zombie Winter Peaks: arctic wolf, goblin, seduce her intended victim and draw him
(rare), kratti, owl, normal and giant rat, hobgoblin ice troll, kokko, mountain away. Once alone, she will seek to
reindeer, sheep, arctic wolf, insect goat, crystal and white dragons, mek, overpower him (WR 29) and drain his
swarm, rabbit, white griffon white dragonfly blood. When feeding, the valkoinen
Kaarjalan Forest: ajattara, archer drains six hit points per round.
bush (rare), brown bear, crab spider, dog, New Creatures By night, the valkoinen wanders her
grey wolf, lynx, elk, ghost, hoarfrost territory in the guise of a large white
There are a number of creatures
zombie (rare), kratti, moose, owl, owl reindeer with glowing red eyes and in
indigenous or unique to the Autuasmaa
bear, rabbit, red fox, robber fly, squirrel, search of her favored prey, men. In
and surrounding lands, including the
skeleton, valkoinen, wild boar, combat the valkoinen will try to kick and
valkoinen, a curse-originated were-
wolverine, crone of chaos gore, closing in to bite only if the
reindeer; hoarfrost animates and zombies,
Itämaa: ajattara, brown bear, polar opponent gets too close. When faced
the undead beasts of Tuonela; the kratti, a
bear (uncommon), crane, frost giant with multiple opponents, the preferred
miserly banshee; and finally the Rimal
(rare), giant dragonfly, ghost, ghostly target will always be the male with the
Hag herself.
horde, giant and normal beaver, giant highest Charisma. If an opponent is
serpentweed, insect swarm, kratti, moose, overpowered, the valkoinen will seek to
Valkoinen (White Reindeer)
northern pike, osprey, perch, rabbit, flee with her future meal, rather than
AC 1
salmon, skeleton, swan, crone of chaos, continue fighting any remaining
HD 10***
wychglow, white dragonfly (summer opponents.
Move 240’(80’)
only) The valkoinen is immune to sleep,
Attacks 2 kicks or 1 gore
charm, and hold spells, and may only be
Lakes: giant and normal beaver, of 1 bite
hit by magical weapons. When injured,
salmon, perch, northern pike, Kaarjalan Damage 1d6/1d6 or 1d10
she regenerates two hit points per round.
ringed seal, swan, weed eel or 2d6
The spirit of the woman cursed as a
Raatovaraat Mountains: cave No. Appearing 1 (1)
valkoinen can be freed through the death
bear, frost salamander, cougar, ghostly Save As MU10
of the creature, killing the noaide who
horde, golden eagle, human (Vaarana, Morale 10
directed her to the cursed siedi, or forcing
Shonak), lupin (rare), lynx, mountain Treasure Type Nil
them to lift the curse, or through a wish
hare, snow ape, white dragon, frost giant, Intelligence High (16)
or remove curse (cast by a spellcaster of
mek, white dragonfly Alignment Chaotic
20th level or higher).
Everwinter Lands: ajattara, arctic XP Value 3250
According to the rules governing the
fox, arctic hare, arctic wolf, bumblebee Habitat Woods, swamp
curse, there can only be one valkoinen at
and giant arctic bee (summer only), frost any given time. Should she be killed, or
giant, frost salamander, ghost, ghostly Monster Type: Lycanthrope (Unique)
if the curse is lifted, the dark noaide will
horde, goblin, human (Shonak, Vaarana), The valkoinen is created whenever a
know of it instantly and immediately set
ice wolf, kratti, lemming, owl, reindeer woman, on the advice of a noaid, makes
about creating another beast. The only
(summer only), white dragon, skeleton, a sacrifice at certain siedi (Vaarana holy
way to end the curse forever would be to
spectre, wooly mammoth, yowler, sites) in order to secure the love of a man.
locate and destroy (or properly sanctify)
zombie, crone of chaos, mek, white Unknownst to her, such a noaid is in
all of the cursed siedi, and break the
dragonfly (summer only), polar bear league with dark spirits, furthering their
circle of dark noaide.
24
CREATURES of the AUTUASMAA
25
CREATURES of the AUTUASMAA
The Rimal Hag Whenever possible, she avoids direct Native Names
AC 2 confrontation, preferring to work through Aave, Haamu or Kummitus: ghost,
HD 36******* proxies – either undead pawns or people apparition, phantom, or spectre
Move 90’(30’) brought under her control. Ahma: wolverine
Attacks Touch/gaze, or If the Rimal Hag is not casting a spell Ajattara: vadātājs (see Gaz F6)
one spell during a round of combat, she may touch Akka, Haahka or Harppu: hag
Damage 3d6/special, or one opponent and gaze at that target or Ankerias: eel
by spell another each round. Haltija: fairy, gnome, or spirit
No. Appearing 1 (1) The touch of the Rimal Hag freezes all Hämähäkki: spider
Save As MU36 of the moisture in the body part affected, Hauki: pike
Morale 10 inflicting 3d6 damage and stunning the Hiisi: goblin
Treasure Type See Below victim with pain (1d6 rounds). She may Hirvi: elk or moose
Intelligence Genius (19) continue inflicting damage on a person in Hirviö or Epäsikiö: monster
Alignment Chaotic this way simply by retaining her grip on Ilves: lynx
XP Value 46,500 her opponent. Individuals who perish Jättiläinen: giant
from this freezing will rise in the next Joutsen: swan (protected by the gods)
The Rimal Hag was once a Saamari day as undead servants of the Rimal Hag. Kakkiainen: a nocturnal leprechaun or
sorceress of great power in the lost realm Once per round, the Rimal Hag may spirit who appears in one’s dreams to
of Isanmaa. Then named Lovaara, she also gaze at an opponent. The victim reveal the location of treasure
was among the most skilled of the rune must make a saving throw vs. Kani: rabbit
mages in the arts of elementalism and Petrification with a -4 penalty or be Karhu: bear
planar magics, but she was not content partially frozen by a wave of intense cold Karju: boar
with the acclaim she received and wanted (treat as affected by a slow spell for 1d6 Kehikko, Kehys or Luuranko: skeleton
a land of her own to rule. An entropic turns). Opponents who attempt to avoid Keisari: griffon (archaic)
emissary taught the sorceress wondrous this by not looking at the Rimal Hag Kettu or Repo: fox
secrets in exchange for her loyalty. suffer a -4 penalty to all attacks. Unlike a Kissa: cat
Among the secrets gleaned were the arts medusa, the Rimal Hag is immune to the Koira: dog
of (Nithian) necromancy. Lovaara made effects of her own gaze should opponents Koirankuonolainen: kobold
a bid to control Isanmaa, but she was seek to reflect it. Kokko: arctic roc
ultimately undone by the actions of The Rimal Hag has a vast repertoire of Kotka: eagle, artic roc
Lemminkainen and other Saamari and spells at her disposal. Referees may Kratti: banshee (guarding treasures)
Vaarana heroes. assume that she has access to every Leijona or Jalopeura: lion
Left forgotten by the people of Isanmaa magic-user spell in the any standard rule Lupinkoiranlainen: lupin
and their descendants, Lovaara vowed set (e.g., the Rules Cyclopedia), and Lohi: salmon
vengeance against her former kinsmen. It others so desired. Lohikäärme: dragon
took her many centuries to locate the The Rimal Hag is immune to all spells Majava: beaver
Saamari – for they moved according to – clerical, druidic, and magical – up to 4h Mammutti: mammoth
the great path set forth by Lemminkainen level, and cannot be feebleminded or slain Mehiläinen: bee
– but Lovaara located them and by death spells. Spells that inflict cold Menninkäinen: earth elemental
established her own territory near their damage instead will heal her, up to her Mörkö: bugbear, bogey, spook
new home, Kaarjala. She has spent the maximum hit points; however, fire-based Näkki: a malevolent spirit or dryad-like
following centuries rebuilding her attacks inflict full damage. creature of pools and streams; mostly
magical might. The time to unleash her The Rimal Hag is an adversary that the males (cf. drowned maidens; Gaz F7).
fury is nigh, and if successful, she will player characters should learn about only Noita: sorcerer
remake the north in her own image. later on in their adventuring careers, and Noita-akka: crone of chaos or witch
Once a tall, pleasant-looking woman, one that they should not encounter until Norppa: ringed seal
with blond hair and amber eyes, Lovaara they are of very high level. Paholainen: fiend
now resembles a withered corpse caked If encountered outside of her lair, she Päiväkorento: dragonfly
with frost. The ancient injuries she will be carrying 2d4 magic items of the Pässi or Lammas: sheep
sustained from the Isanmaa heroes and referee’s choice. Inside her lair, the Peikko: hobgoblin
the subsequent exposure to unwholesome Rimal Hag possesses another 5d8 magic Pöllö or Tarhapöllö: owl
magics have corrupted her into a parody items, plus coins, gems, and jewelry Poro: reindeer
of what she once was. Despite her given under Treasure Type H. Her lair Rallattaa: troll
appearance, the Rimal Hag is not undead, contains many magical traps and is filled Susi: wolf
but is a mortal who has prolonged her life with powerful servants – both living and Tonttu: brownie or imp
with powerful magic. undead. Vampyyri: vampire
26
ARTIFACTS, TREASURES, and HIDDEN PLACES
The Great Sampo permanent after one month, after which Other Magical Items
(Lesser artifact: Matter, neutral) reaction rolls with dwarves and gnomes Voimavyö: This is a girdle of power
will receive a +1 bonus, but encounters that grants its wearer Strength 17 and
Ilmarinen’s greatest work is a 100-foot with druids, noaide, and elves and similar mental powers such as clairvoyance,
tall post mill built atop a two-story races receive a -2 penalty. ESP, and mind blank.
roundhouse – all of which is built of solid In addition, elvish and druidic magic The original Voimavyö was a silver and
granite. The fan blades and tower rotate will have a 15% chance of failure when gold girdle made by Ilmarinen while he
automatically to face the prevailing winds cast around anyone who has spent more resided in Isanmaa. This device also
and are supported by a glowing, ten foot than two months in the Great Sampo. protected against charm, sleep, fear, and
thick rod of iron embedded deep into the This effect is permanent, and once known feeblemind spells.
ground. The roundhouse protects the reactions from the affected groups are
support pillar and functions as a storage penalized an additional -2. Animals, too, Umpiputki: An umpiputki is a
area for the Great Sampo’s products. sense the person's growing disconnect hollow bronze tube that clips onto a
The entrance to the roundhouse is with nature and are unfriendly or hostile. person’s girdle or belt. These items are
flanked by statues – actually 20 HD believed to be gifts from the Great
bronze golems – of Lemminkainen and Penalties: The spell-like powers draw Powers above. In fact, they are remnants
Vainamoinen. The statues activate when their strength from the user. Create food of ancient Blackmoor’s technomancy and
anyone intending to damage the Sampo and water reduces the user’s Constitution machinery that retain magical energy.
draws near. The main level of the by two for one hour; all other spell-like These devices have various degrees of
roundhouse contains a number of store powers drain one point. Should one’s healing power or, more rarely, some
rooms and workshops used by senior Constitution score reach zero, he or she other ability. Whenever an umpiputki is
clerics of the Church of Kaarjala. The dies instantly, and the artifact consumes found, the referee should roll on the
second level is open to the inside of the their spirit (no resurrection possible). following table:
tower and contains three large stone bins, Those using any of the Sampo’s
above each of which is suspended a workshops must save vs. Spells or d10 Result Charges
bronze pipe that vanishes into the Great become compelled to work incessantly 1 Cure light wounds 2d6
Sampo’s workings. for one day (12 hours). At the end of that 2 Cure disease 2d4
day, another save must be made, at -2. 3 Neutralize poison 1d8
Powers: The Great Sampo possesses Or the character must work through the 4 Knock 1d8
the following powers: night at the same feverish pace. This 5 Cure critical wounds 1d6
Create food and water: As per spell, process continues, with each subsequent 6 Levitate 1d6
up to five times daily. save penalized by an additional -2, until 7 Magic missile 1d6
Detect magic: 180' range, at will. the project is finished; the character 8 Cureall 1d3
ESP: As per spell, up to four times makes a save; or he or she literally works 9 Conjure elemental 1d3
daily. themselves to death (fatigue, hunger). 10 Raise Dead 1d2
Dispel evil: As per spell, up to three The Great Sampo's regeneration power
times daily. will not begin until the project is Ukonvasara: The Ukonvasara
complete.
(“Hammer of Ukko”) is a magical war
Additional Features: Anyone inside Within 120 feet of the Sampo, magic
hammer once wielded by Ukko (Thor)
the Great Sampo regenerates 1 hp/hr, and cast by elves, fairies, druids, and noaide
during his ancient battles with the giants.
any perishable item placed within the has a 20% chance of failure. In addition,
This is not Mjolnir, but another, similar
store rooms will not spoil. Mundane wild animals will not willingly come
weapon. This weapon is truly massive,
repairs or crafting done in any of the within one 1,000 feet of the structure,
requiring Str18 to wield it. It functions
workshops will be automatically becoming highly agitated and violent if
as a war hammer +5, +10 against giants.
successful; attempts to create enchanted driven to do so.
Devotees of Ukko, both clerics and
items receive a 10% bonus. laypeople, commonly wear stone amulets
The Great Sampo produces 100 Activation and Use: The Sampo’s
shaped like a hammer (treat as a holy
pounds of grain per day, 100 pounds of powers are available for use at any time.
symbol). These amulets purportedly
salt per week, and 100 pounds (or 1,000 A character learns how to operate one
bestow Ukko’s favor upon the wearer –
markkaa) of gold per month. Only power each time he completes a project.
and by extension offer some protection
Ilmarinen himself may alter this output. from his legendary wrath. When crafted
Destruction: The Sampo will shut
by a cleric of Ukko, such items provide a
Handicaps: Anyone who resides down if its central mechanisms are
+1 bonus to saving throws against
within or uses the Great Sampo becomes touched by an incarnation of Hel, or if the
magical and mundane lightning.
increasingly driven to build and invent. central pillar of iron is ever struck by the
This change of personality becomes Ice Scepter of Pohjola.
27
ARTIFACTS, TREASURES, and HIDDEN PLACES
Ilmarinen’s Automaton temporary gate into Pojaara. After their a rudimentary awareness and appears
The Great Smith Ilmarinen crafted the time of rest had ended, they were where it can do the greatest good. Once
Automaton as a duplicate of the Maiden released into the Borean Valley, from entered, the portal closes; although there
of Pojaara, the fey enchantress with which they made their way east along a is always at least one open portal between
whom he had fallen in love. The object marked trail, crossing the Icereach Range Pojaara and Mystara at any given time.
is a golem formed of gold and silver and at the end near the Winter Peaks. Even Thus, a person could pass through
shaped such that there are no visible the Vaarana were turned around, heading Pojaara and unknowingly reappear on
seams – it literally resembles a beautiful through a maze of valleys before Mystara thousands of miles away
young woman with golden skin, emerald emerging north of the Icereach Range. There is a single structure in Pojaara.
eyes, and silver hair. The Automaton The current inhabitants are mixture of The Maiden’s hall is a great longhouse
was physically perfect in every way, but semi-nomadic western Shonak tribes and constructed of living pine trees. Like
it lacked a heart and soul and thus could Borean humanoids who often work Pojaara itself, the hall is not tied to a
never truly replace the Maiden. together against that region’s far-ranging static location. It is comfortably
In rescuing the Isanmaan prince, Lowland Roags. The ruins of Kuusamo appointed and always clean, and can
Vainamoinen, the Automaton killed the and a handful of other towns have been accommodate up to 100 people. In
Maiden, and Ilmarinen has never been overtaken by wilderness, such that only a addition, the hall is blessed with a stasis
able to touch his creation again, hiding it thorough search could find any traces of field that halts the progress of poisons
until the Saamari needed it once more. lasting habitation. Nevertheless, much and illnesses as long as the afflicted
The Automaton is currently located in was left behind and remains to be person remains within its walls. Any
one of Ilmarinen’s secret workshops discovered. damage done to the hall, or to the forests,
somewhere in Kaarjala, where it awaits is instantly regenerated.
the time when it will be needed once Kainuu In addition to the attributes listed
more to help protect Ilmarinen’s people. Although the earliest tales make no above, the Maiden was capable of sealing
It is possible, however, to encounter it in explicit mention of Kainuu, Kaarjalan Pojaara off from the Prime Plane entirely
the wilderness. folklore states that Mikko and his people and controlling where the portals opened.
[Note: For the Automaton as an Artifact, came to Isanmaa from “a great valley far The means to do so are secreted away
see the Master’s Set – Ed.] to the west”. Locations along the Borean somewhere in the realm, as are clues to
Tier were erased over the centuries, but the Maiden’s lost Ice Scepter.
Isanmaa the odd relic appears now and again in
Kaarjalan lore is filled with the exploits the nations of West Haven, Taralon, and Saivo (The Spirit Realm)
of Lemminkainen and Vainamoinen, as Snowden. It is conceivable that some of Saivo is the Vaarana name for the
well as a host of lesser heroes, who Ilmarinen’s early works survived and Underworld, which is ruled by Jabb-
performed great deeds for Isanmaa. The may lie undisturbed. meaaakka (Hel). It is an exact replica of
greatest story, recounted in the player’s the living world; but the lakes and oceans
section, is that of the rise and fall of Pojaara are as still as a pond, and the sky is pitch
Isanmaa and its people. The loss of the Pojaara is a fairy-realm (cf. Dreamland, black. Illumination comes from a faint
old homeland, and the great trek in search Gaz5, PC1) that was originally ruled by luminescence that permeates everything.
of a new home, is the subject of many the Maiden, a powerful northern sidhe. It The souls of the deceased dwell here
songs, and played a strong role in the was a refuge to many fairy-kin during the for a time before reincarnating or moving
formation of the Kaarjalans’ psyche. early years after the Great Rain of Fire. on to other realms. Some souls, however,
Even today, the sense of loss is there – Pojaara takes the form of a lush, choose to remain, and spirits with evil
more so because the nature of the forested valley always in late spring. leanings have been known to prey on
Saamari’s journey through Pojaara Roughly oval-shaped, its precise size is mortal visitors.
ensured that no one knew where they determined by the number of people Visitors’ perceptions are colored by
emerged. No one knows exactly where occupying it at any given time – it is their own life experiences and
Isanmaa was located; there is only a always large enough to accommodate its personality, which modify the terrain in
sense that it lay somewhere west of the inhabitants comfortably, with enough subtle – and occasionally terrifying –
Icereach Range. Most of those who food in the form of game, berries, and ways. Resident spirits can also
searched for it headed due west, and roots to keep them satisfied. Only spells manipulate how people perceive their
found nothing. of 3rd level or less may be cast here. surroundings. Due to their affinity
Isanmaa existed north of the modern Pojaara is accessed by portals that towards spirits, noaide are capable of
Western Alliance (Gaz F5) in territory resemble mountain passes, caves, or gaps viewing Saivo as it truly appears; thus,
marked as Shonak Tribelands. The route in hills. These portals appear all over they are immune to any illusions created
taken by the Saamari led north into the northeastern Brun, usually whenever by malevolent spirits. While there they
western Icereach and through a sanctuary is needed – the realm possesses may also view past or future events (at
the referee’s discretion).
28
ADVENTURES
What follows is a broad story arc that Yrgun on the Rampage: The goods. When local authorities discover
introduces Kaarjala as a campaign setting characters’ efforts spur the Yrgun to the items, the characters find themselves
and involves players in a meta-plotline mount a campaign to claim the facing Kaarjan justice or indebted to the
that could impact the entire far north. Raatovaraat Hills, and any mineral jail-busting gang.
The overall plot is compatible with that wealth, for themselves. The soldiers of City vs. Country: The characters
presented in Gaz F6 The Amber Shores of Uusimaa have faced the goblins many are bewildered by the economic hardship,
Littonia. times before, but the addition of tributary crime, and various religious, ethnic and
The scenarios and arcs are optional and goblin tribes and extra ice trolls shift the cultural tensions of Kaarjala. Will the
many could be run individually or in odds in the attackers’ favor. Uusimaa’s characters try to distance themselves
another order. They have been designed commanders need the characters to serve from the many fault lines in Kaarjan
with native characters in mind, but it is as scouts and infiltrators, possibly society, or will they begin to fall into one
possible to use them with foreign-born venturing deep behind enemy lines to camp or another? Or could they be lured
parties as well. The level suggestions can disrupt the attack. Should the party help away to Littonia and places even further a
be modified to suit your own needs. the Uusimaa forces defeat the Yrgun, it field.
will have earned the gratitude of the The Living Dead: Iiro dispatches
Heroes in the Making Saarela family. Failure, meanwhile, the characters to the southern marches
(Levels 1-4) entails a dangerous refugee migration as near the border with Tuonela, where they
the Yrgun solidify their hold in the west. must follow up on reports of undead. The
This introductory arc familiarizes the
players with Kaarjala as a campaign danger is real but rigged, for the Rimal
setting through a variety of adventuring Foul Business in Kaarja Hag has moved only a small number of
opportunities. At this stage, the (Levels 5-9) hoarfrost creatures to the area – enough
characters will not be involved in any of to challenge the party, but not kill them.
The characters have begun to rise to
the major plotlines, but they can begin to prominence in Kaarjala; their reputation Rescue Mission: Fresh on the heels
acquire reputations as rising heroes. colored – for good or for ill – by the of their first assignment, the characters
Shonak Raid: Shonak warriors have defense of Uusimaa. A number of nobles receive word that a young noble has
been increasing the intensity of their raids and factions at court are already working disappeared while hunting in the south.
in Uusimaa, destroying a number of to enmesh the party in various plots. To rescue him, they must venture deeper
homesteads and murdering several The characters receive an invitation to into accursed Tuonela in another of the
families. Local Vaarana clans are with present themselves at the court of King Rimal Hag’s tests. Alert characters will
their reindeer herds in the Everwinter Kaarlo in Kaarja, likely their first visit to realize that the undead’s organized
Lands, and the local militia has their the capital which provides a measure of behavior is indicative of a commanding
hands full already. The characters must culture shock. Thieves are thick on the presence.
heed the call for heroes and convince the ground, as are wily townsfolk and sell- Peeling the Onion: Iiro deflects
Shonaks to return to their own lands. swords from half a dozen nations the suspicions over the undead onto the
Lost Treasure: While pursuing the characters have likely never heard of. Followers of the Forge. The characters
Shonaks along the northern fringes of the Many quick one-off adventures are quickly find this group is a hard
kingdom, the characters find a number of possible here; some are suggested below. organization to penetrate. In a scenario
odd hills – burial mounds erected for Iiro Juhala, the king’s advisor, emphasizing good roleplaying, the party
long-dead Saamari chieftains, or even summons the characters, ostensibly to may gain the trust of a cell and, in so
heroes from other, now-forgotten interview them as potential champions of doing, learn that there is more to the
cultures. With their mission complete, the king. He presents himself as a group than demonstrations and
the party is free to explore these ancient protective, fatherly figure who can shield vandalism. A thorough party should
tombs; but they will have to contend with the characters from the intrigues at court, conclude that the Followers have no
its supernatural guardians. and it may be some time before they connection with the undead activity, and
realize where Iiro’s loyalties truly rest. some characters might end up
Save the Dwarves!: At Kreivitär
In truth, he wishes to set them up as sympathizing with the suppressed
Meeri Saarela’s invitation, dwarven
pawns to advance his own plans – and Followers. Although Iiro will quietly
prospectors have begun exploring the
those of the Rimal Hag – to steer King bury any report the characters make, the
Raatovaraat Hills in the Uusimaa, but
Kaarlo Taavinen into embarking on strands of broader plots are there for the
they now fall prey to local hazards,
aggressive military campaigns that will party to ponder.
including far-ranging ice trolls and the
ever-present Yrgun. The Kreivitär hires weaken the Kaarjalan army, and set the
the party to make their way to the remote stage for a takeover.
prospecting camps and either offer Useful Idiots: One of the local
protection or rescue any abducted gangs decides to use the unsuspecting
dwarves before it is too late. rural characters as mules to fence stolen
29
ADVENTURES
Kaarjala On The March If reached in time, King Kaarlo will Rise of the Shonaks: Word of
summon Iiro and make him respond to Kaarjalan aggression in Itämaa spread to
(Levels 10-13)
any accusations. Iiro himself lays the Shonak. Appearing as Torngasuk (a
Acclimating to the machinations of the
charges against the characters, and those Shonak sky deity), the Rimal Hag incites
court of Kaarja, the party has attracted as
found guilty face execution for treason in several Shonak tribes to unite and march
patrons one or more of the minor nobles.
what is the party’s most dangerous south on their enemies. If Kaarjalan
Depending on how they have acquitted
roleplaying encounter. Played correctly forces are spread thin, much of the
themselves thus far, one or more of the
and supported by evidence, the king may northern dominions are imperiled. Even
characters is eligible to receive a land
even disband the campaign, but this if the Itämaan war was averted, the
grant, title, or other reward.
carries risks, too, for the king’s political Shonak are still formidable and brush
Their erstwhile patron, Iiro, has
opponents will seize the opportunity to aside the Vaarana. The defense and
determined that the characters are too
portray him as indecisive and impulsive. coordination of the kingdom is in the
perceptive (if successful and not
Greater Kaarjala?: If the hands of the characters.
corruptible) or hopelessly incompetent (if
characters failed to make their case, but Summoning the Yrgun: The
not). To remove them, he presents
fended off Iiro’s accusations, the King Rimal Hag duplicates her success with
information to the king alleging that
remains unconvinced by either side and the Shonaks, this time appearing before
Shonak raiders are active in Itämaa. The
continues to march on Itämaa to Yrgun shamans. The warriors of Goblin
king, having been fed a steady diet of
determine the truth for himself. The King Shigath open a second (or third)
misinformation for several years, is
locals see the move as an invasion and front for Kaarjala. Should Kaarjala show
convinced that Kaarjala must take over
mount pre-emptive attacks. Within itself too resilient, the Rimal Hag could
Itämaa. Absorbing the region would also
weeks, Itämaa is a giant battlefield, with open up yet another front, attacking from
grant Kaarjala direct access to the sea,
Västeränga under siege. With the war Tuonela. Beset from all sides, Kaarjala
and the promise of new lands has quieted
commenced, the characters must decide faces its darkest hour since the nation’s
even the king’s staunchest opponents.
whether to see the kingdom victorious. founding. Further complicating matters,
Iiro’s assignment will remove the party
Unless the characters can defuse representatives of King Ericall of Alpha
from Kaarjala while the Kaarjalan army
tensions, the fighting weakens the army, could offer an alliance for the price of
musters. Little do they know, he has
and many troops are billeted throughout submission.
hired several parties of thugs to ensure
Itämaa to maintain order for years to Cleaning the Mess: In the
they never complete their journey.
come. aftermath of multiple wars, Kaarjala
The Vanguard: Iiro reports that
With the kingdom’s attention diverted, looks to rebuild – assuming it survived.
large numbers of Shonak warriors are
the Rimal Hag makes her move (see The characters are asked to investigate
massing in the east and sends the party to
below), and as Kaarjala now has access these unusually coordinated attacks – a
Itämaa to locate their camps. His spies
to the sea, Qeodhar begins to take an process that could take some time.
shadow the party as it encounters wild
interest in this new coastal player. Gáddjá points to unallied Vaarana clans
animals and bandits with increasing
frequency. in the far west beyond the Yrgun lands
A Visit to Itämaa: The party enters A Shadow Spreads and the hunting grounds of the ice trolls.
Northwards (Levels 11-15) From these clans, the characters can learn
the sparsely-inhabited region of Itämaa.
Regardless of whether the characters of ancient legends about an eternal witch,
Instead of thousands of hostile warriors,
averted the war between Kaarjala and cold as death, and of great power.
they find a few humanoid bands and a
Itämaa, Gáddjá of the Roaring River Meeting the Natives: The
handful of neutral or friendly settlements.
If they turn back to Kaarjala to report seeks them out, telling them that they are characters reach the lands of the unallied
something amiss, the thugs make the heroes that Kaarjala desperately Vaarana as they are being attacked by
repeated ambushes until Rovaniemi, needs, but they are woefully unprepared what appears to be several western
where the Kaarjalan army has massed. for what has been set in their path, Shonak tribes under the command of a
referring to it as “the cold one that is not large white dragon. From the noaide of
A Traitor Unmasked: Surviving
dead”. Gáddjá becomes the characters’ rescued clans, the characters can learn
characters, armed with information
new mentor, offering cryptic advice historical details now forgotten by
gleaned from their would-be assassins,
based on messages received from Saivo. Kaarjala – including those of the
can report the inaccuracy of a Shonak
Depending on the resolution of the trial campaign against Lovaara and the
invasion. Unfortunately, King Kaarlo
with Iiro, many of the characters now are resulting flight from Isanmaa. The party
and the army are already on the march to
likely minor nobles with estates along the is directed to seek further answers in the
end the false threat and bring glory to the
northern or southern fringes, or possibly south, “where the Northmen range”. The
nation. Whether implicated or not, Iiro
in newly-conquered Itämaa. path is not so simple, and they will be
will do everything in his power to stall
Alternatively, they could be outlaws beset by vengeful noaide of lost clans
the party and prevent their
working to save an unwelcoming nation. and dark noaide serving their own
communication with the King.
agendas.
30
ADVENTURES
On to Viaskaland: The characters some light raiding of their own. Also the A Fragile Peace
make their way south to the lands of the Itämaans attempt an uprising (possibly
(Levels 26-30)
Viaskoda, who are currently at peace with Qeodhan aid), and raiders could
With the last of the great battles ended,
with the southern Vaarana. Word of their strike eastern Kaarjala.
a war-ravaged Kaarjala begins to enjoy a
deeds precedes them, and the party is At the Court of King Karlis:
period of relative calm. The giants of
accosted by several Viaskodan chiefs Unfortunately, Littonia is facing
Frosthaven are in retreat, and the
demanding their aid in quelling the challenges of its own, and can send only
potential ambitions of the Shonaks, the
restless dead. The choice is theirs: risk a fraction of the needed soldiers. The
Yrgun, and Qeodhar have been checked
time and lives on an apparent side quest – characters must return to Kaarja with the
for the moment, while the characters’
but with the gain of allies – or continue Littonians, possibly picking up
shaky coalition has either fallen into
forth, angering the Viaskodans. Viaskodan volunteers along the way.
disrepair or matured and come into its
Let Them Sleep: By noaide [Note: Kaarjalans could also participate
own. As the north tries to rebuild, the
divinations or Viaskodan clues, the party in the Littonian arcs “The Secret of
Rimal Hag prepares for her final bid to
heads to the ancient battleground of Saldus” and “Into the North” at this time
seize power.
Saltborg. Amid the rising dead, one of – Ed.]
Not So Noble Intentions: In the
the burial mounds grants access to a vast Tough Negotiations: Bad blood
war’s aftermath, many of the estates of
underground complex whose denizens – exists between the Northmen and the
Kaarjala are left vacant. While King
living and dead – are directed by a Littonians, and only deft roleplaying can
Kaarlo (or his successor) tries to restore
powerful pawn of the Rimal Hag. mediate differences between the two
order, ambitious nobles seize the
Survive and succeed, the party will have groups and hold the alliance together.
opportunity to expand their holdings or
not only eliminated a major gathering Additionally, the people of Itämaa need
eliminate rivals – including the
threat but also found evidence that the to be convinced to lay aside their distrust
characters.
intelligent force behind Kaarjala’s of Kaarjala to face the giants.
Contest for the Throne: If King
troubles emanates from Tuonela. Driving a Wedge: The Rimal Hag
Kaarlo fell in battle, the succession may
seeks to split the fragile northern alliance
be contested. The impulsive and brash
The Northern Alliance asunder. Her network of agents plays
Tuomo is heir to the throne, but his claim
(Levels 16-25) against the natural distrust between the
may be contested if he did not acquit
different groups, while waves of undead
The actions of the party have formed himself admirably in battle. Powerful
and other monsters plague their
alliances – or hostilities – among the nobles, such as Meeri Saarela and
territories. If she succeeds, only Littonia
distant Vaarana and the Viaskoda. If Rasmus Varvikko, would throw their
and Kaarjala will be left to stand against
they have truly distinguished themselves, support behind his younger brother,
her.
King Kaarlo may even appoint them as Niklas (whether he wishes it or not). As
his official representatives to these The Battle for Kaarjala: What sides are drawn, the characters must chart
groups. The Kingdom’s borders are remains of the Northern Alliance must their own course – take to arms for one of
secure for the moment, but tensions meet the army of the frost giants and the contenders, prevent the incipient civil
remain. With her forces largely in check, other monsters making inroads into war, or declare neutrality and
a frustrated Rimal Hag turns her full Kaarjala. Depending on the scale of the independence.
attention towards the characters that have conflict, the past actions of the party and
power brokers, and general awareness of
been disrupting her plans.
Kaarjala, other nations of Norwold may The Final Battle
Giants On the March!: The Rimal (Level 31-36)
be drawn into the war. Alpha and
Hag has managed to rouse the giants of
Qeodhar will likely become involved at The final campaign arc culminates in a
Frosthaven and enticed them to rampage
least peripherally, and the hiring halls of final confrontation with the Rimal Hag,
and reestablish the ancient Kingdom of
Oceansend could provide a sizeable – if with the entirety of the north at stake.
Nordenheim, which once held sway over
expensive – advantage. This links directly with the final
much of the territory above the Great
The Home Front: Although they campaign set in Littonia.
Bay. Kaarjala’s northern defenses are
are unconnected to the machinations of It has been some years since the War of
sorely tested, and many giants break
the Rimal Hag, the activities of the the Northern Alliance and its aftermath.
through to wreak considerable havoc.
Followers of the Forge, the Amber Kaarjala – or its successor states - is hale
Characters will have their hands full
Brotherhood, and other groups rear up. and prosperous once more. During the
defending their dominions, aiding their
Will the preoccupied characters see this intervening years, the Rimal Hag
allies, and making the perilous journey to
as yet another element in the master plan acquired the Ice Scepter of Pohjola, a
Gaudavpils to seek Littonian aid.
of their still-unknown foe and become device which could debilitate the Great
Scores to Settle: While the frost
distracted? Sampo. Lovaara believes she can harness
giants are rampaging, the Shonaks and the resulting loosed energies to empower
Yrgun seize the opportunity to conduct herself.
31
ADVENTURES
The Great Silence: Agents of the Failure, however, means that the Rimal the conflict that pitted Glantri, Thyatis,
Hag smuggled the Ice Scepter into the Hag’s reach slowly expands outward, and the Heldannic Knights against
Sampo and struck its central shaft, extending beyond the Great Bay. Even in Alphatia during 1004-1009 AC – could
causing the mill to shut down. Within defeat, surviving characters must honor easily turn north and sweep up not only
hours local temperatures fall and mass their deal and seek to restore the Maiden. Alpha but also Kaarjala. The War of the
panic strikes throughout the country. The Crown (CM1 Test of the Warlords) is one
characters are summoned to Kaarja and Further Adventures possible way of conducting this local
charged (or pleaded) with to save the Campaigning in Kaarjala is not limited struggle. The Almanacs (Poor Wizard’s,
freezing nation, but the path they choose to the meta-plot outlined above; nor must Joshuan’s, and fan-created Mystaran)
is their own. it end after the fateful confrontation with continue a post-Wrath story as the
To Commune with a Maiden: If the Rimal Hag. Below are a number of Heldannic Knights seek dominion over
consulted, Gáddjá (or someone else) additional hooks for use while Norwold.
suggests heading west in search of the campaigning in the north. The Halfling Way: The shortfolk of
legendary realm of Pojaara. Using In Search of Isanmaa: Over the Leeha would like to begin trade and inn
cryptic clues and their own ingenuity, the course of the characters’ adventures, they operations with the Kaarjalans, but
party must uncover one of the realm’s come across information leading them to efforts are hampered by a lack of over-
hidden gates. There the reawakened spirit the lost Kingdom of Isanmaa [cf. To land connections. Working together,
of the Maiden has supernatural wisdom Commune with a Maiden]. They must Leeha and Kaarjala must pacify the area
that comes at a price – the restoration of follow the beacons laid down by between the Plain of Skulls and
her life once their quest is complete. Lemminkainen across hundreds of miles Viaskaland, but how will Alpha react to
The Wilds of Isanmaa: Assuming of humanoid-held terrain. Signs of this partnership?
the party agreed to the Maiden’s terms, ancient habitation are rare, but the ruins The Scourge of Norzee: Baron
they were pointed to ancient Isanmaa and of Kuusamo and other settlements do still Norlan of Qeodhar has decided that
told to retrieve an item where Lemmin- exist. acquiring Itämaa could strengthen his
kainen and his band held off Lovaara’s On to Kainuu: Similarly, the position and further his political
legions. They must contend with local characters might unearth the origin of ambitions. Using cod fisheries as an
humanoids and other monsters, while their ancestors and trek to the eastern excuse, Qeodhar declares war. From
looking for the treasure and learning the Borean Valley. naval engagements to assaults by
name of their implacable foe. Dealing with Frosthaven: The marines, the Itämaans and their Littonian
Into the Frozen Wastes: A king and his allies have decided that the neighbors could be hard pressed.
weary party returns to Kaarja. Noaide frost giants should be dealt with once and Minrothaddans, who often hire out
signs reveal the frozen bogs of Tuonela, for all, and order a targeted attack on transport to Qeodhar, could be caught in
where the Rimal Hag as held sway for Frosthaven. Low-level characters are the middle of this conflict. This can be
many centuries. The characters, familiar part of the force, while higher level ones conducted irrespective of Wrath
with the fringes of this blighted land, could be sent to Frosthaven in advance of developments. Neither Alphatia nor any
must venture into its midst to reach the the army to identify and/or kill giant successor powers will deign to involve
Rimal Hag’s stronghold – a multi-level, leaders. The journey – whether on land or themselves in this provincial affair. As a
heavily populated complex whose most by sea – is long and perilous, and the further development, this conflict can
powerful guardians were formed by island’s inhabitants are all too ready to directly lead into M1 Into the Maelstrom
forgotten magics. fight. As every northern realm is also and M2 Vengeance of Alphaks.
Ending the Evil: The Rimal Hag plagued by the frost giants, this scenario Vengeful Immortal: A possible
has nearly restored herself to her former could be developed into a full campaign. source for the corruption of the Rimal
glory. Face-to-face with this ancient foe, Mysteries of the Far North: The Hag, then known as Lovaara, is the
the party must answer an impossible lands of the north hold many surprises infamous Entropic Immortal Thanatos.
question: how does one defeat a would- besides the Rimal Hag and her minions. The GazF line holds that Thanatos was
be god? There are Blackmoorian ruins to explore, presumed destroyed at the fall of Nithia,
Should the characters prevail, they will Nithian sorcerers may have conducted but that his fellow Immortals could never
have destroyed an ancient evil and forbidden experiments in this remote truly be sure. In the intervening 1,500
become legendary heroes of the north, region, or perhaps the tombs of several years, the Entropic moved across the
but their tasks and burdens are not yet beastman chieftains await discovery. multiverse undetected with only the most
done. The Great Sampo must be restored The Great War, the War of the subtle workings (such as the Rimal Hag).
for Kaarjala to live again, and what Crown, and the Heldannic The time is nigh for Thanatos’s return
should happen if the Druids’ Council (perhaps via the Blood Brethren Trilogy
Knights: The events depicted in the
moves to prevent the re-introduction of HWA1-3 or Wrath of the Immortals) and
Wrath of the Immortals seemingly left
the climate-changing artifact. The party he well may choose to “reward” those
Norwold untouched. The Great War –
must also restore the Maiden of Pojaara. involved in the Rimal Hag’s destruction.
32
HISTORY as the KAARJALANS KNOW IT
Vaarana Creation Myth There, our people prospered and built a and the Saamari rested for a time and
In the beginning there was nothing – great kingdom, aided by the works of forgot their sorrows.
dead land and the sky, the domain of Ilmarinen, the greatest of smiths. The After a full generation had passed, a
Bieggolmai. One day, Bieggolmai took court at Kuusamo was glorious, and it great pass opened in the east, and our
two shovels, and used them to stir the was from there that King Vainamoinen people resumed their trek. The way was
wind. He stirred it so much that snow waged his campaigns to bring the hiisi hard, and generations more were born,
fell everywhere, covering everything. low. Those foul things did submit to but in time we passed through the great
Bieggolmai was so strong that one of his man’s armies, and the reach of Isanmaa mountains and saw before us a vast open
shovels broke, and then the wind died was great indeed. Even today, there are plain girded by rivers. There were fish
down. In the stillness there came the first many among the hiisi who will not dare and beasts to sustain us, but the land was
of our people, and we came out of the speak Vainamoinen's name. cold, and we were unwelcomed by others
west to live in a land of snowy fields and But the works of Men are ephemeral who craved our new home – the Shonaks
rolling hills. things, and just as the mightiest tree must and the Littonians.
But the skies were dark, there were no wither; so, too, did our homeland We did battle with both, slaying the
animals, and our people had naught to eat crumble. The will of Lovaara the Ice Littonian king by Isojärvi and driving
and clothe themselves. Beaivi took pity Witch – a sorceress of the south – and back the hordes of savage Shonaks. But
on us, and lit the Sun to send down warm their own dark desires roused the hiisi, there were so many enemies, and we
light from the heavens. The snow melted and they despoiled our lands. Thousands were too few. It was during that dark
and formed rivers, flowers, grasses, and died, and many more were driven from time that Ilmarinen came out of the east
trees grew in great number; but, although their homes; but the blackest acts were to aid us once more. He gave us many
we were now warm, we were still committed at Kuusamo, for it was there great weapons, and taught us much that
hungry. Mattarakka, our Mother, rose that the blood of Vainamoinen's line was we had forgotten during the long night of
from the earth itself and saw how Her spilled at last. Isanmaa's fall. We prevailed and claimed
children suffered. She wept, and filled All would have been lost but for the the Autuasmaa – thus did Kaarjala arise.
the world with animals to give it life, and leadership of Lemminkainen, who drew Once our borders were secure,
gave us reindeer to feed and clothe us. to his banner all those who still had the Ilmarinen gave us one last gift before
So we prospered for many generations, heart to fight. He moved like a hunter – resuming his eternal journeys. For many
until we grew so numerous that our seeming to appear in many places at once weeks he worked in secrecy, telling no
people filled the land from end to end. – and for a time the north of Isanmaa one of his deeds. Then one day he came
We had eaten almost all of the reindeer, remained free of Lovaara's darkness. But to King Risto and proclaimed that the
yet still we hungered. So Jabbmeaaakka aside from reclaiming a handful of our Saamari would never again want for food
came up from the Underworld and old holdings, much of our homeland or gold, so long as they safeguarded his
offered to save us if we would accept her remained within her grip. Still the heroes last gift to his people and stayed true to
gift of Death. We accepted, for all things fought on, but many grew sickened by their beliefs.
are cyclical, and just as Summer must war, and the noaide counseled Ilmarinen then presented the Great
give way to Winter, so must one Lemminkainen to strike while there was Sampo, his last and greatest work, and
generation make way for the next if the still hope. then took leave of our people once more.
people are to survive. This he did, leading the greatest heroes Ever afterwards, our land was bathed in
In this way did our people come to of the Saamari into Lovaara's icy citadel, warmth, and a great forest sprang up
inhabit this world, and live as we now do. where they did battle against her and her from the Autuasmaa Plain.
foulest acolytes. Many brave souls were In the years since that time, many have
lost that day, but the Ice Witch was tried to wrest our hard-won lands away
The Founding and
brought low, and her citadel shattered. from us. The Shonaks remain on our
Fall of Isanmaa But Isanmaa had suffered too much, northern frontier, and have tried many
as told by the Saamari and was a dead land ever after. times to drive us away, and the hiisi also
circle our kingdom like wolves, waiting
At the dawn of time, our people lived in The Long Road to Kaarjala for the moment to strike. But our kings
a great river valley filled with lush have always been strong, and we have
as told by the Saamari
grasses, but ever were we beset by the always been resolute. For, in standing
hiisi, who coveted our lands. So it came strong, we keep the light of civilization
Our people had no desire to live
to be that we were driven forth, and burning in the north.
amongst their dead, and they received
Mikko, the greatest warrior of the day, As long as Kaarjala endures, so shall
counsel from the Automaton –
led his people to a new home - a land of the North remain free of darkness; but
Ilmarinen's most wondrous creation – to
forests and lush valleys that lay in the should our kingdom crumble, a great
travel unto the east. This they did, and
glaciers' shadow. It was our land, and shadow will settle over all, and it will not
Lemminkainen led them first to the
thus was it named “Isanmaa.” be content to rest.
Realm of Pojaara. Here it was peaceful,
1
CREATING CHARACTERS for KAARJALA
Available Kaarjalan Names Saamari Surnames: Aaltonen,
Character Classes What follows is a list of appropriate Ahde, Ahokas, Ahtisaari, Alanen,
names for Kaarjalan characters. This list Arajärvi, Asikainen, Asunmaa,
All of the standard human classes are
is not exhaustive, and players can opt to Eerikäinen, Einiö, Eskelinen, Haanpää,
available in Kaarjala. At the referee’s
choose other names. Saamari and Haapakoski, Heikkinen, Hirsjärvi,
discretion, characters can be demihuman
Vaarana names are based on Finnish and Hujanen, Huovinen, Huusko, Hänninen,
outsiders. Non-standard options include
Sami, respectively. Players wishing to Ihamäki, Iivonen, Ilmonen, Isokoski,
low-level druids, and humanoids, while
have Littonian characters are advised to Issakainen, Itälä, Jaakonsaari, Jalonen,
wise women are acceptable among the
consult Gaz F6 for more information. Jantunen, Jokinen, Juhola, Juntunen,
Vaarana and surrounding barbarian
As a rule, the Vaarana use appellations Jylhä, Järvi, Jääskeläinen, Kainulainen,
tribes. In addition, there are two new
in lieu of surnames. These monikers Karhu, Karonen, Kemppainen, Ketola,
classes unique to the far north: the
derive from distinguishing physical traits Kivelä, Koistinen, Koskinen, Kunnas,
shamanic noaid and the musician-warrior
(Sussu the White-Haired) or memorable Kurkela, Kuusisto, Laaksonen,
kanteleer.
deeds (Sussu the Bear Slayer), and they Laatikainen, Lahti, Larivaara, Lauronen,
are always assigned by the head of the Lehto, Lilja, Litmanen, Luhtanen,
Demographic Options in Makkonen, Markku, Matinsalo,
household and not the character. Some
Kaarjala Vaarana living in the settled areas have Muukkonen, Myllylä, Mäki, Naarajärvi,
Kaarjala’s is a human population, the adopted the use of Saamari surnames that Narinen, Nenonen, Niemelä, Niinisalo,
majority of which are the Saamari. There are popular in their local area. Nurmela, Oikarinen, Outinen, Parviainen,
is also a sizeable number of Vaarana. Pekkala, Peltosaari, Petäjä, Pitkänen,
Other human ethnicities present include Saamari, Male: Aamos, Aarne, Pohjonen, Poutanen, Puikkonen, Purho,
Littonians (mostly Litoniesu, but also Aatos, Ahti, Aki, Akseli, Ari, Arttu, Atte, Pyysalo, Päätalo, Rannisto, Rauhala,
Lietuvans), Viaskodans, Known World Aulis, Eemeli, Eero, Eino, Einojuhani, Riikonen, Rintala, Roivas, Ruohonen,
adventurers, and – in the future – Erkki, Esko, Hanno, Harri, Heikki, Ruutu, Ryttäri, Saarela, Saari, Saarinen,
imperial agents. Shonaks occasionally Hessu, Iiro, Iivari, Ilkka, Ilmari, Jaakko, Saikkonen, Salmi, Savolainen, Seppälä,
hunt near the fringes of the kingdom, but Jani, Jarkko, Jere, Jouni, Jukka, Juuso, Sipinen, Soikkeli, Sormunen, Suhonen,
due to historical animosities, they receive Kaarle, Kai, Kalervo, Kalle, Kauko, Suntila, Supinen, Tamminen, Tiihonen,
a cool reception at best. Kyösti, Lasse, Leevi, Luukas, Markku, Tuomi, Tuuri, Ukkola, Uotinen, Uusitalo,
Most Kaarjalans are fighters, but clerics Markus, Martti, Maunu, Miikka, Niklas, Vainikainen, Vainio, Varala, Varvikko,
are fairly common. Thieves operate in Niko, Olavi, Olli, Paavo, Pasi, Pekka, Vatanen, Viitala, Viljanen, Vitikka,
Kaarja and the other large settlements, Pertti, Pirkka, Raimo, Riku, Risto, Vuoristo, Väänänen, Ylikangas, Ylinen,
while druids inhabit the interior forests Samsa, Santeri, Tahvo, Tauno, Teemu, Ylämäki, Yrjänäinen, Yrjönen
and exterior wilderness. Conventional Timo, Toivo, Tuomo, Tuukka, Urho,
magic-users are largely unknown; the Valtteri, Veikko, Veli, Ville, Väinö, Yrjö Vaarana, Male: Ándá, Ándaras,
noaide fill this role. Ánok, Ásllat, Bávval, Beahkká, Biejan,
Demihuman characters must come from Saamari, Female: Aamu, Aija, Bierrán, Bierža, Biette, Dure, Eidnár,
outside Kaarjala. Those native to Aila, Aino, Aira, Anja, Annika, Anu, Erke, Gárral, Gustu, Hánno, Heaika,
Norwold hail from below the Great Bay: Auli, Aune, Eeva, Eliisa, Elina, Essi, Heandarat, Hegon, Hentto, Iissát, Johá,
Leeha (halflings), Stormhaven and Heli, Heljä, Helvi, Henna, Henriikka, Jovnna, Juhvo, Juks, Juvvá, Láras,
Oceansend (dwarves), and scattered Iida, Iines, Jaana, Jenna, Jonna, Kaari, Lávrrohaš, Mádes, Migil, Mihkku, Nibá,
foresthomes (elves). Kaiju, Kaisa, Kati, Katja, Katri, Kerttu, Nilsa, Olet, Ovlá, Peivas, Sabbe,
Kirsi, Kyllikki, Laila, Leea, Lempi, Liisi, Sámmol, Uvllá, Vuolát
Languages Lyyli, Maarit, Maija, Marja, Marjo,
Characters native to Kaarjala speak Meeri, Miia, Mira, Nea, Niina, Noora, Vaarana, Female: Áila, Áillun,
Saamari or Vaarsu (the native tongue of Oona, Petra, Piia, Pinja, Pirkko, Päivi, Álehttá, Biret, Birrá, Diinna, Elle, Ello,
the Vaarana); however members of other Raija, Riikka, Ronja, Saimi, Sanelma, Evá, Gáddjá, Gáhte, Gáre, Gunná,
ethnic groups, e.g. the Litoniesu, oft take Satu, Siiri, Sointu, Sonja, Suoma, Suvi, Gutnel, Ingir, Juksakka, Káre, Láilá,
their cultural tongues as first languages. Taija, Taimi, Tellervo, Terhi, Terttu, Lená, Mággá, Máijá, Máret, Neikuts,
In descending order, the most common Tove, Tuula, Tuulikki, Tytti, Tyyne, Rávdná, Redá, Risten, Ristiinná, Sárá,
secondary tongues are Saamari, Vaarsu, Ulla, Veera, Venla, Virpi Sikká, Sire, Sunná, Sussu
and Litoniesu. Characters with additional
language slots should choose from these
first. [Note: Vaarsu has no written form,
but it does make limited use of Antalian-
like runes and familial-related markings
to denote property ownership. – Ed.]
2
CREATING CHARACTERS for KAARJALA
Social Status Boots, Heavy ......20cn........ 5gp (1gp) New Skills
Social status affects one’s starting Clothes, Heavy ...30cn.................. 8gp Cold Resistance (CON): The
wealth. Roll d00 and consult the table Overcoat .............15cn................ 15sp character has a greater ability to tolerate
below. Vaarana characters should Scarf ...................1cn.................. 15sp colder temperatures, receiving a +1 bonus
subtract 20, and foreign-born residents of Head wrap, Hat...3cn.................... 3sp to all hypothermia checks. This bonus
Kaarjala should re-roll any result less Gloves.................3cn.................... 6sp increases by +1 per additional skill slot.
than 51. Skis and Poles.....100cn.............. 10gp This skill does not confer the ability to
Snowshoes ..........20cn.................. 1gp survive arctic environments.
Social Wealth % In Reindeer, Meat ...5cn.................... 1sp Craft, Duodji (INT): Duodji is the
d00 Standing (x10) Goods Bells....................1cn.................... 2sp art of traditional Vaarana handicraft.
01-05 Outcast 3d4 100% Bells, Silver ........1cn.................... 7sp Duodji tools, clothing, and weapons are
06-50 Struggling 3d6 50% Sleigh, Small ......1,500cn........... 85gp crafted from materials available in the far
51-85 Commoner 3d8 25% Sleigh, Medium ..4,000cn......... 140gp north (e.g. reindeer antlers, bone, or
86-90 Gentry 5d6 0% Sleigh, Large ......5,000cn......... 180gp leather, wood, roots), and they are quite
90-99 Noble’s 5d6* 0% Ribbon, Bolt .......10cn.................. 2gp durable and functional. Although the
Household Velvet, Bolt ........10cn.................. 8gp emphasis is on practicality, individual
00 Noble
artisans add their own distinctive blend of
1d20
1-19 …, landless 3d6*† 0% Starting Skills paints (usually red, blue, green, and
Suggested starting skills are provided yellow) and runes.
20 …, landed 4d6*† 0%
below, but the referee may elect to alter Skiing (DEX/CON): The Kaarjalans
* Superior equipment (up to +10% value)
or ignore them. Non-native characters developed skis several centuries ago to
† Starting wealth in markkaa not penniä
should choose skills appropriate to their traverse deep snow unimpeded. The skill
own race and culture. grants the ability to ski cross-country and
A person who is in the house of a noble
the knowledge required to properly
is usually a family member (cousin or
Noble: one of riding (horse), etiquette, maintain a pair of skis and poles. At the
child), but it can also include a devoted
or hunting referee’s discretion, less than ideal skiing
servant. Landless nobles include the
Gentry: one professional skill (e.g. conditions require checks (e.g. skiing
immediate offspring and siblings of a
accountant, merchant, scribe, shipwright) uphill, maneuvering down a tricky slope).
landed noble. Landed noble characters
Urban Commoner: one craft skill Juoigan (CHA): Juoigan
are assumed to have recently inherited
(blacksmithing, candlemaking, carpentry, (sometimes called joik) is the traditional
their title. With the referee’s guidance,
leatherworking, pottery, etc.) form of chanting practiced by the
they must choose their ancestral seat.
Rural Commoner: two of cooking, Vaarana. It is often sung a capella and
hunting, labor (farming, fishing, logging, contains improvised words on almost any
Money and Equipment topic, with the melody as the main focus.
etc.), nature lore, riding (horse),
Kaarjalan currency includes the gold The joik expresses deeply-felt, personal
grooming (horse), or survival
markka (pl. markkaa), silver penni (pl. emotions and moods, or it reflects the
Vaarana, Nomadic: nature lore and
penniä), and copper oren (pl. orenissa). essence of something into a song – a
survival; two of hunting, tracking,
Some equipment has different pricing singer joiks a person, not about them.
foraging, cooking, leatherwork, or
due to the available production in Many are crafted for newborn children.
reindeer herding
Kaarjala. Vaarana typically do not share these
Fighter: two of bravery, foraging,
hunting, nature lore, riding (horse), songs outside of their circle of close
Factor Items friends and family, fearful that those who
grooming (horse), survival or an armor-
NA Suit armor, blowgun, shield learn a personal juoigan gain powers over
or weapon-crafting skill
weapons, non-leather barding the singer. Noaide practice juoigan to
Thief: two of appraisal, bargaining,
5x Lance cast spells and perform other abilities.
deception, detect deception, persuasion,
3x Crossbow (light and heavy), Playing, Kantele (CHA): The
survival, or tracking
plate mail character is versed in playing kantele
Cleric: honor (Immortal), teaching
2x Chain mail, trident (1x Itämaa) box-harps. Additional skill allotments
Noaid: craft (duodji) herbalism,
1.5x Longbow, non-pike polearm allow the character to play kanteles with
juoigan, nature lore, persuasion
.75x Shortbow, spear, pike, javelin 10, 15, 20, and 36 strings. Making such
Kanteleer: play (kantele), one fighter
skill an instrument requires Craft (Kantele).
Players equipping their characters for Riding, Reindeer (DEX): The
Kaarjala should consider the following character can mount a reindeer for travel
Survival and nature lore can be taken
equipment and goods. Skis grant ¾ and war.
for arctic tundra, forest-taiga, or plains
movement on snow. Sleighs hold up to
environments.
3, 7, and 10k cn per horse (reindeer half).
3
SPECIAL RULES for KAARJALA: THE NOAIDE
The Noaid Class The Noaide Failure to rectify the matter after three
Historically, the noaide served as levels (ex. atonement and ear-marking
Prime Requisites: Wisdom and interlocutors between the living world future skills) results in the loss of class
Charisma. and the realm of spirits, as well as the (permanent removal of powers).
Minimum Scores: The noaide must people’s representatives to the Immortals. Noaide must craft all equipment used in
have 13 in each prime attribute. Their magic was a hybrid between their rituals using the art of duodji. They
Hit Dice: 1d6 per level up to 9th, plus shamanism and druidism, and for the must make their own rune-drum and
Con adjustments. Starting at 10th level, average person they represented the hammer, staff, and pouches for holding
+1 hp per level, and Con adjustments no living world itself. They advised their spell components. Noaide must obtain
longer apply. people when and what to hunt, which the materials on their own – they cannot
Armor: Leather only, no shield. roots and berries were safe to eat, which be purchased, but may be obtained
Weapons: Any one-handed melee or herbs would cure illnesses, and most through service.
thrown weapon and staff. importantly how to appease the As intermediaries between the living
Combat and Save Progression: As Immortals in order to ensure continued and spirit worlds, noaide are often given
cleric of same level. prosperity. Noaide also carried messages unique insights, often in the form of
Weapon Mastery: The noaid begins between the living and their deceased dreams, to aid them in their daily lives.
with two weapon slots. Additional slots ancestors and loved ones. In return for this guidance, a noaid must
are gained as a magic user. Ilmarinen’s discovery of runic magic always respond to the requests of any
Special Abilities: Danger Sense, Fighter changed little, save for the incorporation lawful or neutral spirit (treat as a quest) –
Combat Options, Insight, Spellcasting, of certain runes into the craft of the these often involve helping spirits finish
Spirit Harmony noaide. The chief beneficiaries of his unsettled business. Should the noaid
Starting Skills: Craft (duodji), work were his disciples, the predecessors refuse to help a spirit, they may suffer
Herbalism, Juoigan, Nature Lore, of the rune mages, who competed with experience point penalties or loss of
Persuasion the noaide for influence. The magical abilities (referee’s discretion).
Danger Sense: When danger depredations of Lovaara and her The Vaarana place great importance on
approaches, noaide initially have a 1 in 6 followers turned the people against rune respecting the balance between life and
chance of being alerted by a benevolent mages, however, and that tradition death in the natural world. Magic is a
spirit. The nature of the danger, or its vanished from Kaarjalan society. The sacred gift to be used in the service of the
proximity, is not revealed. noaide actively resisted Lovaara and her world; its abuse disrupts the natural
Fighter Combat Options: Noaide may followers, and used their powers to balance and causes untold suffering.
Set Spear vs. Charge shelter many of those who were fleeing Thus, every time a noaid uses his or her
Insight: A noaide can use their persecution. Because of this, they were magic to take something from the world,
connection to the spirit world to receive accorded great respect, and continue to he or she must give something back. For
guidance on a given topic a level-set occupy a place of honor in modern example, animals may be summoned to
number of times per day. The referee Vaarana society. It is forbidden to harm feed a starving party, but the noaid must
determines whether the spirits respond, a noaide, or deny them food or shelter if then scatter seeds in the forest, heal a sick
and the comprehensibility of such advice. they request it. Their advice is always animal, atone (see below), or perform a
The advice may concern matters past, treated as though it comes from the similar act in order to repay the world
present or future. Malevolent spirits may spirits and Immortals themselves. and restore balance. Failure to do so
use this opportunity to mislead the noaid. could result in the loss of spellcasting
Spellcasting: Starting at 2nd level, a abilities.
Special Rules and
noaid may cast spells. (See below). Despite their history of warfare, the
Spirit Harmony: Due to their affinity
Restrictions Vaarana tend towards non-violence, only
with the spirit world and the services they Due to the rigorous training taking up arms to defend their families
perform on behalf of the departed, noaide requirements, noaide have no and clans and drive away invaders. Their
discretionary skills at first level. Further, society as a whole frowns upon using
command a certain amount of respect and
courtesy from noncorporeal entities. any future slots spent on a non-class skill violence as a means of acquiring what is
Encounters with intelligent spirits, cannot exceed the number spent on the necessary. Unprovoked attacks on others
most developed class skill. By exceeding and using magic to slay opponents in all
regardless of alignment, are never
initially hostile. This holds true whether all class skills, the noaid would be seen but the most desperate circumstances are
as abandoning his way of life – a grave considered evil acts. This is doubly true
a noaid is alone or in an adventuring
insult to the Immortals and to the people. for the noaide, who are expected by their
party. This initial reaction does not
preclude the possibility of the encounter At the referee’s discretion, he or she people to be exemplars of Vaarana
would suffer a one-half experience point values.
becoming hostile later.
penalty and/or loss of abilities until the
matter was resolved.
4
SPECIAL RULES for KAARJALA: THE NOAIDE
Atonement Noaide Experience Table
Sometimes it is impossible for a noaide Spells by Level Danger Insights
to perform the appropriate actions to
restore imbalances they may have Level XP 1 2 3 4 5 6 7 Sense per Day
created. In such cases a sincere act of 1 0 1/6 1
atonement may be acceptable. A proper 2 1,500 1 1/6 1
act of atonement lasts one day per level 3 3,000 2 1/6 1
of the spell used, during which the noaid
must meditate on and justify his acts,
4 6,000 2 1 1/6 1
pleading for forgiveness. During this 5 12,000 2 2 1/6 1
time the noaid may only consume small 6 25,000 2 2 1 1/6 2
quantities of water, and rest only when 7 50,000 3 2 2 1/6 2
exhaustion can no longer be ignored. At 8 100,000 3 3 2 1 2/6 2
the end of the period, the noaid will
empathically know whether he or she was
9 200,000 3 3 2 2 2/6 2
forgiven. 10 300,000 4 4 3 2 1 2/6 2
If a means to perform proper restitution 11 400,000 4 4 3 3 2 2/6 3
is available, atonement is not allowed, 12 500,000 4 4 4 3 2 1 2/6 3
and the Immortals may punish any noaide 13 600,000 5 5 4 3 2 2 2/6 3
trying to shirk their responsibilities.
Otherwise, the referee determines
14 700,000 5 5 5 3 3 2 2/6 3
whether the Vaarana patrons are satisfied. 15 800,000 6 5 5 3 3 3 2/6 3
Even if forgiveness is granted, the noaid 16 900,000 6 5 5 4 4 3 3/6 4
may be left with a task to perform (as a 17 1,000,000 6 6 5 4 4 3 1 3/6 4
quest). 18 1,100,000 6 6 5 4 4 3 2 3/6 4
19 1,200,000 7 6 5 4 4 4 2 3/6 4
Saivo (The Spirit Realm) 20 1,300,000 7 6 5 4 4 4 3 3/6 4
Due to their affinity towards spirits,
advanced noaide are capable of voyaging 21 1,400,000 7 6 5 5 5 4 3 3/6 5
to Saivo – the Vaarana Underworld – and 22 1,500,000 7 6 5 5 5 4 4 3/6 5
viewing that land as it truly appears. 23 1,600,000 7 7 6 6 5 4 4 3/6 5
Their improved affinity with spirits 24 1,700,000 7 7 6 6 5 4 4 4/6 5
grants immunity to illusions created by 25 1,800,000 7 7 6 6 5 5 4 4/6 5
any malevolent spirits of that realm, or by
the world itself. Those who accompany 26 1,900,000 7 7 7 6 5 5 4 4/6 6
the noaide on their sojourns are not so 27 2,000,000 7 7 7 6 6 5 4 4/6 6
protected, however. 28 2,100,000 7 7 7 7 6 6 4 4/6 6
29 2,200,000 7 7 7 7 6 6 4 4/6 6
Chaotic Noaide 30 2,300,000 7 7 7 7 6 6 5 4/6 6
There are those noaide whose hearts are 31 2,400,000 7 7 7 7 6 6 5 4/6 7
given over to the darker impulses, whose
view of the natural world focuses on its
32 2,500,000 7 7 7 7 6 6 5 5/6 7
brutality and horror. These dark noaide 33 2,600,000 7 7 7 7 7 6 5 5/6 7
consort with malign powers and spirits, 34 2,700,000 7 7 7 7 7 6 6 5/6 7
corrupt siedi and perform in other 35 2,800,000 7 7 7 7 7 7 6 5/6 7
villainous roles. Chaotic noaide are 36 2,900,000 7 7 7 7 7 7 7 5/6 8
indistinguishable from their Lawful and
Neutral peers, serving in the same routine Spell Descriptions and light spells may not be reversed to
social capacity. The spells available to the noaide are cause harm. This spell list is by no means
Mechanically, Chaotic noaide are not listed below. As the descriptions will exhaustive; new spells are italicized, and
obligated to respond to the requests of show, their magic is elemental, and reversible spells are marked with an
any spirit, but they often do so as to strongly tied to the land itself. Their asterisk. Spells marked with a (C) are
maintain their cover. If the spirit is magic is also bound by Vaarana attitudes clerical; those with a (D) are druidic; and
Chaotic, the dark noaide will often regarding balance, as well as their those with an (M) are magical – refer to
negotiate a payment of some kind. aversion towards darkness; thus, healing the standard rule set for the descriptions.
5
SPECIAL RULES for KAARJALA: THE NOAIDE
Noaide Spells Augury Create Siedi
1st Level 2nd Level Level: 2 Level: 3
Bless (C) Augury Range: 0 ft. (caster only) Range: 60 ft.
Detect Magic (C) Bless Land Duration: Special Duration: 1 day per level of caster
Hold Portal (M) Frost Ward Effect: one question answered Effect: creates a temporary place of
Light (C) Cure Light Wounds (C) worship
Predict Weather (D) Icy Touch During the casting ceremony, the
Protect. from Evil (C) Invisibility (M) caster may pose one question to the With this spell, the noaid consecrates a
Resist Cold (C) Produce Fire (D)
spirits whose answer is a single siedi, a sacred place of worship where it
Track Speak with Animal (D)
sentence (ex. “Will the harvest be is possible to commune with spirits and
3rd Level 4th Level bountiful this year?”, or “When will greater powers. While the siedi exists,
Continual Light (C) Commune (C) the enemy army be ready to attack any attempts to communicate with other
Create Siedi Create Laavo us?”). Prior to casting this spell, the planes are successful, and results are
Frozen Fog Cure Disease (C) noaid must consume fresh reindeer. more favorable at the referee’s discretion
Hold Person* (C) Dispel Magic (C) (i.e., auguries may allow two questions to
Remove Curse* (C) Ice Blade Bless Land be asked instead of one).
Improved Cold Level: 2 The noaid must decorate the site –
Spirit Travel
Resistance
Range: 0 ft. (caster only) stones must be arranged appropriately,
Warm Air Speak with Plants (C)
Water Breathing (D) Summon Animals (D)
Duration: 1 hour per level of caster and offerings of metal and reindeer horn
Effect: Sanctifies a 20-ft. diameter and bone must be made. If the noaid is
5th Level 6th Level area especially virtuous, or if he or she has
Control Winds (D) Anti-Animal Shell (D) earned favor in the past, a request may be
Dispel Evil (C) Anti-Plant Shell (D) This spell sanctifies the ground made to make the siedi permanent. Such
Cure Serious Wounds (C) Enchant (M) within ten feet of the caster, which places remain siedi until they are either
Neutralize Poison (C) Hold Monster (M) no evil spirit may enter. All food defiled or destroyed.
Passwall (M) Rage of the North and water placed within the area are
Speak with Dead (C) Spirit Gate preserved for the spell’s duration. If Frozen Fog
Truesight (C) Summon Weather (D)
the noaid is 8th level or greater, then Level: 3
Wall of Ice Wall of Stone (M)
those resting within the circle regain Range: 120 ft.
7th Level 1d6 for every 8 full hours of rest. Duration: 6 turns
Animal Form Move Earth (M) Effect: Creates a freezing cold, obscuring
Charm Plant (M) Power Word Blind (M) Frost Ward mist up to 20 ft. x 20 ft. x 20 ft.
Earthgate Power Word Stun (M) Level: 2
Lore (M) Speak with Stone Range: 20 ft. This spell creates a cloud of chilling
Duration: 1 hour per level of caster vapors filling up to 8,000 cubic feet.
New Spells
Effect: Creates a personal trap Those caught inside the fog are
effectively blind and must save vs.
Track
The frost ward renders a 10-ft. square Dragon Breath each round or take 1d4
Level: 1
area impassable to a specific creature or points of freezing damage. Those who
Range: 60 ft.
person. If the spell’s target attempts to remain inside the cloud for a full turn or
Duration: 6 turns + 1 turn per level of
bypass the ward, he or she receives 1d6 longer must check against hypothermia.
caster
frost damage and must save vs. Spells or
Effect: Reveals traveled path
be stunned for 1d6 turns. Improved Cold Resistance
Level: 3
This spell illuminates the path taken by
Icy Touch Range: 0 ft. (centered on caster)
a named target. The target’s footprints or
Level: 2 Duration: 6 hours
tracks are softly illuminated (equivalent
Range: Touch Effect: All creatures within 30 ft.
to the brightness of a candle). Terrain
Duration: Special
type does not affect the visibility of the
Effect: frost burn damage This spell is similar to resist cold, but
track. The noaid also will know the
saving throws against cold-based attacks
direction of travel and roughly how long
The touch of the noaid inflicts 1d4 +1/2 are made at +4, and damage is reduced
ago the target passed by. The trail fades
levels points of frost damage (normal by three points per die of damage (to a
as the spell expires.
melee attack). The maximum number of minimum of one point of damage).
such attacks equals one-third the caster’s
level, rounded down. An icy touch can
also freeze up to one pint of liquid.
6
SPECIAL RULES for KAARJALA: THE NOAIDE
Warm Air Wall of Ice Animal Form
Level: 3 Level: 5 Level: 7
Range: 0 ft. (centered on caster) Range: 150 ft. Range: 0 ft. (caster only)
Duration: 6 turns + 1 turn per level of Duration: Special Duration: Indefinite
caster Effect: Creates 1000 cubic feet of ice Effect: Allows the caster to assume the
Effect: Warms air within 10 feet form of any known animal
This spell is similar to the magic-user
This spell warms the air within ten feet spell of the same name, but it generates This spell is similar to the magic-user
of the noaid instantly to a comfortable 2-foot thick wall whose surface area is spell shapechange. The caster is limited
temperature. Snow and ice in the area of 500 square feet or less. in form to those animals native to
effect melt, and those suffering frostbite The wall of ice lasts until it melts or is Kaarjala and the surrounding lands, but
or hypothermia improve their condition. physically destroyed (AC2, 200 hp). Any he or she can speak and cast spells while
The warm field moves with the noaid. single attack inflicting 60+ points of in animal form.
damage creates a breach. If the wall
Create Laavo topples, it crushes those beneath (1d10 Speak with Stone
Level: 3 per 10 feet of height). Level: 7
Range: Touch Range: 0 ft. (caster only)
Duration: 2 hours per level of caster Rage of the North Duration: Special
Effect: Creates a temporary shelter Level: 6 Effect: Allows caster to communicate
Range: 50 ft. with all stone within 10 ft.
This spell creates a traditional Vaarana Duration: Special
tent known as a laavo, measuring 12 feet Effect: Creates blasting cone of frigid air The noaid can communicate with stone
in diameter. It is waterproof, maintains a 50 ft. long and 20 ft. wide at the base as if it were an intelligent creature, asking
comfortable interior temperature at all up to three questions. Replies come with
times, and provides a small cooking fire This spell produces a compressed, the caveat that the “life” of stones is
with a replenishing pot of reindeer stew. cone-shaped blast of ice-cold air measured in geologic ages, and their
The stew is sufficient to feed 2 people per measuring 50' long and 20' wide at its perceptions of time and importance differ
hour. The magic laavo also shields its terminus. The caster may produce one from those of organic beings.
occupants from any attempts at scrying blast per round, for a maximum number The spell may also be used to generate
(inc. ESP, clairvoyance). of rounds equal to one-third the caster’s small tremors and other acts (cf.
Constitution score (rounded down). earthquake). Legend has it that some
Ice Blade Anyone caught within the blast takes stones can be “reminded” of the time
Level: 4 4d6 damage. Fire-based creatures suffer when they freely flowed as molten lava.
Range: 0’ (caster only) an additional 1d4+2 per blast. Also,
Duration: 1 round per level of caster airborne targets and missile fire are Earthgate
Effect: Creates a blade of ice blown away from the caster. Level: 7
Range: 10 ft.
This spell creates an ice sword-blade in Spirit Gate Duration: Special
the hand of the noaid’s that inflicts 1d6 Level: 6 Effect: Travel between two points
damage per hit, plus an additional point Range: 10 ft.
of frost damage every 2 levels. Those Duration: Instantaneous This spell opens a temporary gateway
struck also must make hypothermia Effect: Transports the caster, and those between two points through the earth
check. When exposed to intense heat or in physical contact, to the spirit realm itself. The gateway takes the form of a
flame, the noaid must save vs. Dragon set of natural stone steps descending into
Breath, or the blade will be destroyed. This spell teleports the caster and the ground. At the bottom of the well is a
anyone in physical contact to Saivo. short tunnel leading to similar, ascending
Spirit Travel Although the noaid will be able to travel stairs that emerges at the target location.
Level: 4 unhindered, fellow travelers may not be Once the last person completes their
Range: 0 ft. (caster only) so lucky. Anyone traveling to the spirit ascent, the gateway closes.
Duration: 1 hour per level of caster realm will remain there until the noaid The noaid must visualize the intended
Effect: travel within the spirit realm casts another spirit gate or until a natural destination clearly; therefore, only places
gate is discovered – although in the latter that have been visited before can be
With this spell, the noaid enters Saivo case there is no predicting where it leads. accessed by this spell. There is no limit
and interacts with its inhabitants. The to the distance that may be traveled.
noaid is immune to Saivo’s illusions and
generally may wander unharmed.
7
SPECIAL RULES for KAARJALA: THE KANTELEER
The Kanteleer Class The Kanteleer Kanteleer Songs By Level
Prime Requisite: Strength and Charisma The kanteleer is a bard-like character Lev. 1 2 3 4 5 6 7 8 9
Minimum Requirements: both Strength who mixes martial skill with a musical 1 2 - - - - - - - -
and Charisma scores must be 9 or higher. talent that can soar to magical heights. 2 4 - - - - - - - -
To perform spell songs, a kanteleer needs The class is styled upon Kaarjala’s 3 4 1 - - - - - - -
a score of 13 or higher in Intelligence, legendary hero Vainoiminen. His or her 4 4 2 - - - - - - -
Wisdom, Charisma and Dexterity. instruments of choice are the kanteles, a 5 4 3 - - - - - - -
Experience Bonus: +5% for Strength type of box-harp zither that sits on the 6 4 3 1 - - - - - -
and Charisma 13-15; +10% for Strength kanteleer’s lap or a table. 7 4 3 2 - - - - - -
and Charisma 16-18. Kanteleers are a product of the Saamari 8 4 3 3 - - - - - -
Hit Dice: 1d6 per level up to 9th level. culture, but they are welcome among the 9 4 4 4 - - - - - -
Starting at 10th, +2hp per level, and Vaarana. A few town-dwelling Vaarana 10 4 4 4 1 - - - - -
Constitution adjustments no longer apply. have even taken up the training. Today, 11 5 5 4 2 - - - - -
Armor: Leather, scale or banded; shield. many kanteleers are occupational 12 5 5 5 2 1 - - - -
Weapons: Any melee weapon musicians traveling from one place to 13 5 5 5 3 2 - - - -
Special Abilities: Song Performance, another to earn some coin, practicing 14 5 5 5 3 3 - - - -
Improved Performance, Spell Songs, their spear-arm during their treks. 15 6 5 5 3 3 1 - - -
Fighter Combat Options (see below). Important: Kanteleers are not rogue- 16 6 5 5 3 3 2 - - -
Attack Progression: As Cleric of the based characters, and they do not have 17 6 5 5 3 3 2 1 - -
same level. any thieving skills as is normally 18 6 6 5 3 3 3 2 - -
XP and Save Progression: As Fighter of associated with a “bard.” 19 6 6 5 3 3 3 3 - -
the same level. 20 6 6 5 4 4 4 4 - -
Starting Skills: Playing (Kantele); one Kanteles 21 7 6 5 4 4 4 4 1 -
of: Acting, Empathy, Joke Telling, For simplicity, the kanteles available in 22 7 7 6 5 4 4 4 2 -
Singing, Persuasion, Storytelling or the north are limited to the 5-, 10-, and 23 7 7 7 5 5 5 4 3 -
Soothsaying; one fighter related skill. 36-string varieties, plus the giant pike 24 7 7 7 6 5 5 5 3 -
Weapon Mastery: The kanteleer begins jaw kantele. 25 7 7 7 6 6 5 5 3 -
with three weapon choices. Additional 26 7 7 7 6 6 6 6 4 -
choices are gained as a cleric. 27 7 7 7 6 6 6 6 4 -
Bone Pick ...............NA.................... 2cp
Song Performance: The kanteleer 28 7 7 7 6 6 6 6 4 1
Kantele Bow...........10cn.................. 4gp
possesses a repertoire of songs with 29 7 7 7 7 7 7 6 4 2
Kantele Hammer,
which to entertain and earn a living. 30 7 7 7 7 7 7 7 4 3
Pair .....................25cn.................. 5gp
Improved Performance: The kanteleer 31 7 7 7 7 7 7 7 4 4
String, Regular .......NA.................... 1sp
increases his kantele playing skill 1 point 32 7 7 7 7 7 7 7 5 4
String, Maiden Hair NA................... NA
every two levels. 33 7 7 7 7 7 7 7 5 5
5-string Kantele......30cn.................. 9gp
Spell Songs: Beginning at 10th level, 34 7 7 7 7 7 7 7 6 5
10-string Kantele....50cn................ 25gp
capable kanteleers can play melodies that 35 7 7 7 7 7 7 7 6 6
36-string Kantele....250cn............ 165gp
can produce spell-like effects. 36 7 7 7 7 7 7 7 7 7
Pike Jaw Kantele....180cn....... 10,000gp
Fighter Combat Options: The kanteleer
can Set Spear vs. Charge (at 1st), Parry (at The Performance
9th), and make Multiple Attacks (two at The pike jaw kantele and maiden hair
strings can only be obtained through The optional rules presented here for
15th, three at 30th). resolving musical performances are based
Magic Items: The kanteleer may only adventuring. The maximum song level
that can be produced by a given kantele is on those used for magic shows in Gaz F5
use magical items that are normally The Western Alliance. This system is
useable by fighters, plus magical sheet given in the table below. For songs
greater than 6th level, the kantele must designed to showcase developing skill
music written for the kantele. mastery – characters cannot become
Kantele: To perform songs, the kanteleer have a number of maiden hairs equal to
that song level. instant “Grand Masters” by virtue of high
must use a kantele box-harp, a zither-like attribute score. Alternative mechanics
instrument. The number of strings for games under Classic include a simple
determines the highest level of song Maximum Maiden
Strings Song Level Hairs skill check or the storytelling rules from
playable. The strings may be plucked, Gaz2 and Gaz8. 3x and 4x games have
strummed, bowed, or hammered (player’s 5 4 No
10 6 No their own integral methods to resolve
choice), but it must be played from a variable skill-level performances.
seated position with the kantele resting in 36 8 Yes
Pike Jaw 9 Yes For the kanteleer to earn his silver, the
the lap or on a table. audience must be appreciative of the
8
SPECIAL RULES for KAARJALA: THE KANTELEER
show. The exact level of that appreciation Her base score is 25, her skill score is 4, Songs levels 1 to 3 are mundane music
is measured by the Performance Score. her routine score is 72, and the routine that does not contain any magic.
This is based upon the character’s level, lasts 48 minutes. Assume the dice roll Mundane music does exist at 4th level and
attribute bonuses, skill with the kantele gave 14. above, but most adventuring kanteleers
and in communicating (optional, e.g. Jenna’s Performance is 327, but she is will be interested in acquiring song spells
singing), and the level of the songs used. penalized 15 points for going long on the when the opportunity arises. As with
To determine the success of a last trick. Her final score is 312. This magic-users, reverse song spells must be
performance, use the formulae below. score helps Jenna in her professional learned separately.
growth. To develop a new song a kanteleer must
Base ability either invent the trick (cost and time as
A = sum of I+W+D+Ch adjustments Score Rating GP XP normal spell research), learn them from
B = kanteleer level 0-25 Ridiculous 0 0 another kanteleer (quarter cost) or take
Base ability = A x B 26-50 Poor 1 1 them from another’s notes (half cost).
51-100 Fair 5 10 Mundane songs have half that cost.
Skill ability 101-250 Adequate 15 25
C = slots spent on best comm. skill 251-500 Amusing 25 50 Song-Spell Styles
D = slots spent on kantele playing skill 501-1000 Entertaining 50 100 Related song-spells are grouped into
Skill ability = C + D 1001-2500 Wonderful 100 500 various styles or schools. To learn a
2501-5000 Fantastic 500 1000 particular song-spell, the kanteleer must
Routine Level 5001+ Legendary 1000 2500 know a song-spell of the level below in
Song Value = song level x minutes used* that style. Thus to learn the discordant
Routine Value = sum of all song values* According to her score, Jenna gave an song cause fear, the kanteleer must
amusing performance and earned 50XP. already know either unease or
Performance = At her next performance, she can charge cacophony.
(skill x routine) +base+1d20 the host 25 gp. Those who do not have The common styles among kanteleers
organized performances, like street are: sonorous melodies, which create
singers, gain half the money at the time powerful sonic fields and tones, including
of performance. the dreaded brown note; discordancy,
There is a minimum value of 1 for A
Kanteleers who give an Entertaining or whose songs disrupt mental faculties; its
and B.
Wonderful Performance gain a + 1 opposition, concordancy; natural
Excessive time on the routine or an
reaction from those in the audience for a rhythms, which control the elements and
individual song is penalized. The length
month. Fantastic performances earn a +2 time itself; resonance, the songs of which
of song is assumed to last a number of
reaction, and Legendary earn +3. can shake apart or locate objects; and
minutes up to 5 + song level. Songs
extended beyond that limit reduce the harmony, where people give themselves
final score by 5 points per extra minute.
Uncommitted Songs (Optional Rule): over to the music, removing doubt,
A kanteleer can include in his or her steeling the mind, and healing.
Performances over an hour tend to lose
routine songs that are not committed to
audiences, even those of great musicians.
long-term memory (i.e. not already The style groupings of songs are found
The final score is reduced if the overall
slotted) for half their effectiveness in below. The spells are a mixture of
routine lasts over 60 minutes. The
song value. Further, the time limit is half magical, clerical, and druidic spells plus
penalty is 15 points per extra minute.
normal. those particular to the kanteleer. Under-
The routines may also include song-
spells without effect on the audience, but lined songs are variants of existing spells,
Example 2: Jenna could be studying while new spell-effects are marked with
they are still charged against the day’s
two additional 1st level songs and italics.
allotment of songs.
perform them for up to 3 minutes each
for a song value of 3 apiece. Sonorous Melodies
Example: Jenna Hussko is a 5th level
Kanteleer with a +2 bonus for Charisma 4: Shield, White Noise
and +3 for Dexterity. She knows four 1st Songs and Spell Songs 5: Metal Vibration, Protection from
level songs and three 2nd level songs. She Unlike magic-user and clerical spells, Normal Missiles, Quivering Blades
has spent two slots each on kantele kanteleer songs are committed to long- 6: Anti-Animal Shell, Death Spell
playing and storytelling. term memory and cannot be changed 7: Sonic Barrier, Power Chord Stun
Jenna wants to use every song for the once a song is committed. However, 8: Force Field, Power Chord Deaf
maximum length of time, but she wants song spells may be used repeatedly 9: Anti-Magic Field, Brown Note
to draw out her final 2nd level song for 10 during the day, up to the maximum
minutes (3 minutes extra). number castable.
9
SPECIAL RULES for KAARJALA: THE KANTELEER
Discordancy Lullaby: Lullaby is similar to sleep, Songs with New Effects
4: Unease, Cacophony except that the spell may be extended for
5: Confuse, Cause Fear multiple attempts up to a number of Anthem
6: Confusion, Hold Person rounds equal to the kanteleer’s Level: 7 (Harmony)
7: Feeblemind, Hold Monster Constitution, after which, the kanteleer Range: 60-feet
8: Broken Record, Unending Melody succumbs to sleep. Only 1d8 Hit Dice are Duration: 10 turns
9: Discord, Insanity affected per round. Effect: Improved Bless
Concordancy Projected Music: Projected music is Anthem doubles the effects of bless and
4: Fellowship, Suggestion similar to projected image, but creates a gives a +1 to all saves.
5: Charm Person, Lullaby sonic focal point up. Other song-spells
6: Geas, Quest can be centered at the focus, but Berserk
7: Dance, Mass Charm targeting-effects (e.g. sonic missile) still Level: 7 (Harmony)
8: Charm Monster, Animate Objects require line of sight for the kanteleer. Range: 15-feet
9: Rhapsody, Literal Lyrics Duration: 10 rounds
Power Chord Stun: Power chord stun Effect: one listener
Resonance functions as the spell power word stun.
4: Wind Whisper, Detect Invisible This song –spell transforms one listener
5: Knock, Magic Missile, Detect Magic Power Chord Deaf: Power chord deaf into a berserking warrior, gaining an
6: Blown Away, Project Music, Locate functions like power word blind, except extra attack per round. At the end of the
Object the victim is made deaf for the duration. duration, the target is exhausted for 3
7: Remove Barrier, Dispel Magic Victims that are kanteleers can perform turns (-2 AC, no shield, move half).
8: Disintegrate, Echolocation neither mundane nor magical songs.
9: Contact Outer Plane, Superstar, Blown Away
Earthquake, Obliterate, Appear Sonic Barrier: Sonic barrier is similar to Level: 6 (Resonance)
the clerical spell barrier but it produces Range: 50 feet + 5 feet per level
Harmony concussive sound instead of hammers. Duration: 1 round
4: Remove Fear, Remove Fatigue Effect: Creates cone of concussive sound
5: Bless, Vigor Superstar: This song-spell functions like
6: Free Person, Mind Mask the clerical spell holy word, but it affects This song-spell creates a cone of sonic
7: Berserk, Anthem everyone within range, regardless of force 40 feet wide at its far end. The
8: Mind Barrier, Slow, Haste alignment. The range may be extended kanteleer chooses the range (min. 10 feet)
9: Heal, Euphoria by draining the kanteleer’s Constitution, – the subtending angle responds
gaining 5 feet per point drained. The accordingly. Those within the cone
kanteleer must make a Constitution check suffer 1d6 for every 3 caster levels. In
Variant Song-Spells after playing superstar. Failure results in addition, those within the cone must save
collapse for 1d20 hours. Collapsed vs. Death Ray or be deafened for one
Anti-Magic Field: This works like an individuals must make a second turn.
anti-magic shell, but the kanteleer can Constitution check. Those who fail die
temporarily drop the field to use another from exhaustion if not treated within the Broken Record
spell and reestablish it in the next round. 1d20 hours. Level: 8 (Discordancy)
Range: 20 feet
Brown Note: The brown note, or power Unease: Unease acts the same as the Duration: Special
chord kill, functions as power word kill. clerical reverse spell blight. Effect: repetitive action
Discord or Insanity: Discord and Vigor: Vigor acts like bless, but targets All those within range must save vs.
insanity function identically to the receive +2 to hp and to saves vs. DR/P, spells or repeat their current action (even
abilities of the same names under symbol. P/TtoS, and DB and to Open Doors. if to no effect) for a number of rounds
Unlike symbol, the song-spell has a range
equal to 1d4 +20 – Wisdom.
of 60 feet and is not a permanent ward. White Noise: White noise, or quiet riot,
functions like silence 15-feet, with all Cacophony
Literal Lyrics: The desired outcome of sounds drowned out by an ignorable Level: 4 (Discordancy)
this wish-type spell is composed in a five frequency spectrum. Range: 60 feet
line stanza, with five small or one major
Duration: 1 round/level
result (referee’s call). Ex.: “When the
Effect: 15 feet +1 foot per level radius
lights go out in the city…” is minor.
10
SPECIAL RULES for KAARJALA: THE KANTELEER
Cacophony creates an unrelenting noise Fellowship Rhapsody
that prevents concentration. Intelligence Level: 4 (Concordancy) Level: 9 (Concordancy)
and Wisdom checks are at -2, spell Range: 30 feet Range: 20 feet
casting requires an attribute check, the Duration: 1 round/level Duration: 1 day
chance of being surprised increases by 1, Effect: increased Charisma Effect: Complete awe of kanteleer
and Open Locks, Read Languages, and
Find/Remove Traps suffer -25%. A save The kanteleer enjoys a temporary boost With rhapsody, all hostilities against
against spells avoids these effects. of 2d4 points of Charisma among those the kanteleer cease. Opponents answer
within range. questions truthfully and even accept
Confuse indirectly injurious suggestions (i.e. “join
Level: 5 (Discordancy) Metal Vibration my army” is okay, “fall on your sword”
Range: 60 feet Level: 5 (Sonorous Melodies) is not). The spell is broken if the
Duration: 1 round/level Range: 30-feet kanteleer attacks.
Effect: 15 feet +1 foot per level radius Duration: 7 rounds
Effect: makes weapons unwieldy Suggestion
Everyone within the area of effect is Level: 4 (Concordancy)
bewildered and hears noises all around All weapons with metal parts vibrate Range: 10 feet
them. Those affected suffer -3 on all violently in the wielders’ hands (-2 to Duration: Task Completion
missile attacks (save vs. spells hit). This penalty lasts until the weapon Effect: Single Listener
permitted). Afterwards, victims have is dropped plus a number of additional
difficulty describing what they observed. rounds equal to the rounds the weapon Suggestion plants an idea in the
was held. If cast as a 7th level song, the listener’s head that he or she will pursue.
Echolocation spell also affects metal armor and shields. Such suggestions must be ordinary
Level: 8 (Resonance) Magical items are unaffected. activities like “look in the crate” and
Range: 1000 feet cannot appear fatal to the victim. It can
Duration: 1 round Quivering Blades also force a listener to accept a response.
Effect: locate all objects Level: 5 (Sonorous Melodies)
Range: 30-feet Unending Melody
The kantele’s sound waves are bounced Duration: 1 round per caster level Level: 8 (Discordancy)
back, giving a three dimensional picture Effect: attack and damage bonus Range: 60 feet
of the environment up to the range limit, Duration: Special
including invisible but not ethereal Blade tips within range of the kanteleer Effect: drives one target crazy
creatures. This will identify the location are set to vibrate, granting +1 to hit and
and size of objects, but it will not identify +2 to damage. The kanteleer can tune one Unending melody places an endless
those objects, nor will it peer within weapon type per round, but all weapons song in the mind of a single target. The
objects such as crates. Silence and white cease quivering on the same round. The target must save vs. spells at -2 or
noise can counter echolocation. The spell affects opponent’s weapons, too. temporarily loose 2 Wisdom points each
waves cannot penetrate walls or closed round until a save is made or Wisdom
doors, but they can bend down hallways. Remove Fatigue drops to 0. In the case of the latter, the
Level: 4 (Harmony) character is driven mad and engages in
Euphoria Range: 10 feet self-destructive behavior to get rid of the
Level: 9 (Harmony) Duration: Instantaneous song (i.e. hitting one’s head against a
Duration: 20 minutes Effect: removal or prevention of fatigue surface, or jumping off a cliff). The
Range: 5 feet duration of the ultimate state is treated as
Effect: one individual All within the area of effect – but not per maze, using the current Wisdom
the kanteleer- feel as if they have just had score.
The target enters a state of unrelenting a full night’s sleep. Any fatigue penalties
joy in pursuit of their activity and is are eliminated, and daily allotments of Wind Whisper
immune to all mental attacks and slow or powers are reset. Casting takes 1 hour Level: 4 (Resonance)
other delaying spells. They are +3 to hit and temporarily drains 2 Con points. Range: 100 feet + 200 feet per level
and to damage and cannot die before the Duration: 1 round
spell’s duration, but they are not immune Effect: 1 message
to injury. Preparation time is 5 minutes.
The kanteleer sends a message or song
(non-magical) to a specific person within
range. Others cannot comprehend it.
11
SPECIAL RULES for KAARJALA: HYPOTHERMIA
This section provides optional rules Protection is poor if more than one of Frostbite: The character suffers
dealing with the effects of hypothermia – these is lacking. frostbite damage equal to the amount in
a condition arising when the body’s While sleeping, a single check is made parentheses. In addition, the character
temperature drops below the level needed for the night and frostbite effects are suffers the following attribute penalties
to function normally. Activity and multiplied by 4 if sheltered, 8 if until aid is obtained: Str -2, Int -2, Wis -
motion in a cold environment are key to unsheltered. 2, Dex -2, Con -2, MV reduced by 10%.
keeping warm. If a person lacks the In addition to the conditions listed Successive frostbite results produce
energy required to stay active, he or she above, injuries impair a hypothermia cumulative penalties.
becomes sluggish and less able to fight check due to the additional strain they
off the numbing effects of intense cold. place on a person’s body. Using the Rules - An Example
While traveling the Autuasmaa Plain,
Hypothermia Checks Hit Points Remaining Penalty Paavo (Con 11) is caught in a sudden
A hypothermia check is performed by 51-75% -1 snowstorm and cannot find a nearby safe
saving vs. Death Ray, with any bonuses 26-50% -2 haven. He wears a heavy fur cloak and
or penalties due to Constitution applied. 1-25% -4 boots but has no bedroll or blanket. He
The table below lists situations that may starts looking for a cave and after a few
warrant a hypothermia check, but it is not The Effects of turns he finds nothing. The referee rules
exhaustive. Multiple conditions incur a that it is time for a hypothermia check: it
Hypothermia
cumulative -1 penalty, and checks are is -20°C (-2) amid a snowstorm (-1), and
If a character fails a hypothermia check,
made at the most rapid rate. The referee Paavo has no shelter (-1) – a total penalty
the referee should roll d20, plus all check
can consider mitigating factors, such as of -4. The character makes his check and
modifiers, and consult the table below. It
just-below-freezing temperatures, in continues searching unaffected. He
should be noted that once a hypothermia
adjusting the check and/or its results. locates a large cave in nearby hill, and
check fails, all future checks fail until the
takes shelter while the blizzard rages
conditions which triggered the initial
Check outside.
failure have been eliminated for 3d4
Condition Every Paavo grows hungry as four hours pass,
hours.
Standing idle 4 hours but he ate the last of his rations 12 hours
… in cold water 1 turn ago that morning. The referee calls for
d20+mod. Result
… in frigid water 1 rd another check: It is only -5°C in the cave
-1 or less Hypothermia
… in snow (buried) 1 hour (no penalty), but Paavo is hungry (-1),
0 Collapse
In a blizzard 1 hour and the referee decides he has been idle (-
1 Delirious (1d6 rd)
Starving* 4 hours 1). He makes the check (-2 penalty), but
2-3 Frostbite (1d6)
Not rested 4 hours is growing tired.
4-5 Delirious (1d4 rd)
Not protected** 1 turn The player decides that Paavo must
6-8 Frostbite (1d4)
Poorly protected** 1 hour rest, requiring another check before
9-11 Delirious (1d2 rd)
Well protected** 1 day waking 8 hours later: At that time, Paavo
12-14 Frostbite (1d2)
is famished having not eaten in 24 hours
15+ No effect
Adjustments (Cumulative) Penalty (-4) and has been idle (-3), had no blanket
Lacking protection category -1 (-1), and the temperature dropped to -
Hypothermia: The character dies in 15°C (-1) for a total of -9. He fails the
per 10°C (18°F) -1
1d6 turns unless moved to a warm initial check and may be suffering
below freezing
location and means taken to raise the hypothermia.
body temperature. Roll for additional The referee rolls for effects; a 14, or 5
* Eating regularly is essential to effects each turn while hypothermic.
providing the energy necessary to keep after reduced by the -9 penalty. Although
Collapse: The character falls the result is “delirious”, the referee rules
moving and sustain bodily functions. A
unconscious and must make a Con check that Paavo merely falls into a deeper
person is considered starving if they have
(per turn with penalties) to wake up. Roll sleep, but must roll again with an
not eaten in the preceding 8 hours (i.e.
for additional effects each turn while additional -1 penalty. The result is 2 (12-
checks at hours 8, 12, 16, etc.). For every
collapsed, ignoring “Delirious” or 10), and Paavo developed frostbite over
four hours beyond the first eight, penalize
“Collapse”. night, losing 12 (4x3) hit points and
the check -1 but ignore frostbite results
Delirious: The character stumbles suffering several penalties to his
until collapsed.
about for a number of turns contained in attributes. Unfortunately he only had 11
** Proper protection is defined as
parentheses, possibly becoming lost in hit points, and weeks later his frozen
insulated boots, suitable winter clothing,
the process. Reroll. Subsequent rolls corpse is discovered by an adventuring
shelter from the elements, and a good
have a -1 penalty. party.
blanket for sleeping. The latter two are
only applicable during rest periods.
12
MAP of KAARJA
VAULTS OF PANDIUS
The trip from Kaarja to Rovaniemi had been quiet, with no surprises - Julius liked it
that way. But on this particular tract the forest grew dense and cast a gloomy pall,
which did not sit right with the man.
"It shouldn't get this chilly so quickly," complained his companion, Glorin. A definite
chill tainted the air - and it was still summer.
The snap of twigs and branches, followed by the stench of decay, drew the party's
attention. Shambling, blackened forms stepped onto the road and surrounded them.
Julius, Glorin, and the third member of their party formed a defensive position. They
had encountered undead like this many times since coming to Kaarjala, and judging
from the numbers, this was going to be a tough fight. Perhaps they should have
accepted that strange shaman's offer to accompany them, after all.
This is the tenth entry in a series of unofficial Gazetteer gaming aids for
enthusiasts of the world of Mystara. This work covers the Kingdom of
Kaarjala, an isolated land within Norwold’s Arctic region whose existence
is made possible by a magic windmill that generates gold, grain, and
warmth.
This product also provides rules governing the effects of hypothermia and
guidelines for playing two new classes unique to Kaarjala: the kanteleer, a
heroic zither-strumming warrior; and the noaid, a mysterious spellcaster
who taps into the realm of spirits.