AHMN - REALM OF THE MERCHANT FLEET

Ahmn has a population of 84,375 persons

1,689 residents are isolated or itinerant.
75,093 residents live in 108 villages.
7,593 residents live in 2 towns.

The average distance between villages is 3 km.
The average distance between towns is 25 km.

Ahmn supports 185,625 head of livestock:
126,225 fowl (e.g. chickens, geese, ducks).
59,400 dairy and meat animals (e.g. cows, goats, pigs, sheep).

Ahmn has been building castles for the past 1700 years.  There are approximately 3 standing fortifications in Ahmn.  2 castles are in active use. 1 castle is ruined.   2 castles are located in settled areas. 1 castle is located in remote areas, unsettled areas, or wilderness.

Government: Illithid
Capital: Dirgon
Religions: Norse
Imports: Weapons, armor, iron, coal, trade goods, ships
Exports: Fish, mithril, war ships

Major Geographical Features of Ahmn

Ahmn is a small nation, just north of Lamapacher, an isthmus that protrudes into the Gulf of Drychtnoth.   It is a mountainous land with several natural ports.  The south, which connects with Lamapacher, is a nearly impassible range of high mountains.  The southern portion of Ahmn is the home of several monsters.

Important Sites in Ahmn

Dirgon is the largest town in Ahmn, with a population 4,589 persons.  Currently Dirgon is under the control of the illithids, and its people are slaves.  Here the castle built by Han Dirgon, the greatest paladin of all time, sits on a high hill overlooking the town.  Until the coming of the illithids, Dirgon was a prosperous center of ship building, and boasted of the greatest ship builders in Inzeladun.  Now the illithids have the people excavating a mountain near the town.  This was also the home base of the famed Merchant Fleet of Ahmn, who are now without a home port, as they were forced to flee when the illithids came.  An Elder Brain has been placed within Castle Dirgon.

Life and Society in Ahmn

Ahmn was traditionally feudal in nature, but Law and Goodness, until recently, were protected by the paladins.  Of primary importance to the military and economic security of Ahmn was the Merchant Fleet.  This armada of warships, captained by seafaring paladins, combats pirates and protects the shipping of most merchants, regardless of nationality.  Surprisingly tolerant of sorcerers, most of the craft in the Merchant Fleet boasts a sea-mage.  

With the exception of sea-mage Sorcerers, magic is frowned upon amongst the land-dwelling Ahmnians.  Witchcraft and alienism are absolutely illegal, as are summoners and necromancers.  The only slavery allowed in Ahmn is debt slavery.  If a person gathers a debt he or she cannot pay, that person is put to work as a temporary slave for a time specified by a local judge until the debt has been worked off.  

Han Dirgon, the founder of Ahmn, is revered as a hero, and is widely regarded by most of Inzeladun as the greatest paladin of all time.

Right now most people in Ahmn are slaves - slaves of the mind flayers who successfully conquered the nation.  The Order of Tyr, those knights that survived the invasion of the illithids are hiding in the mountains, attempting to regroup.  But few remain, as the paladins fought nearly to the last man against the sheens of the mind flayers.

RACIAL MODIFIERS FOR CHARACTERS

The people here tend to be either blonde with blue eyes or redheaded with green eyes.   Hair is worn long for both sexes, and men tend to wear moustaches, but not beards. 

Religion and Superstition in Ahmn

The Ahmnians worship the Norse Pantheon of gods.  Among the Indorians, religion is viewed as a personal matter.  The gods are viewed as patron deities, to be dealt with by each man on his own.  Essentially, each man is his own priest.  Few men worshipped a single god only; they worshipped a variety of gods depending on the need and situation.  There are no proper temples to the Norse gods in Ahmn, but there are many sacred outdoor sites, such as mountains, islands, fields, rocks and groves.

For the Ahmnians, worship is something like a bargain.  In exchange for devotions, the gods were supposed to give something in return.  If they did not, the pact was broken.

Also tied to the gods is the consumption of mead. Since mead is the drink of the gods, it is only natural that it has to be consumed in large quantities. This is especially true during religious feasts. By drinking oneself unconscious, it is possible to come into direct contact with the gods. It is almost a religious duty of sorts to become inebriated at these feasts.

There are three main ceremonies each year: one in the spring, one at mid-summer, and one in the fall.  These ceremonies are marked with the sacrifices of animals (and sometimes humans) and ritual feasting (and consumption of mead).  All was intended to ensure fertility for the farm.  Sometimes in the summer the Indorians include prayers for victory in war and raiding.  Oracles are consulted and offerings to the gods are made.  Each festival lasts for several days.

Their three major deities were Odin, Thor, and Tyr and they often walked among them.   As for the afterlife, for the common folk it would be a dull, if not clearly defined, existence; but for the valiant warriors, they would feast and fight in Valhalla.  The Ahmnians hold a strong Viking code of ethics.  Self-respect, honor, and reputation were held as virtues above all and loyalty to family and friends were at the basis of those virtues.  Indorian leaders had to be courageous, strong, truthful, eloquent, and had to possess a zest for life unequalled and be able to face death with joy on his lips and without trouble in his mind.


Mythology

Before the creation of Inzeladun, Niflheim, a realm of cold and darkness was created.  Nine worlds composed Niflheim, and it is here that dead are sent.  Muspellheim was created next, a land of heat and fire, and this is the home of the giant Surtur, who will destroy Inzeladun at Ragnarok.   At the boundary of Niflheim and Muspellheim, where heat met ice, there was a warm river.  From this was born the giant Ymir.   From other ice were born other giants and from one of these giants was born Odin, leader of the Aesir.  Odin and his brothers slew Ymir and from the giant's body made the world.

"...from his blood the sea and lakes, from his flesh the earth, from his bones the mountain; rocks and pebbles they made from his teeth and jaws and those bones that were broken." ~The Prose Edda.

Ymir's skull became the sky, supported by four dwarves, one for each direction.  The sparks blowing up from Muspellheim became the sun and stars.  With Ymir's eyebrows, the gods built a wall to keep the giants out of Inzeladun and the giant's brains became the clouds.  Thus was Inzeladun created.

Regional History

Ahmn was founded by Han Dirgon the paladin during the Fourth Age of Man.  It was rebuilt late in the Fifth Age when Han returned from suspended animation.  The land was ruled by paladins and clergy until recently.  The people worship the Norse pantheon, as did Han Dirgon, who was descended from the Viking people who founded Indor.  The Order of Tyr is the largest order of knighthood in the land, although others exist.  Less than a year ago, the mind flayers conquered Ahmn.

Plots and Rumors

The Illithids are excavating Mount Oaxacaon near the town of Dirgon.  They are possibly looking for a psi-gate said to have been buried during the Cataclysm.  

Major NPC's

Uropmaanzebossk: The new King of Ahmn, a mindflayer (20th Psion) who orchestrated the invasion of Ahmn.  He serves an Elder Brain, but otherwise is in charge of the nation.  Uropmaanzebossk belongs to the Ariser Creed, and uses specialized equipment that allows him to move as unhindered as possible in full daylight.

Alhionsine Uropmaanzebossk's advisor, a member of the Tamer Creed.  He is a twentieth level psychic warrior.

 

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