Civilization - Alukhai

The Alukhai
 
Civilization
The name Alukhai symbolizes the fierceness of Kanum Kotan’s people. It means “tribe destroyer,” a title that best fits this nation’s warriors. After the Great Flood, they allocated themselves in the northwestern section of what used to be part of Midgard and named it “Kanum Kotan”, the land of evil gods, as they do not consider it their home land
Background
You grew up in the city, close to the port on the shores of Kanum Kotan. You can remember the busy roads filled with bustling folks who never stopped to take a second glance at you. As a child, you were mesmerized by the traveling street performers making a living by practicing martial arts in public areas in a vague attempt to master the arts. You frequented the military base for your amusement, as your rank as the son of one of the city’s officials granted you permission to watch the soldiers training sessions. Education was your first priority, as one cannot become useful for warfare with an empty head.
Alukhai were taught to ride from a tender age - children would sometimes be strapped to a horse’s back before they could walk. It is likely that you already own your own horse, as most locals do.
You and your family are not very close, with the exception of perhaps your siblings or cousins. You live in a large house held up by wood and walls of stone and clay. The structure is in the shape of a square, with a courtyard in the middle that is used to practicing martial arts or for the younger children to play in.
The men and woman of Kanum Kotan wear similar clothing, the only difference being in the colors (women wore lighter shades than the men.) Fur and leather are very popular fashions, worn outside of the home against the cold.



Hierarchy
In Kanum Kotan, the population is divided into hierarchies. At the top of the pyramid lies, of course, the Great Khanum. The Khan of the nation occupy the second layer, as they are the commanding officials who look over a town or city as the mayors. Next in line are the general officers of the army, followed by the merchants and pirates who keep commerce thriving for the land. Soldiers of the army are next, and commoners make up the largest portion of the pyramid. Thugs and bandits are second to last at the bottom of the ladder, and slaves and prisoners are at the bottom.




Traditions and Legends
The Alukhai are a people with many traditions derived from ancient legends of their ancestors’ pasts. The custom that a herdsman could slit a vein in his horse’s neck and drink the blood for sustenance came from the legend of the hero Gantulga, who had done so when he ran out of supplies in his quest to find the dragon Mönkh-Erdene. Gantulga’s horse, a rare steed bred in the northern highlands, had survived the wound and continued serving his master until the end of his days.
Horses are considered to be the noblest of all animals for the Alukhai, providing aid in travelling, milk, and strength to plow the frozen lands. Fermented mares milk gives the Alukhai their favorite alcoholic drink: airag.
Half-orcs are considered to be half human and half demon. These half-breeds are thought to be a blessing from the ancestors. The surrounding islands of Kanum Kotan are inhabited by orcs, and women are sent to these “demon islands” to become impregnated with their seed. Once they return to their homeland, they await the day they give birth, so that their children could be sent to the army for training. Marriage to another human after this ritual is optional, though very few men would agree to bed these women.


Religion
Ancestor worship (also called ancestor veneration) is a ritual practice that is based on the belief that deceased family members have a continued existence, take an interest in the affairs of the world, and possess the ability to influence the fortune of the living.
Rituals of ancestor worship most commonly consist of offerings to the deceased to provide for their welfare in the afterlife, which is envisioned as being similar to the earthly life. Ancestor worship begins at the deceased kin's funeral, at which necessities are placed in the coffin or burned as a sacrifice.
After a family member's funeral, families set up a home altar for the purpose of ancestor worship. The altar normally includes a tablet with the kin’s name and offerings. Altars are usually taken down after 49 days, the period during which the deceased is believed to be undergoing judgment. After the 49-day period, the deceased is worshipped along with all the other ancestors of the family.
Ancestral tablets are pieces of wood inscribed with the name and dates of the deceased. They are kept in a small shrine at home and in the clan ancestral temple. Incense is lit before the tablets daily and offerings of food and prostrations are presented twice a month.

Region - Sudholt

Sudholt
This remote country to the east of Midgard is claimed as its easternmost province, Sudholt is completely sovereign. It has grown wealthy from trade between Brictomcant, Einn, and Brectholt.

Common Knowledge
This region was once connected with Midgard before the Great Flood, it is now separated from it as it thrives to survive on its own. The people of Sudholt are known for their fishing skills and their great warriors.

Regional Features


Augatorp: Oppressed by the Dark Vikings, the men of Augatorp are taken as slaves to do hard work or to be turned into dark vikings, the women are used as servants. Once a month the dark vikings come to take one man and one girl from this town.
Illvirki: The major trading center in Sudholt, this port town's harbor was designed with defense as its first priority. It is rumored that the harbormaster pays tribute to Aegir to drive away all sea monsters.
Skelfagard: The Sudholtan, human nomads who survive by raiding the nearby settlements, make their homes in region of Sudholt. Skelfagard is the capital city of the a region that openly worships Hel and Loki and is known to hold a vast army of Dark Vikings.
Skipta: This dark town is home to demons and undead creatures who curiously enough answer to priests of Hel and Loki. From here the dark vikings descend down on Augatorp to get their slaves.
Vandkeld: This village is home to small farmers, traders, and artists who provide the dark vikings with their goods (whether they like it or not).

War of the Runestones

Samhiunn 7: Ying, monk slave heads departs to Kroptuvirki to start her duties as a Thrall.
Samhiunn 14: Druin, Jarl of Kroptuvirki leaves with Ying towards middengeard to regain fame and glory.
Samhiunn 28: Aidrien appears in Manheimm after being sacrificed in Faerun and then caught and sold as a slave.
Jol 10: The heroes reach Logrheim and a small Alukhai invasion takes place where the Jarl of the town dies and a ring is stolen. Aidrien becomes a Thrall of Druin.
Jol 11: Heroes head deep into the forest to find a hermit who has information on the rings. There they find an old man with an eyepatch, a servent of Odin who lost his eye fighting a dragon. The heroes learn of the 3 rings that contain information about a hidden Runestone which if discovered and reactivated it will grant great benefits to the region its located. After fighting a white dragon and talking to the hermit, their discovery leads them to Aldrnarihrid.
Jol 17: The heroes become aware of corrupted elders who took the ring from Finn, the Jarl of Aldrnarihrid. After being deceived shortly by one of the elders, the heroes dealt with them but in the end, the eldest sacrificed himself to summon the undead minions of Hel, after seeing captain Finn being stroke down by the undead warriors, the heroes decided to flee (even though Ying protested).
Jol 25: Heroes reach Logrheim and visit the hermit but he was already gone. They discovered a hint left behind by the hermit, saying that he was heading towards the capital.
Jol 26: The heroes caught up with the hermit, here they met another of his apprentices (a male air genasi). After a few hours they Ying noticed a storm will come, which as very odd since that region was warded from snow storms.

The Frozen Tower (Jol 27): The heroes discovered a strange tower in the middle of a giant lake, from the top of the tower an orb was glowing and emanating a magical fog that quickly became a raging blizzard and started to spread across the land. The heroes went to the tower while the hermit and two of his apprentices kept going towards the capital. At the shore of the like the heroes encountered goblins touched by the elemental chaos and they wielded the element of ice. After dealing with them, they entered the tower where they found frozen bodies of dwarves, Ying manage to stop a key and took it but she wasn't very careful and the frozen dwarf lost a piece of his leg (not that he could feel anything). They opened a magical vault full of magical items. They went up the tower, Aidren researched some books on the Elemental Chaos, her origins, and the origins of the Ice King, it seems he was a warlock before he was afflicted with some illness and left his tower and all his research behind. At the top of the tower was a giant cracked sphere, who was holding a Spirit of Winter, but it cracked and he was causing the storm. The heroes couldn't deal with him and went back into the tower, but the spirit of winter wanted to eliminated them and started climbing down the tower, as he did the tower started to crumble and the heroes had to escape by climbing, dodging boulders and using teleportation circles.
Once on the ground the heroes fought the monster and after killing it, Ying and Aidrien used their arcane knowledge to seal the sphere while Druin charged the sphere and destroyed it.

The road to the Capital (Jol 28): After an extended rest, the heroes started heading north towards Middengeard. On their way there they heard the cries of a little girl who seemed wounded, Ying noticed that her cut was self-inflicted and as soon as the girl noticed she screamed for the bandits to come out and attack their prey. The heroes dealt quickly with the bandits, the dwarf bandit leader offered them their stash of valuables if they would let them go, but in reality it was another ambushed prepared in-case they would get caught. There at the bandit's base they started negociating with them, but all they said was to leave before Koss returned, nobody of the party knew who he was, and ignored their warnings until they saw a 8 foot tall man who spoke to them in a deep but calm tone. Koss offered to let them walk away if they could beat him in combat, which the heroes did with some effort and then headed towards the capital.
While in the capital, Druin was greeted by one of the guards after recognizing the heirloom of his house, then the heroes went to the Hungry Wolf tavern where they met with the hermit who revealed he was the brother of the King, but that there were issues between them and he needed the heroes to deliver the 3 rings to him, but first they needed to catch his attention by doing diverse things within the city.

Here are some of the research notes found in some of the books inside the tower:

Walpurgis 12th 01: The Elemental Chaos is the source of the material and energy that make up every other realm in the multiverse. Stone and smoke, fire and metal, water and light, ice and lightning, wind and raw magic-all combinations are the substance ofthe Plane Below. Thus the Elemental Chaos is considered one of the two fundamental planes, along with the Astral Sea. These two realms anchor the entire cosmos; without them the world, and most other planes, could not exist. I believe Muspelheim and parts of Niflheim are located here.


Walpurgis 20th 01: I have encountered an entity called Lyggi he has teached me many things about this Elemental Chaos and has given me hints about another place called Fjarrifold, the Far Realm, i will be studying this further.


Ostara 7th 01: The Far Realm is a dangerous place, ive started many experiments using the elemental chaos with the guidance of Lyggi, ive mastered many ways to bind creatures from that world into ours. I have taken in my first subject Kossfangglima, a smart and strong viking who lost his arms and legs during the Great War, Lyggi suggests to bind his body and soul to the Far Realm and see the results, so i will.

Ostara 18th 01: Kossfangglima regain his arms and legs and has grown to 8 feet, but his mind is very unstable and has gain some sort of speech impediment, further studies have revealed that part of his mind is trying to keep control of his body. He now responds to the name of Koss, his original name is too long for him to pronounce anymore.

Samhein 1st 01: Lyggi suggests that i try to bind the Far Realm and Elemental Chaos to a perfectly healthy magic user. I have chosen a female subject for this experiment. I hope it goes well.

Samhein 5th 01: My experiment has gone terribly wrong, i am bound to ice and so is she... nameless horrors have escaped from both realms, i must shut away this tower, i must go away from this place... my subject has escaped, she is calling herself Winter... i dont have much time.... this will be my last entry.

Lofgar


Bark at the Moon (Jol 29 -Thurseblot 15 ): In order to attain the king's attention, the heroes kept their ears out for jobs or quests they could take on. Following the rumours of a gang that kept terrorizing the nobles, the party decided to settle qualms with them in the undercity. There, they met Lindo, an alchemist gnome who decided to accompany them during their travels. After successfully closing down the blackmarket, the heroes found that the hermit had sacrificed himself during a Duergar invasion.
They returned to the to the Hungry Wolf with the hermit's body. The barkeep informed them that two letters were awaiting their response. The first, from the king, requesting to meet them. The second, from a noble, asking for protection. Deciding that the matter with the king was far more urgent, and that perhaps they could find a way to revive the hermit, the heroes left for the castle after a short rest. The audience with the king had proven rather unfruitful, as the king took the rings from them and requested that they return the next day.
They then went to meet the noble. The heroes were to protect the nobleman's daughter at all costs, as they were being attacked by werewolves. Deciding to take the job, the heroes did as told and though witnessing the massacre of the noble man's house, they completed the job. They returned to the inn, and along the way, met a woman who was covered in blood. They insisted on demanding what had happened to her and were told to meet with her in Fellheim.
The next day, they went to the king. The king had already dispatched a group of “more seasoned” warriors to protect the runes, and thanked the party for their services. Unsatisfied, the heroes decided to follow the hired warriors. They buried the hermit in the forest, as they could find no way to revive him, and traveled on.
As they camped, they met a group of werewolves who were attacking the bloodied woman from before. Her name was Regina and it turns out that she was seeking her husband, who had been lost during a werewolf raid. They took her along and arrived at Fellheim, a city riddled with a strange mist.
There was a tear in the veil seperating their plane from the Feyrealm, and the party agreed to find out what was going on before continuing their quest towards Heilgard. They found out that the mist descended from the werewolves' keep beyond the city. They traveled towards the keep and met with Valdyr, the werewolf leader. They promised to find a way to remove the werewolf curse in exchange that the raids would stop. The werewolves gave the party 6 days time.
The found the Eladrin's ruin, where the witch who had cast the curse was rumoured to have been buried. They found her spirit resting atop of a tomb, and were told to bring her the blood of her descendant in order for her to show them the way to remove the curse. The party decided against keeping their word and managed to trick the witch into believing that Aidrien, the Changling, was her descendant. They proceeded with the ritual to revive the witch.
They fell into the ruin and traveled the dungeons, finding the witch at last. It turns out that the witch was a vampire. They received a grimoire with the way to undo the curse, and killed the witch (She was considerably weakened as they used the wrong blood for the ritual.) They returned to Fellheim on the 6th day. They waited for the werewolf attack, and stalled them. They read the grimoire and found that the curse was never a curse. The young monk explained to Valdyr the situation, her words brimming with courage as her companions aided her speech. Valdyr swore onto the allegiance that his family had agreed to centuries ago, re-joining under the banner of the House of Gwrnal. The raids would cease, and the werewolves would learn to accept their beastial abilities. The mist cleared upon the horizon, and the heroes would resume the quest to Heilgard.
Aberrant Dreams and the Forces of Nature (Thurseblot 16- 24) :
Our heroes continued their march towards Vidirgala to take ship and reach Hofgitorp--the last city before they reached Heilgard. Along the way, they met Shrist, an Elven Hunter who had been seeking out some wanted criminals for bounty. She joined Druin's party and the heroes set up for camp, but not before Ying and Adrienne engaged in a snowball fight against Druin.
That night, they dreamt of a red sky, and a giant skull in the heavens replacing the moon. Its jaw gave way, and maggot-worms descended from the skull. They awoke, minds perturbed at what they had just seen. Quick the react to her surroundings, Shrist noticed the presence of unwanted company: a mindflayer who made clear that his intentions were to secure Adrienne into his plans. The aberration offered Adrienne an army of her own, to which she would be queen of, under the condition that she leave her companions. She refused his offer, and the mindflayer left, with promises that she would seek him out sooner or later.
The next morning, the party arrived at Vidirgala. The group separated ways in the market. Ying was to stock up on their supplies for the boat ride, Adrienne and Shrist went about their own ways, and Druin set off to find the bravest captain who would dare sail the Serpents' Sea.
Find her, he did. At the port, staring longingly out to the sea, was Captain Darvia. Druin requested that they be taken to Hofgitorp, and even convinced her to lower the price for which she was to take them. The party rejoined at the port and they set sail. Out on the sea, they encountered a sea serpent and its minions, and after a victorious battle, they reached Hofgitorp.
But they were too late. The entire village was set on fire, and above them, far in the sky, a black dragon soared. The party set out to find survivors. Upon reaching the jarl's longhouse, they found the General, who seemed to have gathered 5 ring-maps. He called out to his black dragon, and the heroes fought against it.
...and then they woke up. It was morning once more. Or was it? The heroes had been dreaming all along, no doubt something that the mindflayer had inflicted upon them. They set out--again.
They arrived at Vidirgala, and the party decided to visit the jarl of the region before setting out to sea. There, they encountered a Beholder, and together with the freelancing half-elf bard that had been present, they defeated it. The group, now accompanied by Inigo the Bard, set forth to find Capt. Darvia and her crew. It took much persuading and alcohol, as leaving the port was illegal by the General's orders, but they convinced her to take ship. They fought a Kraken.
They arrived at Hofgitorpwith chunks of meat from the kraken, they offered it to the jarl of the town and in exchange they jarl drugged the party and somehow they ended up closer to their destination. They woke up in the middle of a forest which they quickly identified as they one in their dreams, and if this was correct, heilgard was nearby. They reached Heilgard and were met by flames. However, these flames were set around in a ring around the city, for it was the Dragon's Festival. The same black dragon from their dreams appeared, soaring through the sky before disappearing from sight. The heroes walked on to the jarl's longhouse. They reached the longhouse just as the General was leaving it. He and Druin had a brief discussion, and upon agreeing that no one would be injured, the General would take his leave. And leave he did. Moments later, an agonized cry was heard from within the longhouse.
The jarl had been injured, severely, by the blade of the General. Angered by this, Druin swore to take revenge, and the party marched on.
Along their path, they reached a deserted monastery. Ying decided to remain there and find the reason undead walked its halls, and urged the party to continue their hunt of the General. In the monastery, she learned that the monastery had been attacked by creatures of the underworld, and that a being names the Sleeper was behind it all. She found the ancestral tablets belonging to the headmasters, and sought out the Sleeper with their help.
The Sleeper was was a headmaster and he went to look for missing students deep inside the caves built by dwarves long ago. He never returned, so a search party was sent. They found his body, deep in slumber. That was when the attacks from the Underworld began. Those few who survived trenched themselves in the monastery. Lured in by the Sleeper's powered, the mindflayer used it to drive those who survived mad. He had planned to lure Adrienne for an unknown purpose. Ying had to become a Sacred Fist of Zuoken in order to seal the Sleeper's essence within her, she did the ritual and became an Elan and merged her soul with the essence of the sleeper.


On their way to Uros, the party was attacked by Yuan-Ti slavers. Luckily, Ying had found their old companions and was able to assist them. After slaughtering the Yuan-Ti, Ying explained what happened back at the monastery. the next day the party set out for Uros.



The adventure begins with a powerful earth tremor and a wave of concussive force that ripples through the forest. The heroes traced the source to an ancient shrine where three ley lines converge. Yuan-ti have constructed six summoning beacons around this location and used them to summon forth a gargantuan elk that erupts from the ground, leaving behind a gaping rift to the Feywild. The sovereign elk lumbers toward the village of Uros, leaving shattered trees and a trail of knotted roots in its wake.
Ying redirected the sovereign elk away from inhabited areas but wasunable to harm it. The Uros militia arrived to harry the colossus, thus freeing the heroes to find another way to halt the elk’s advance.
If the adventurers had followed a ley line into the Stormbolt Highlands, they discover that it intersects with
a mysterious rune-etched wall recently excavated by Skarn Felstorm’s miners. They follow the ley line in
the opposite direction and step through the gaping rift left by the sovereign elk, they are transported to
an isolated valley in the Feywild. Following an obvious trail of destruction leads the adventurers to a damaged eladrin and elf stronghold situated where the Stormbolt Highlands would be located in the natural world. If the heroes convince the eladrin and the elves that they share a common enemy, they are welcomed into the stronghold.


The eladrin and the elves reveal that the sovereign elk is a beloved archfey, and they are eager to help the heroes lure it back into the Feywild. The heroes also learn that the sovereign elk is being used as a pawn to free a powerful naga exarch of Zehir trapped in a magical prison that Skarn’s miners accidentally unearthed. The heroes are given a vial of the sovereign elk’s blood that must be imbibed before they confront the archfey in the Stormbolt Highlands.
The Stormbolt Highlands militia, powerless to stop the sovereign elk, tries to steer it away from populated
areas as it advances slowly toward the mine, drawn to something trapped behind the rune-etched
wall. Meanwhile, a force of yuan-ti and snaketongue cultists confronts the Stormbolt Highlands militia.
The charaShrist took the vial and had figure out how to gain control of the sovereign elk before it reaches the cold iron prison buried below Skarn’s fortress. Shrist entered the Elk's twisted mind and there released the Archfey from his mental prison. The Elk returned to the Feywild. Inigo had died in an encounter with a troll in the feywild but adrianne took the feather left by the Valkyrie who took his soul and brought him back to life with the aid of the leader of Uros. The general they were looking for was imprisoned here, but died after the Elk destroyed half of the city.
The next day, the party received payment of 1,000 Platinum pieces (100,000 GP) for their assistance with returning the Arch-Fey into the Feywild. Uros had been destroyed, and the heroes decided to stay there to help with reconstructing the city. Druin went to visit the leader of Uros to request for the General's belongings, or, more specifically, the rings. The leader refused politely, and Druin rejoined the group. After a brief discussion, the party decided to revive the old hermit.
Adrienne and Ying purchased the components, and they took it to the center of the square. The leader was to help them with the ritual, but the heroes would have to battle the Valkyrie on their own. The Valkyrie descended from the sky, and they managed to defeat her.
The hermit was brought back to life.

Cosmology - Sasainn

Following the Light is a dualistic religion followed by the Sasainns. The central opposition in this dualistic system is between positive energy, embodied in a deity called Elishar, and negative energy, represented by Toldoth. The battleground between these forces and deities is, naturally, the mortal, material world. Most members of this religion cast their lot with Elishar in the cosmic conflict, and devote their lives in obedience to its positive power.

ELISHAR

Elishar is a radiant being suffused with positive energy. It appears in many forms: a pulsating globe of light, a humanoid (either gender or androgynous) with brightly glowing silver or gold skin, or a ravid. Like a ravid, Elishar literally exudes life energy, and its mere presence is devastating to undead.

Dogma

The followers of Elishar believe that life is the greatest power of the universe—the energy that animates living creatures is a good in itself. All evil and all things that hinder life’s being experienced to the fullest come from Toldoth. Elishar is the source of life and of all things that contribute to life: every natural and supernatural blessing
of health, wholeness, and energy. A hymn to Elishar joyously proclaims:

Seed and source of life and light,
Goal of all our living:
You defend us from the night,
Healing and forgiving.
As our life flows from you only,
Let it be both pure and holy.


The Followers of the Light believe that they are called to spread the life of Elishar through the world, combating sickness and death wherever they find it. They plead with the followers of other religions (whom they believe are misled by Toldoth) to serve the Light. It is a point of doctrine among the Followers of the
Light that Elishar and Toldoth will meet in a cosmic battle at some point in the not too distant future, and Elishar will emerge triumphant. To doubt Elishar’s victory is a major heresy. Elishar’s followers carry the
responsibility of fighting the first battles of that war.

Clerics of Elishar wear vestments of silver or gold while performing their ritual duties. Higher-ranking clerics
often wear holy symbols or crowns enhanced with light spells to give them a radiant aura. Elishar’s clerics are charged to promote life and light by healing the sick and wounded. They also care for the poor, because poverty is viewed as a work of Toldoth, and defend people from Toldoth’s mortal, immortal, and undead servants. Every act of good and compassion, they teach, enhances Elishar’s power and robs Toldoth’s strength. Elishar’s temples are found throughout civilized lands— from roadside shrines to grand urban cathedrals. Most temples are constructed as works of art, inspiring in their beauty and enhanced with careful use of light, continual flame, and daylight spells. Followers gather in temples at least weekly, though clergy conduct services one or more times per day, usually in the morning.

TOLDOTH

The opposite of Elishar in almost every way, Toldoth is a dark creature composed of negative energy. It usually appears as a nightshade (any variety) or a wraith. Most followers of Toldoth are monsters, many are undead, and few are humanoids, though dark cults of Toldoth exist throughout civilized lands.


Dogma
Toldoth’s servants revere the forces of death, destruction, and decay—all the things that sap life and strength from mortal bodies and souls. They crave personal power, many hope for eternal life through undeath, and they look to Toldoth as the source of all they desire. Toldoth is the source of all sickness, suffering, weakness,
and death. The Skotologia, an obscene book of prayers and teachings penned by the lich Dumekkra, includes these words, considered the best summation of Toldoth’s teachings:

“Seek the dark, and give yourself to it. Let it suffuse you, hollow
you out and fill you with its emptiness. Let it own you, and you
find its power in your grasp. You possess the life that survives
life’s extinction, the darkness that remains when the light is
extinguished, the black flame that never stops burning. And
when it has consumed your self, you will be one with it, sharing
all its strength.”

Followers of Toldoth delight in spreading sickness, pain, and calamity through the world, for they believe that they are increasing Toldoth’s power in the world and assuring Toldoth’s success in the final conflict against Elishar. Like their enemies in the church of Elishar, followers of Toldoth look forward to a final conflict between the two deities. They expect to see their patron emerge triumphant—and to be richly rewarded for their part in helping win that victory. Undead followers of Toldoth believe that all life will be extinguished
in Toldoth’s final victory, and that they are the rightful inheritors of the earth—the next step of evolution, so to speak, after mortal life.

Toldoth’s clergy wear robes of deep violet or black during their vile ceremonies. If they are not themselves undead (many are), they wear masks or change themselves with illusions to appear so. Beyond their ritual duties, clerics of Toldoth are busy masterminding evil cults. They direct their minions in the full range of evil activities, from careful kidnappings and sacrifices to random violence and senseless slaughter. Often, their goal is simply evil for evil’s own sake. Every act of evil perpetrated in the world gives strength to Toldoth and robs power from Elishar. In lands that have thrown in their lot with Toldoth—evil kingdoms and the realms of savage humanoids, for example—Toldoth’s dark temples stand prominently with no need to hide. They are
built with black stone and often swathed in spells of darkness and shadow. In lands where Toldoth’s worship is forbidden, Toldoth’sfollowers meet in secret, usually in basements, crypts, or dungeons.
Whether in a temple or in a secret shrine, Toldoth’s worshipers meet by night in total or near-total darkness.

Region - Kanum Kotan

Sub-region - Uruk

Common Knowledge

Uruk is an isle located in the northwestern shores of the nation of Kanum Kotan. Though most of the island has sunk during the Great Flood, it holds a very important military base. It is east of the Angul-Law continent.

Regional Features

Kili is an important military base for the Alukhais, as Angul-Law is located across the water from it. Though at peace, the Alukhais prefer to keep a high alert. Despite the fact that the Alukhai aren't very well known to be great sea fighters, Kili homes a fleet of powerful military ships that can hold off battle long enough for reinforcements to arrive, or to drive the battle towards land, where the army of Kanum Kotan is most able. The Khan of this area prefers to recruit half-orc soldiers, in hopes that what the small army lacks in manpower can be masked over with the overwhelming presence of a demon's offspring.

Sanduraghul is the main port for Uruk, an island located off the shores of Kanum Kotan, and is known to be the city of blacksmiths. Because Uruk is such a highly guarded island, the Alukhais in Sanduraghul have perfected the arts in sword-making in hopes to heighten the defense of their people. Every year they would supply enough weapons for every able-bodied Alukhai, and ship them to Bukugeg, another of Kanum Kotan's main ports. Like Kili, it is mostly home to half-orcs, but a large variety of other races coexist here as well.

Sub-region - Irgun

Common Knowledge

Irgun is an island located to the east, and before the Great Flood sunk most of the land it was home of the orginal empire of Khanum Kotan. It is considered one large entity nowadays, but it is home to five peaceful villages and one military base that protects the entire island.

Kanum Kotan

Common Knowledge

Kanum Kotan is small compared to all of Midgard, but throughout the years it has been steadily growing by the conquering of lands after the Great Flood sank most of its territories.

Regional Features

Karakorum is the capital city of Kanum Kotan. It is home to the Khanum and the most powerful army of the entire nation. It overlooks hundreds of miles of plain wasteland. It is surrounded by two thick, exterior walls, on top of which fortresses are mounted for archers to attack from above. It is the ultimate military base, and from the times of the Great War until today it has never met any weakness.


Bukugeg is located at the northern point of Kanum Kotan, and is a port for local commerce. Being the closest to it geographically, it becomes an important route to Uruk. Merchants of all kinds gather here, buying and selling their wares. Because of ongoing trade with Sanduraghul, more than half of the merchandise are weapons or raw materials for weapon-making. It is not rare, however, to find valuable items here. Alukhai of all kind gather here, and even travellers who have managed to venture so deep into Kanum Kotan often make their stay longer to explore this bustling city.

Deriyea is is a town riddled by myths and lores. It is said that angry pure-blood demons roam the inhabited glaciar 40 miles from the shore, and that every night they would freeze the water in the sea to create a bridge of ice to cross over and, disguised as the commoners, would capture a female human as revenge to the townsfolk. The story goes on that the elders had made an agreement with the demons in order to mantain order, and would sacrifice three females every month to satiate their hunger and lust. One woman, sometimes two, would later return from the demons' lair impregnated with a half-demon, who would then be sent to the barracks as soldiers for the Khan's armies.

Kirbegesule is a common town not known for any particularities, except perhaps for the good breeding of horses. Taking advantage of the small plains that border the northern parts of the Kelet-hojin, it is one of the many towns that take pride in their sturdy steeds. A small community of goblins reside there, living amongst the humans. It is a small resting point between the two towns on the northeast and the northwest.

Minukei is located in the northeastern parts of the Kelet-hojin, and is actually inside the forest as opposed to being in the border. Like its neighboring town Siburbalghad, it is home to many shifters and yuan-ti. Goblins and half-orcs make up the majority of its population, as well. This town is also known for the good breeding of horses, brave steeds unafraid of creatures of any kind due to the diverse population in Minukei.

Emkerid is the northeastern port of Kanum Kotan and its importance lies in the fact that it's the only viable route to the island of Irgun. This city is populated mostly by humans, but half-orcs also make a majority of its army. It is also a fort to defend from neighboring attacks, and strong enough to hold on its own.

Baildughei is located on the western region of the Kelet-hojin, and is known not only for its horse breeding, but for the land's fertility for crops. A wide variety of vegetables are harvested here, such as: carrots, beans, garlic, lettuce, and spinach, among others. Gnomes make up one third of its population living amongst humans, half-orcs, and goblins.

Kui is a small village located in the western region of the Kelet-hojin. Small harvests and horses are sold to the neighboring city of Hoda. It is populated mostly by humans.

Hoda is located in between Fei and Kui, two small villages who depend on the commerce with this city. It holds a military base and a prosperous market. It is inhabited mostly by humans, but various other races make up for the rest of the population.

Fei is a small village located in the western region of the nation. Due to its proximity to the rivers, the villagers have become adept with their fishing and thus the fish commerce is the most important for this area. It is populated mostly by half-orcs and gnomes.

Pebec is a small village located to the southwestern border of the Kelet-hojin and is not any special than the surrounding villages. For commerce the townsfolk breed strong horses for the nation's armies.

Neisle is a small inn town known to house strange travelers who seek adventure inside the forest of spirits. Many storytellers make business here, telling mythical recollections of hunters and wanderers who had become lost in the Kelet-hojin, never to be seen again, or of the rare creatures that reside within the trees. It is also known to be a town for bandits and thieves who's headquarters lie in the neighboring Siburbalghad. The population is made entirely of goblins and humans, with some half-orc soldiers roaming about to keep order in town.

Siburbalghad is the city of thieves, or so they say. Located inside the forest of Kelet-hojin, it is the home of humans, goblins, yuan-ti, and shifters. The city's Khan is a renown bandit and the head of the largest thief guild in the entire nation. These thugs serve as the Khanum's assassins. Wandering travelers sometimes find their way to this dangerous city while adventuring in the forest, and though it is the least popular city for the local Alukhai, foreigners are well-treated in this place (unless they were the unfortunate target for a killing.)

Keru is a small village in the southeastern border of the Kelet-hojin, and throughout the years it has become sort of like Siburbalghad's warehouse, where illegal wares and drugs are sold in the town's thriving black market. On the exterior, this village is no more special than Perec, but on the interior it hides the dark truth of Kanum Kotan. It is mostly populated by humans and goblins, with the frequent visits of yuan-ti and shifters.

Kerem is a fortress-city located in the eastern-most border of the Kelet-hojin. Is it the in-between city of the Emkerid trading route, and mostly populated by half-orcs.

Kobegen is Kanum Kotan's route to commerce with other nations, and perhaps the most important port in all of the nation. It is also a military stronghold, containing both marine and ground armies. Foreign shipments must be sent via Kobegen, where they would be inspected for possible threats. Kobegen's military force is strong enough to hold on its own.

Obughaqai is a large city located east of Kobegen, and is consequently the market city that distributes the imported goods from the port. The military base in this city is so strong that Irgeul and Tariyan, located southeast to Obughaqai, recieve its protection. The population is diverse in this city, as it is popular for trade. Many wandering travelers made stay in this city, becoming traders or merchants.

Irgeul is located southeast of Obughaqai and is a a rather large resting town, as travelers would describe it. Because of its neighboring trade with Obughaqai, the market district of this town is popular for trinkets and rare items. Humans make up a large part of its population, but other races are also seen here.

Tariyan is a village located southeast of Irgeul. It is a resting town for travelers and it is popular for having the best grog in all of Kanum Kotan. It recieves military protection from Obughaqai and it is the meeting point of all the west roads that connect the north to the south. Here is where all harvests for the capital city is gathered and inspected before being loaded into caravans to the city of Camqagh, where the cargo will be inspected a second time.

Camqagh is often called the capital city's warehouse, as it is where all cargo meant for Karakorum is inspected by officials. It is a busy city where there is work and no play for the people there. The population is made up of slaves who were taken in after battles. The male slaves are submitted to hard and heavy labour while females work light but tiring tasks.

World of Mannheim

Interactive Version:
http://willdesign4food.orgfree.com/nordica/NordicaMap.html

Mounts

There are many types of mounts across Mannheim, but besides horses, these are the most common ones:

Auroch




Dire Boar

Adventurer's Vault I

Dire Wolf

Monster Manual I

Riding Mammoth


Warg



Region - Eyland Isles

Eyland Isles
These isles once belonged to the Sasainns, but it was conquered by the Norsemen after the Great Flood and now serves as gateway between the other regions, specially Canavese which whom they do most of their trade.

Common Knowledge
The Eyland Isles have long sheltered outcasts from the continent and housed a large population of traders.


Regional Features


Finnaborg: Finnaborg is the major cosmopolitan port city. It benefits from an excellent harbor, wise rule, a tolerant spirit, and their excellent drakkar ships. They serve as the main offense, alongside with Jaddarborg against invading attacks from the north.

Pokatorp: This small coastal town serves as a waypoint for commerce, but its real purpose is entwined with that of Wicklow, which is to cleanse the waters from the sea creatures and hold of any offensive attacks coming from the west until reinforcements arrive.

Wicklow: Used as a trading port due to its location, this harbor is well known for killing many sea monsters and holding attacks against overwhelming odds. Ashild is the captain of the fleet and is known for her bravery and recklessness.

Region - Einn

EINN
Cold and heartless, Einn is ruled by grim, gaunt, albino jarls and by the sorcerously powerful witch-women. Safe within their high stone keeps on the snowy fields, the norsemen of Einn wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Einn is a spiteful foe to Bretholt.

Common Knowledge
Known for their extreme arcane abilities, the norsemen of Einn are feared by every nation, including their own. They have emulated the Brictomcants, who train the females of their tribe as poten magic wielders.

Regional Features
Draugtorp: This small village is home to the powerful witch-women, who are handpicked by the Jarl himself. Scholars believe that they acquired their magical abilities by drinking the blood of dragons. And the fact that many Dragonborn reside on this island supports this notion.

Valdyrlog: The town of Valdyrlog serves as the only port to estavlish commerce with other regions such as Sudholt who trade their goods for their arcane potions and crafts.

Region - Orgrand

ORGRAND
Barbaric and warlike, they guard the frontiers of their occupied land known as Kanum Kotan. Though they focus their attention towards Alukhai territory, they have internal conflicts to deal with, such as the Winter Queen and the Ice King, who battle each other wrecking havoc on the land every time they do.

Common Knowledge

Known as the border kingdom, the Jarls of this region are in charge of protecting the frontier. A year ago Alukhai emissaries came to the region to negotiate for trading routes to be open, however the jarls did not approve nor declined this offer and now and then you see Alukhaiyan caravans the icy barenlands.

Regional Features

Austbork: These forest are known to be the home of the Yuan-ti, the snakefolk that also came to the norselands when the Alukhai invaded after the Great Flood.

Balkfell: These mountains produce enough gold and iron to support Orgrand's economy. Civilized but short-tempered stone giants live in the remote peaks in enormous rock mansions, trading gems for fine wine and knowledge for dragon meat.

Braudstad: This major seaport is walled and compact, populated with merchants, tradesfolk, and sailors. Its extensive docks are filled with ships. Hlammach is the site of the kingdom's mint, and thieves constantly try to steal the coins and trade bars stored here.

Brynjulauss: One of three villages that contain a high populace of thralls. Brynjulauss’ ´citizens were mainly thralls who after hard work and loyalty, they were given the land form them to defend and live on. On occasions, regimens of norsemen travel north towards the towers. Halfling are abundant in this village.

Drykkjavik: The barren seaport of Drykkjavik is littered with the skeletons of ships, but despite the loss of its shoreline, the city has not lost all inhabitants. Indeed, it is known to be under the control of a band of raiding pirates called the Nidflagd, or the Sons of the Giantess. Their leader, a female goliath came up with the name or so the rumors go.

Kroptuvirki: This fortress town was vital during the Great War as it helped establish the known borders and prevented the Alukhai from advancing further into the Norsemen’s lands. The fortress is now the main defense against any future invasions by the Alukhai but it has lost most of its glory after the war.
Morkholm: One of the three villages that contains a high populace of thralls, this one is located in-between the other two villages and its ruled by a pure blooded Jarl, who’s skills have kept the entire village alive from the constant raids by the yuan-ti.

Orgrandvirki: The capital of the Orgrand consists of a mighty castle built around the Austbork forest and the Seidfell mountains. Orgrandvirki has seen better days, but the city is still the largest and wealthiest in the region and is the only real defense against any invasions coming through the forest. The city is known for their winter griffons who serve them as messengers and as an air striking force against any airborne threats.

Orkaborg: Like many frontier towns, Orkaborg serves as a fortress, watching over the Jarjall region and is also the last line of defense against invasion coming from the north. Many dwarves live here.
Seidfell: These forbidding mountains are massive and sharp, forming a high wall broken only near Kroptuvirki and Stokkva. Many fey creatures reside on and within these mountains suc has dragons, faeries,gnomes, and other feral creatures.

Seidfell: These forbidding mountains are massive and sharp, forming a high wall broken only near Kroptuvirki and Stokkva. Many fey creatures reside on and within these mountains suc has dragons, faeries,gnomes, and other feral creatures.


Stokkva: This small village serves as the crossroad Braudstad, Orgrandvirki, and Wotankeld. Though small, this village is home to many heroes who claim that they received their powers from the mountain.

Svellfell: These jagged, broken peaks are laced with ice and snow and inhabited by thousands of goblins and giants as well as other humanoid monsters as well as one of the hidden lairs of the Ice King.

Vidrholm: One of the three villages that contains a high populace of thralls. In this town resides a group of elixes from Kanum Kotan who willingly submitted themselves as thralls of the norsemen in exchange of them being able to keep their traditions and train their people in their arts. Like the Alukhai’s they believed in the ancestor spirits, but also believe in the power of the mind and the path to enlightenment by mastering your mental abilities.

Region - Taurea

Taurea
Walking beneath Taurea's giant maples, looming shadow-tops, and towering oaks, humans soon realize that they have entered a world that does not need them. The great forest is a living testament to a forgotten green age, a time in which humans were an afterthought instead of the dominant society. This forest belongs to the eladrins and the elves who fence off any trespasser with their arrows and dire wolf mounts.


Common Knowledge
Only a fool would dear to enter this forest region.

Regional Features 

Deloth: A large community of elves resides within this town that’s well hidden from civilization by the Dwarf Mountains. This town serves as a border and as the primary defense against invaders coming from Lagmork.

Mith’elea: The old home of the Winter Queen is arguably the richest and most dangerous adventuring site in all of Mannheim. It's actually dozens of sites in roughly the same location, the ruined remains of the huge elven and human city that was once the greatest magical place in the world, that was of course before the eladrin kicked the humans out of their land centuries ago. The eladrin rule the capital city of this small region and are greatly known for their rune divination skills.

Nimdoreth: They're not pretty, but to the inhabitants of Nimdoreth, the stone walls of the Dwarf Mountains are the surest haven in a troubled land. They fence off trolls and giants from the mountains and established good trade with the dwarves.

Ovinfell: Though it doesn’t belong to the Taurea region, this chain of mountains is sometimes the gateway for orcs and Alukhais to try and raid the elven region.

Region - Jarjall

JARJALL
A land of icy fields and hard tundra, mountain ranges and cold, gray skies are all part of the Jarjall geography. It is a land filled with dangerous people and predators, where much of the life that can be found in its frozen hills lives only to take life from another. Wolves, mountain cats and fierce bears hunt the frozen ranges and thick woods, more than capable of killing entire hunting parties unprepared for their savagery. Stories of monstrous beasts and dark legends waiting in the icy wastes for foolish travelers are told around crackling campfires, many of which have been proven true time and time again. In Jarjall, if the weather and the terrain do not claim you, something else likely will.

Common Knowledge
Only the strong will carve out a living here, often quite literally. The terrain is difficult, but many come to see for themselves.

Regional Features

Bokivirki: Once the main fortress that watched the region of Sudholt it now lays in ruins after a raid performed by the Vikings of the Sudholt region.

Dvergrefell: The great dwarf mountain hosts one of the many underground kingdoms of the dwarves, its entrance is only known by a few.

Grimmr: This walled city is under the protection of humans and dwarves. They are known for being intolerant of taller races such as Goliaths.

Holtborg: This triving village serves as the crossroads between Torstvedt and Jadarrborg for those who are coming from Midbraut. Some shifters make home in this village as well as goliaths.

Jadarrborg: A small village who refused to retreat to mainland after the King decreed that the area was no longer defendable. Those who hail from this small village have a special grudge against those who live in mainlands.

Jarjall: The mountains that gave the region its name, these tall peeks are home to many giants and often try to lay siege to Skautgard and Torstvedt.

Lagmork: This small forest is home to many lycanthropes all who seem to be minions of Loki.

Laufgraen: This city belongs to the dwarves and little is known about it for quite few have been more than a few steps within the city gates. Many gather near the gates whoever to trade goods.

Midbraut: The middle town between the Middengeard and Jarjall region. The town itself is very lively for those who like to trade goods, however if Middengeard and Jarjall be on unfriendly terms this lively town will go asunder in a matter of hours since it has do real fortifications against attacks of any type.

Megingrimmr:  This Jarly capital is built around a huge, heavily fortified castle. The city and Jarly maintain a friendly relationship with the nation of Middengeard. Carl Vendulf who survived the
Reign of the Winter Queen in hiding, leveraged that alliance to endorse Ozur as jarl mroe than a decade ago.

Purrmork: This small, thick forest is amazingly resilient, growing back whatever is cut from it in only a few years. Legends say that long ago a great druid enspelled the wood in defiance of the glacier, and that since that time it has never been covered in ice. It recieved its name do to the fact that it requires no water to maintain itself alive.

Skautgard: This city was built purposely in-between the mountain’s pass to ensure communication with the other cities that lay westward. They are often attacked by giants that come from the mountains themselves and they have become quite adept at dealing with them.

Torstvedt: Torstvedt is a small, yet very well fortified city who has to deal with trolls, werewolves, and giants. Here the breed their own kin with the blood of the lycanthropes to have an edge against all the threats that surround them.

Vandliga: This spot of twelve permanent buildings and many outlying farms has a blacksmith, a sawyer, a tavern, a shrine to Odur, and a permanent guard of five to fifteen of the Jarl’s Men. The guards spend their time hunting, gambling, or practicing at arms, but they also keep an eye on the traffic along the main road and another eye cocked warily up the Dwarf Mountains.

Varkavirki: This stronghold remains ever watchful of Alukhais and Sasainns.

Vegrtorp: The major trading center in Jarjall, this port town's harbor was designed with defense as its first priority, since many pirates roam these waters. It is rumored that the harbormaster pays tribute to a Aegir, that drives away all other sea monsters.