File:B. 02 - Lapland.png|680px| thumb]] |+|
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|−|Click to enlarge. Shows latitude 62.96° to 72.50° north; shows longitude at bottom of map between 14.19°E to 41.28°E. The orange line through the map indicates 30°E. Hexes are [[20-mile Hex Map|20 miles]] in diameter. Numbers at the right indicate distance from the north pole in hexes; the direction of north is at the top right, so it must be noted the direction on the map turns 60° at the 30th meridian. |+|
to of to the . the the of .
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|−|== Land == |+|
the with 'of . of , ,of .
|−|The map depicts the whole of [[County of Archangel|Archangel]] and [[Kingdom of Vastenjaur|Vastenjaur]] ([[Earldom of Fieldland|Fieldland]], [[Earldom of Knollslan|Knollslan]]), with parts of [[Kingdom of Bjarmaland|Bjarmaland]] ([[Barony of Glu' Bak|Glu'Bak]]), [[Kingdom of Denmark & Norway|Norway]] ([[County of Nordland|Nordland]], [[County of Troms|Troms]]), [[Thane of Nanbrun|Nanbrun]], [[Kingdom of Sweden|Sweden]] ([[County of Angermanland|Angermanland]], [[Duchy of Etela|Etela]], [[Duchy of Lansi|Lansi]], [[County of Nysia|Nysia]]) and [[Principality of Ulthua|Ulthua]] ([[Great Thann of Aenaria|Aenaria]], [[Thann of Arjala|Arjala]], [[Thann of Egreliia|Egreliia]], [[Thann of Finnemar|Finnemar]], [[Thann of Kvenia|Kvenia]], [[Thann of Laponia|Laponia]]). The Gulf of Bothnia and the White Sea, as well as the coast of the Barents Sea, are frozen for many months of the year. | |
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Peoples == |+|
|−|The map includes [[Gnome Race & Physiology|gnomish]] populations in Fieldland, Knollslan and Nanbrun; an [[Elf Race & Physiology|elvish]] population in Aenaria, Arjala, Egreliia, Finnemar, Kvenia and Laponia; a [[ Halfling Race & Physiology| halfling]] population in Archangel; [[ Human Race & Physiology| human]] populations in Angermanland, Etela, Lansi, Nordland, Nysia and Troms; and [[ Gnoll| gnoll]] populations in Glu'Bak. Parts of the Scandinavian mountains at the top of the map are known to be occupied by stone giants. |+|
, in [[|]] [[|]], [[|]]. the .
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|−|Historically, numerous wars have been waged between Sweden and Ulthua, though there have been no formal hostilities in more than a century. Raids upon Archangel and Egreliia by gnolls take place to this day. Regardless, a significant trade in timber and other raw materials is shipped through the Gulf of Bothnia from Randparn, Lulea, Ulea and Vasa to greater ports throughout the Baltic Sea. During the summer, Archangel is the most important port in northern Europe, having access to valuable furs and rare metals from distant Moscovy and the Ural Mountains. |+|
, and , a . and
to . , the of , , and to .
|−|See Also, <br> |+|
Sheet Maps]] <br> |+|
|−|:East: [[ Map B.03 - Yak'Margug| Yak'Margug]] <br> |+|
the , in and and the .
|−|:NEast: [[Map A. 02 - East Svalbard|East Svalbard]]<br> |+|
|−|:NWest: [[ Map A.01 - Greenland Sea| Greenland Sea]] <br> |+|
, [][[|]] . -[[|]][[|]]
|−|:West: [[ Map B.01 - Lofoten| Lofoten]] <br> |+|
. . . .
|−|And from Wikipedia:<br> |+|
|−|:[https://en. wikipedia. org/wiki/Arkhangelsk Arkhangelsk] / [https://en. wikipedia. org/wiki/Finland Finland] / [https://en. wikipedia. org/wiki/Karelia Karelia] / [ https://en.wikipedia.org/wiki/Murmansk_Oblast Murmansk] / [https://en.wikipedia.org/wiki/Norway Norway] / [https://en. wikipedia.org/wiki/Sweden Sweden] |+|
Provides knowledge regarding the mixing/making of insinuative poisons and acids for the purpose of increasing the damage done through the use of weapons. These are introduced into the enemy's body through knowledge of dosing weapons.
The character is able to make a group of somewhat weak and inconstant poisons which dry quickly and often fail to produce the desired effect. However, once introduced into the enemy's body, they do satisfactorily increase the effect of weapons against victims.
When a hit with a weapon is made, the attacker using an insinuative poison rolls to determine if the weapon interacts with the victim's flesh AND the part of the weapon interacting is still dosed with poison. This combination of events, called a "touch," has a 1 in 4 chance of occurring.
This poisonous toxin is designed for one touch that is meant to kill the victim slowly and over time. When used with a dagger, the touch is automatic — if used in conjunction with either backstabbing or assassination. When the victim is hit, the poison adds +2 damage. The victim makes a saving throw against poison; if successful, then they have only been scraped by the poison and no additional damage will accrue.
If the saving throw fails, then one half-hour after the hit, the victim will begin to feel acute pain that will increase rapidly for the next hour, until the victim is bedridden with digestive complaints and, following the fourth round after the touch, diarrhea and sleeplessness. Meanwhile, the victim will suffer 2 h.p. every hour after the touch occurred (beginning a half-hour after acute pain is first felt), for the next 12 hours (a total of 24 h.p.). The victim can be sustained through salves and healing spells if an antidote is not available.
the victim will continue to suffer 2 h.p. of damage every hour, for the next 24 hours. An additional affect of the poison is a steady, debilitating pain, with diarrhea and sleeplessness, so that the victim will be unable to take any action or rest starting one half hour.
This acidic concoction delivers a fierce scourge that the enemy will feel acutely, causing them to cry out in pain and make a saving throw. A success will mean that the victim will suffer 1-4 additional damage over and above the damage caused by the weapon. There will be no other effects.
If the saving throw fails, the amount of damage will be 3-12. If the weapon and poison (added together) succeed in producing a wound, suurbite will cause 1 additional hit point of damage in excess to that normally caused by bleeding. Additionally, the area that is hit will produce a wide burn, typically 4-6 inches across. If this is thereafter aggravated by clothes, armour or other equipment, the character will suffer a -1 penalty to their action points. This table will sufficiently determine the location of the hit.
The first hit will deplete the amount of dose on the weapon, so that following hits will have only a 1 in 8 chance of the poison touching the victim. Success is also much reduced, so that a saving throw will reduce additional damage to 1 point. A failed saving throw will cause only 1-4 additional damage above the weapon. The poison will no longer have sufficient strength to affect the victim's wounds or action points.
A third touch is possible, but the chance is reduced to 1 in 12, with a successful saving throw discounting the effects completely. A failed saving throw will cause only 1-2 additional damage above the weapon.
Suurbite can be subdivided into one-third doses for use with arrows and bolts, which will produce the effects of a second-touch above (+1-4 damage per hit, +1 if save, no additional effects).