Gazetteer of Harqual

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Knightfall

World of Kulan DM
Gazetteer One: The Lands of Harqual
By Robert "Knightfall" Blezard

Introduction
This is the first (and primary) gazetteer that exists for the World of Kulan. It is constantly a work in progress and parts of it have been posted here on EN World (and over on The Piazza). However, it has become out of date since I've now advanced the timeline for the world. I've gone through and update many of the entries in my OpenOffice document, but I haven't been able to ensure that the entries in the old Lands of Harqual thread are completely correct. Thus, the need for this thread.

My goal here is to go through, in order, with each post being dedicated to one entry. Almost all of the entries from The Northlands, The Northern Heartlands, and The Southern Heartlands are (99%) complete. However, when it comes to the southern regions of Harqual, I've done a lot less. To keep this thread organized, I've going to keep it as a closed thread. I'll create discussion threads for both EN World and The Piazza where those that wish to follow this project can chime in. I will not be re-posting this over on The Piazza. I'm going to keep it all in this one place.

So, I present the Lands of Harqual in all its twisted glory. I hope it is easy to follow, or, at least, fun!

Cheers!

Robert Blezard, aka Knightfall
April 30, 2016



Table of Contents
The Northlands
Cold Barrens
Coldstone
Kimsbridge
Muirmaer
Redstone Clan
Tribes of Zell
Desinon Forest
• Aragar Tribes
• Elves of Desinon
• Shantili Shores
• Shielded Northlands
• Storm Coast
• Windwall
Dragon's Eye Region
• Blightlands
• Dellal Cliffwatch
• Dragon’s Eye Reach
• Fort Icemist
• Hordes of Helik
Horrid North
• Aniki Shara
• Caer Sivalindor
• Horrid Tribes
• Kaltar Highlands
• Klanid
• Fort Whitewind
Lake Mire Region
• Ahalgot
• Fade Hill
• MaShir
• Reims
• Riven Clans
• Tel'Meth Tribes
Greystone Mountains Region
• Broken Clans
• Greystone
• Hidden Vale
• Twilight Lands
• Verge Tribes
Nashee Peninsula Region
• Fort Tundra
• Harlagren
• Hoarfrost
• Icewinde
• Ornostar
• Rmoahalnn
• Valag
Near North
• Acheos
• Arkhangel
• Farstone Clans
• Gem Kingdom
• Shining Principality
• Woodend

The Ragik Peninsula
Ahamudian Region
• Ahamudia
• Bitran
• Hutaalar
• Soreney
• Toraa Bagul
Lake Ragik Region
• Ara-Ragik
• Mistria
Morhan Region
• Aina'ndor
• Goldensoul
• Morass Holdings
• Morhan
Old Sword Lands
• Brietag
• Eulayan
• Järir
• Jättenwalk
• Märii
• Miekka
• Sword East
• Sword Protectorate
• Sword South
 
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Knightfall

World of Kulan DM
Table of Contents (cont.)

The Northern Heartlands
The Eastern Shores
• Alora
• Ambra
• Barrowrise
• Ee'aar Clans
• Highborn Lands
• Highlands
• Mathghamhna
• Minar
• Qualitian Belt
• Shadow Magocracy
• Spirit Rift
• Stonn
• Sunus Tribes
• Thallin
• Wind Cities
• Wolffire
The Great Forest
• Deephold
• Elenhin
• Graystar
• Lochlands
• Midlands
• Narda'taur
• Silverdawn
• Silverleaf
• Wild Treelands
The Old Warlands
• Feymarsh Tribes
• Halandra
• Heth Hold
• Jovian Alliance
• Lawless Camps
• Metan
• Nikel
• Onaway
• Ruined March
• Poli
• Valeny

The Southern Heartlands
Lake Nest Region
• Aerie Holds
• Althan's Tribe
• Ambian
• Avion
• Cadra
• Crystallid
• Eversinki
• Gallo’s Band
• Gillian
• Relinar
The Thunder Lands
• Anoria
• Black Kingdom
• Caloric
• Calot
• Cauldron
• Flamerule
• Goblin Swamp Tribes
• Grand Fist Village
• Kul Moren
• Liran
• Strandlands
• Thunder Pass
• Thunder Rift
• Tschaja
• Yuln
Seven Rivers Region
• Antius
• Blackwing Clan
• Izmer
• Legeröd’s Tribe
• Pretensa
• Shaule
• Verdalf
 

Knightfall

World of Kulan DM
The Storm Peninsula
Coastal Territories
Anthmoor
Tallawan
Viwe
Storm Jungle
Gebralt
Reth Tribes
Tabaxi Sovereignty
Valora

The Bulge
Chara Coast
Chara Cities
Deepwater
Hold of Baggar's Rift
Scattertown
Into the Expanse
Crystaldust
Arid Hall
Desert Elf Tribes
Dunehold
Muurizon
Tyr
Lione Savanna
Baervan's Hold
Clan of the Lione
Lione Prides
Maragrea
Tiger Clan
Riverwild Region
Ferinmal Homeland
Finder
Reddew Tribes
Tullelands
 

Knightfall

World of Kulan DM
Table of Contents (cont.)

The Far South
Heverkent Forest Region
• Hillgate
• Hinderholds
• Hordelands
• Inner Forest
• Outer Forest
• Realm of the Little Trees
• Timber Coast
Kail Mountains Region
• Amdrall
• Bloody Fist Clan
• Gital
• Mallowheart
• N’Dalder
• Pite
• Red Grass Tribe
• Sivendul
Mistwalker Region
• Dyhan
• Earth Clan
• Lauæfal
• Mist Prides
• Relaini Alliance
• Sallim
• Selquin
Nebral Peninsula
• Aatente
• Belin Confederacy
• Black Sand
• Cardamere
• Carillon Kingship
• Devil’s Cove
• Echostone
• Livaley
• Rhamsandron
• Therse Dependency
Paian Hills Region
• Four Cities
• Greolin
• Nemuse
• Onnostok
• Rhid
• Xcellian
Reef Bay Region
• Dog Head Tribe
• Highwall
• Jyl City
• Osebyan
• Thunderwall
• Tree Clan
• Twined Cities
Thenin Peninsula
• Christopherson
• Ellihan
• Falling Stars Clan
• Free Shores
• Headlands
• Korvosa
• Kuwton Adherence
• Sun Prides
• Thorn Republic
• Wild Towns
• Vail
Varan Peninsula
• Danshal
• Halaian
• Jerahsul
• Shuntlands
• Salubia
• Ulderul
• Valhian
• Varan
• Zafira
 

Knightfall

World of Kulan DM
Table of Contents (concluded)

Northern Waters
Aegir's Sea / Sword Gulf
• Aeragon
• Dark Kingdom
• Duergold
• Hlesvang
• Merhome
• Vicious Wave, Kingdom of the
Gulf of Thallin
• Kingdom of Honor
• Navirosov
• Triton-Hold
The Ice Waters / Quara’s Sea
• Dvergverden
• Dyphavn
• Hawth
• Jarl Kingdoms
• Nhinahavne
• Nordhavn
• Soleil Sovereignty
• Umbravann
The North Sea
• Hougard
• North Heart
• Spirea
• Sunless Land
Sea of the Sun
• Port Tiele
• Thunderport
• Uraltia City
• Xulvana

Southern Waters
Guardian Bay
• Hawkgard Holds
• Owelga Dominion
• Thessalgard Holds
• Vardraloon
• Wyrmgard Holds
Hallian Sea
• Fire Giant Tribes
• Ghost Hand Tribe
• Irongard Holds
• Sea Hate
• Stonegard Holds
Karmine Sea
• Chanish
• Deep Shoal
• Guthhell
• Frey Domain
• Myriad Holds
• Port Vile
• Shorel
• Thyer Domain
Wulman Gulf
• Kaaluntor
• Ochel Tribes
• Raine
• Sasserine
• Scaleback Lizardfolk Tribe
• Velatur
 

Knightfall

World of Kulan DM
Gazetteer Entries Begin Here!

THE NORTHLANDS
The Northlands is an important part of the Lands of Harqual. The (human) traditions of much of the northern half of the continent originated with the humans that came to worship the North Gods. Many of these traditions have changed in the Northern and Southern Heartlands, but in the Northlands, humans tend to stick to the traditional ways. However, there are exceptions. The humans known as Northerners have a strong presence in the wilds of the Northlands, but there are cities and kingdoms in the northern lands. However, they are rarely considered civilized by humans living south of the Greystone Mountains or in the lands of the Ragik Peninsula.

THE COLD BARRENS
This desert is a frigid place that southerners consider desolate. However, for those that live in and around the cold desert, it is as beautiful as it is deadly. There are many dangerous creatures in the region and the communities and lands that exist here are populated by some of the toughest peoples in the Northlands. The City-state of Coldstone is considered the safest place in the region. Yet it is also a very rigid place with many laws that protect its citizens from each other and outsiders.

The barbarians of the Cold Barrens can trace their lineage back to the time when the North Gods lived amongst the tribes of the Northlands. Their ancestor tribes were never favored, however. Many of them were followers of Xuar before he betrayed the pantheon. Therefore, they were forced to leave the protection of the North Gods and live in the wastes of the Cold Barrens.

This has made the current tribes a bit bitter. They tend towards the evil side of chaos and neutrality, but they are never followers of the Sword Gods. (Xuar betrayed them too, after all.) They prefer to worship Konkresh and Uller but the worst of them worship Gruumsh and Vaprak. The dead deity known as Zell is the closest many of them have to a "North God" patron deity. Zell was a Sword God who "saw the light" and joined the North Gods. He was the God of Struggling and Ardor, which is something the tribes of the Cold Barrens often take to heart.

COLDSTONE
Proper Name(s): The Archbishopric of Coldstone, The City-state of Coldstone, Drukarhorm Naeissak
Ruler: Archbishop Dagmar Frosthall [LN male high dwarf Clr12 (Hades)]
Government: Feudal Theocracy
Capital: Coldstone
Major Towns: Allahrd (pop. – 4,900), Coldstone (pop. – 16,200), Eriton (pop. – 1,950), Favhrd (pop. – 3,750), Kulden Hill (pop. – 1,000)), Listër Hill (pop. – 3,980), Littlehorn (pop. – 1,610), Mound Watch (pop. – 1,200), Red Bluff (pop. – 2,500), Sauiton (pop. – 975), Umbrastone (pop. – 4,500), Wit Zaal (pop. – 2,080)
Provinces: One archbishopric and three bishoprics.
Resources: Bronze, crafts (dwarven), diamonds, granite, and silver.
Coinage: Pentacle (pp), Star (gp), Pale Moon (sp), Pebble (cp).
Population: 686,846 – Dwarf (high) 60%, Human 20%, Halfling (hairfoot) 12%, Dwarf (hill) 4%, Half-Elf 3%, Other Races 1%.
Languages: Axiomatic, Barbarian, Centaur, Common, Dwarven, Elven, Giant, Halfling, Kitt, Orc, Terran, Undercommon.
Alignments: LG, LN *, LE, N, CN
Patron Gods: Hades.
Major Religions: Berronar, Clangeddin, Cull, Cyrrollalee, Dike, Darahl, Dumathoin, Eddelis, Hansa, Inanna, Jalivier, Lokun, Moradin, Ptah, Sanh, Ulaa, Uller, Urogalan, and Yondalla.
Minor Religions: Alathrien, Arvoreen, the Daghdha, Dionysus, Erevan, Hel, Issek, Konkresh, Lendys, Loviatar, Mahridaar, Narvi, Sigyn, Tarsellis, Telchur, Vergadain, and Wee Jas.
Shrines and Cults: Amand, Anacoro, Anon, Brandobaris, Celestian, Deltum, Jaeger, Kurtulmak, Meriadar, Nesus, Seraph, Sheela, eve, Zealot, and Zell.
Alliances: Kingdom of Jewels (tentative); The Township of Kimsbridge (trade).

While the City-state of Coldstone sits in the northern hills that border the Greystone Mountains, it is tied through history and tradition to the Cold Barrens. Its ruler, Archbishop Dagmar Frosthall, considers the bulk of the desert to be under the Archbishopric's sway and protection, yet he isn't overly militant about it. Coldstone is strongly aligned to the Church of Hades and the Archbishop is one of the church's most notable members in the Northlands. He is devoted completely to Hades and has little patience for the "prattling thanes of the Kingdom of the Greystones."

While Coldstone is feudal theocracy of Hades, other faiths aren't forbidden within its borders. Both the Dwarven Deities and the North Gods have a strong presence in the land. Each major religion has a temple somewhere within the Archbishopric. However, most of the other churches are forced to set up their temples outside of the city-state of Coldstone, which acts as the theocratic capital of the Church of Hades. However, the other churches of the North Gods don't have to abide by this restriction (but a few have chosen to do so). The Archbishopic is considered to be a theocracy dedicated to all the North Gods but with Hades as the controlling spiritual presence in the land.

This means that death is viewed as a finite thing for Archbishopric's citizens. It is considered illegal to raise people from the dead in Coldstone without the approval of the Church of Hades. Restoring people back to life is considered taboo the victim died of unnatural causes and is quite young. Tragedies involving children are usually overlooked, as family is important part of society in the land. Once a young person passes from adolescence to adulthood, however, they are no longer exempt from the perils of death.

The land's dwarven name is Drukarhorm Naeissak.

PCs and Magic that Restores Life
Adventurers are never brought back to life by the Church of Hades. Other temples dedicated to the North Gods might raise a dead adventurer, but never within the city-state itself and the cost is more than coins. The adventurer's companions must agree to perform a dangerous task to benefit Coldstone with no assurance that any of them will be brought back to life if they die. The soul of the dead adventurer must abide by this as well or the restoration of life will not work.

PCs are not exempt from the rules regarding the casting of forbidden magic within the Archbishopic. Raising the dead within the city-state will get a PC executed. (It is a law you do not break. Period.) The casting of healing magic on those who are still alive or hovering on death's door is usually okay, but PCs should be very careful when using healing magic when clerics of Hades are around. Necromancy spells that are considered Evil are also considered forbidden and casting such a spell will get a PC tortured and then executed by an inquisitor.

The rules outside of the city-state are a bit more forgiving for healing magic but not for Necromancy. Casting such spells can get a PC lynched and burnt at the stake. Citizens of the Archbishopic aren't backward bumpkins who will scream that a PC is a witch. Necromancy is considered a blight on the land and those who use it are considered to be agents of chaos and evil, regardless of the caster's true alignment.

Redstone Castle (text is partially cutoff on map)
More to be added...



DM's Note: If you're wondering what the asterisk means under the Alignments line, it denotes the dominate alignment (around 50%) for each gazetteer entry. The other alignments have less of a presence (50% divided # of other alignments). Thus, for Coldstone, LN is the land's primary alignment, but there are also people that are LG, LE, N, and CN.

Also, since I've updated the timeline for Harqual, the Alliances lines for each entry are subject to change. Note all of them will change but many will

Hex Map Version

Coldstone Region_revised.jpg
 
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Knightfall

World of Kulan DM
KIMSBRIDGE
Proper Name: The Township of Kimsbridge
Ruler: Leanora Tobbish [N female Dalenmann human Drd7 (the Daghdha)]
Government: Clan Structure
Capital: Kimsbridge
Major Towns: Holden (pop. – 880), Horse Crossing (pop. – 1,070), Kimsbridge (pop. – 4,225)
Provinces: n/a
Resources: Dwarven crafts, gems (black amber and rock crystals, mainly), metals (iron and silver), spices (cumin and pepper, mainly), trained hunting birds.
Coinage: n/a
Population: 30,875 – Human 80%, Dwarf (hill) 8%, Dwarf (high) 4%, Halfling (icefoot) 3%, Elf (silver) 3%, Half-Orc 1%, Other Races 1%.
Languages: Auran, Barbarian, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Waracou.
Alignments: LN, NG, N *, (NE), CN
Patron God: None.
Major Religions: Cull, the Daghdha, Dionysus, Dumathoin, Hansa, Konkresh, Larea, Math Mathonwy, Ptah, Uller, Urogalan.
Minor Religions: Abbathor, Brandobaris, Darahl, Lokun, Muamman, Mussin, Nether, Rellavar, Sanh, Tarsellis, Vergadain, Wee Jas.
Shrines and Cults: Anacoro, Angrboda, Annam, Deltum, Enduma, Fenmarel, Nesus, Olidammara, Seraph, Sheela, Vespin, Xan Yae, Zell.
Alliances: Archbishopric of Coldstone (trade); Giant Steadings of Muirmaer (non-aggression, secret).

Kimsbridge sits in the hills south of the Fraldottir Mountains at the end of the Redstone Road, which passes through Mortals' Peak and the shrine known as Anacoro's Rest from Redstone Castle in the Archbishopric of Coldstone to the southeast.

For decades, the town was little more than a lodge until the Tobbish Family came to the region 20 years ago. Now the growing township's influence grown enough for it to garner attention from the City-State of Coldstone and the Kingdom of the Greystones.

Kimsbridge is a tentative ally of Coldstone. This alliance is only a trade alliance so the town isn't actually under Coldstone's protection. This is how the town's current ruler, Leanora Tobbish, prefers it to remain as she doesn't completely trust Dagmar Frosthall. She has made a secret non-aggression pact with the giants of Muirmaer and hopes to make the alliance a permanent protection alliance in the not to distant future. If the Archbishop found out, it would be bad for the citizens of Kimsbridge as he hates giants, all giants. He would see her alliance with Muirmaer as a betrayal of the North Gods.

The people of Kimsbridge consider themselves protectors of the Hidden Vale and its peaceful humanoid clans, especially the whisper gnomes of the region. The gnomes respect the citizens of Kimsbridge, but they still keep their distance from the township's holdings. The hut village known as Horse Crossing sits within the vale, but is a vassal community of Kimsbridge.

Bhinneil Highlands
These highlands are the northern boundary of the area that Kimsbridge controls. In truth, beyond the village of Holden in the west and the Wringmont Tower in the east, Kimsbridge has very little control of the region. There is Shimmerhall Keep northwest of the Iilt Caves but that fortress isn't under Kimsbridge's direct control. The Highlands are dangerous the closer one gets to the Fraldottirs, especially near the ruins of Cliffpost – an old fort that was destroyed many years ago.

Fraldottir Mountains
More to be added...

High Thicket
More to be added...

House of Korwellian
More to be added...

Around Kimsbridge
Kimsbridge.JPG
1 Hex = 24 Miles
 
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Knightfall

World of Kulan DM
MUIRMAER
Proper Name: The Giant Steadings of Muirmaer
Ruler: Aridius of the Mountain [N male frost jovian Rgr11 (Mimir)]
Government: Clan Structure
Capital: Muirmaer
Major Towns: Faynaer (pop. – 3,224), Muirmaer (pop. – 10,840), Tuonaer (pop. – 4,092)
Provinces: Three major settled clans and nine lesser wandering clans; no real borders but sacred hunting grounds are vital to stability.
Resources: Coal, furs (mainly deer), gems (Black amber and diamonds [sparse]), meat, metals (copper and iron pyrite).
Coinage: n/a
Population: 115,230 – Giant (Frost) 50%, Human 14%, Domovoi 12%, Troll (Ice) 9%, Jovian (Frost) 6%, Goblin (Snow) 5%, Dwarf (Sundered) 3%, Other Races 1%.
Languages: Barbarian, Draconic, Dwarven, Giant, Goblin, Orc.
Alignments: LN, NG, N *, NE, CN
Patron God: None.
Major Religions: Annam, Dumathoin, Halmyr, Hiatea, Konkresh, Lokun, Meriadar, Mimir, and Uller
Minor Religions: Hansa, Hel, Immotion, Karontor, Kuil, Math Mathonwy, Muamman, Narvi, Sanh, Telchur, Vali, and Zell
Shrines and Cults: Abbathor, Deltum, Eddelis, Enduma, Maglubiyet, Nesus, Santè, Sialic, Tok, Vespin, and Zealot.
Alliances: Giant Hold of Icewinde; Township of Kimsbridge (non-aggression, secret).

Still to be written.



DM's Notes: Beyond what I've already written under Coldstone and Kimsbridge, I don't really have anything for Muirmaer at this point. Up until I completed the above information, Muirmaer didn't even have an official ruler. Jovian is the name that is given to half-giants on the World of Kulan. The term is more often used on the western continents (Harqual, Janardûn, & Triadora) and the Isles of Valossa. The name comes from Green Ronin's Bastards & Bloodlines: A guidebook to Half-Breeds. That D20 sourcebook has racial traits for hill, frost, and fire jovians. I plan to create, at least, stone jovians and maybe a few others.

EDIT: Yes, the rivers on the map are flowing north, not south. It is supposed to be that way, and there is a good reason. When a river god dies, crazy things happen. :p
 
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Knightfall

World of Kulan DM
REDSTONE CLAN
Proper Name: Redstone Clan
Ruler: Jorsad Amberbraids [CN hill dwarf Drd9 (Dumathoin)/Rog7]
Government: Clan Structure
Capital: Lundar
Major Towns: Akranes Camp (pop. – 92), Ballara Camp (pop. – 174), Lundar (pop. – 954). There are also many hallhouses and mines dispersed throughout the Redbarrens and Scattered Plains.
Provinces: n/a
Resources: Clay/pottery, crafts (dwarven), mercenaries, metals (cobalt and tin), and potatoes.
Coinage: n/a; the Redstone Clans don't have their own coins but the clans do use the standard silver shield and gold plate coins minted by the Kingdom of the Greystones. The coins from the city-state of Coldstone are accepted at half value and then sent to Greystone to be melted down and recast as Greystone coins.
Population: 8,134 – Dwarf (hill) 93%, Dwarf (high) 4%, Gnome (Whisper) 2%, Other Races 1%.
Languages: Barbarian, Centaur, Dwarven, Giant, Gnome, Orc, Waracou.
Alignments: LG, N, NG *, CG
Patron God: None.
Major Religions: Berronar, Clangeddin, Dugmaren, Dumathoin, Gaerdal, Kord, Moradin, Muamman, Tyche, and Vergadain.
Minor Religions: Baravar, Brenna, Cronn, Damh, Draven, Flandal, Gaea, Garl, Hak, (Hansa), Jalivier, Rhea, Sylvian, and Tudsara.
Shrines and Cults: Altua, Anon, Baervan, Balador, Caoimhin, Ferrix, Jaeger, Mimir, Oberon, Segojan, Sialic, Syreth, (Telchur), Truce, Wotan, and Zell
Alliances: Kingdom of the Greystones (old alliance based on traditions); Tribes of Zell (limited trade, always strained).

Still to be written.


DM's Note: Like with previous entry, I don't have many details about the Redstone Clans. (I might have lost a couple posts of this thread in the database corruption. I'm not sure. If I did, it wasn't much.)

The Redbarrens
Redstone Barrens.jpg
1 Hex = 24 Miles
 
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Knightfall

World of Kulan DM
TRIBES OF ZELL
Proper Name: The Zellian Tribes of the Cold Barrens
Rulers: Aedwen Lhantondaut [NG female Northerner human Bbn14]; Bhollvod Stoutmane [N male Ismand human War3/Brd4]; Stithwulf the Bear [NE male Northerner human Bbn7/Wilderness Rogue5]
Government: Tribal Structure
Capital: n/a
Major Towns: n/a; there are a dozen tribal camps scattered across the Cold Barrens. These camps move with the seasons are are completely transitory. Each of the three main tribes controls two camps with others being more independent.
Provinces: n/a; there are three dominant tribes each ruled by the three rulers listed above. There are nearly a dozen smaller tribes that either pay homage to one of the main tribes or are independent.
Resources: Exotic animals (camels), gems (opals), herbs, livestock (horses and sheep), and trained hunting birds.
Coinage: n/a
Population: The exact numbers of all the Zellian tribes is unknown, but it is estimated that if pushed to fight together, the tribes could muster a force 9,000+ strong (mainly humans, half-elves, half-orcs, and other human half breeds). If true, it's likely that the number of noncombatants could be roughly half that for an estimated population of 13,500+.
Languages: Barbarian, Centaur, Dwarven, Elven, Giant, Gnome, Ismand, Orc.
Alignments: LN, NE, N *, NG, CN
Patron God: Zell.
Major Religions: Aurifar, Dike, Dionysus, Fenmarel, Gaea, Hak, Hansa, Halmyr, Lokun, Math Mathonwy, Rellavar, Sylvain, Tarsellis, Tyche, Uller, and Wee Jas.
Minor Religions: Brenna, Darahl, Erevan, Hel, Heward, Kronkresh, Narvi, Nesus, Nether, Olidammara, Ptah, Rhea, Sanh, Seraph, (Tok), Vali, Vespin, Xuar, and Zoser.
Shrines and Cults: Abbathor, Allasyrain, Anacoro, Angrboda, Apshai, Baravar, Deltum, Enduma, Ferrix, Olaash, Patient One, Santè, Sialic, Tulle, Untamo, Volrai, Xan Yae, and Zealot.
Alliances: Redstone Clan (limited trade, always strained)

Still to be written.


DM's Note: Again, not much I can say about the Tribes of Zell as a political entity. But I can give some details about the dead god known as Zell. He was a Sword God before the Divinity War started but switched sides to join the North Gods. He fell in love with the young goddess Hela * and swore fealty to Cronn. He died at the hands of his brother, Amand *. His death was the first act in the start of the Divinity War.

The tribes that still follow his teaches are considered outcasts. Followers of the Sword Gods consider them traitors and they aren't 100% accepted by followers of the North Gods, although they are considered stout warriors by martial North God worshipers. Follows of Hela tend to pity them and very few amongst the tribes pay homage to the fallen goddess.

* Armand died during the Divinity War and Hela is now considered a trapped goddess. Her essence was merged into the Sword Gulf by the evil goddess Thera (who also died during the godwar).
 

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