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  1.  
    Thanks Lorelei! :-)
  2.  
    Here are the lands of Brython & Hiberia. The island continent of Brython is split into three regions: Folcvig, Xigantes, and Salvaxe. Hiberia refers to the main island continent while the island chain itself is known as the Touro Illas.
      The World of Kelleemah - Brython and Hiberia - PF450.png
    •  
      CommentAuthorQuenten
    • CommentTimeApr 17th 2017
     
    These are, as usual, great!!!
  3.  
    Thanks Quenten! :-)
  4.  
    These are the lands of Beorgumende which are divided into six regions:
    1. Afagjan
    2. Skildus
    3. O'Torque-de-Lume
    4. Gamagan
    5. Reimsiancath
    6. Coillteull

    The Beorgumende runs from the Dvr-Gamel mountain range in the East to the sea and from the Western Sellevolk mountain range in the north to the mountains of the Sudri-Hanaar in the South.
      The World of Kelleemah - Beorgumende - PF500.png
  5.  
    This is the land of Azwatis (The Fang) and is dominated by the mountains of the Sudri-Hanaar. It is divided up into three regions:
    1. Ghleann Mor
    2. Uisceban
    3. Costai Fiain
      The World of Kelleemah - Azwatis - PF500.png
  6.  
    This is the land of Perirumah. It is divided into eight regions:
    1. Limitanei
    2. Clurichan
    3. Fardearg
    4. Hoberd
    5. Salia Dataran
    6. Mataelang
    7. Tanahair
    8. Aginperak

    I placed the Sea of Angels in the wrong spot. It is supposed to be the Sea of Ceto. :-)
      The World of Kelleemah - Perirumah - PF750.png
  7.  
    This is the lands of Eden and the islands around it:
    1. Eden
    2. Gorgades
    3. Lanista
    4. Creta
    5. Steganor
    6. The Pirate Havens
      The World of Kelleemah - Eden PF750.png
  8.  
    These are the lands of the Khatagin. These nomadic people inhabit the lands from the Morin Kheeriin steppe in the West to the dark forests of Baroi in the East.

    The regions of the upper Morin Kheeriin:
    1. Wroclaw
    2. Gazarondor
    3. Olongol
    4. Ukhsenels
    5. Karganya
    6. Belcheeriin
    7. Chotgor Tolgod
    8. Les Vampirov
    9. Yasny Iddeg
    10. Tsusny
    11. Mokhol

    The regions of the lower Morin Kheeriin:
    1. Ormandar
    2. Chuluun Tolgod
    3. Ozenkuz
    4. Uurdsaldsan
    5. Ikhgolyn
    6. Mangasoi
    7. Omnad Gazar

    The regions of the Baroi:
    1. Shidet
    2. Shine Bulag
    3. Sarvuu
    4. Khiliin
      The World of Kelleemah - Steppe - PF850.png
      The World of Kelleemah - Morin Kheeriin - PF800.png
      The World of Kelleemah - Baroi - PF650.png
  9.  
    Latest version of the world map.
      The World of Kelleemah - Steppe - PF600.png
  10.  
    The lands of Pasa Sogopenee and Nuukkaax:

    The regions of Pasa Sogopenee:
    1. Uliyesdi
    2. Kwinahai Yanasa
    3. Ganabe Yanasa

    The regions of Nuukkaax:
    1. Aniwaya
    2. Lakin
    3. Hool
    4. Kooxluum
      The World of Kelleemah - Native - PF650.png
    • CommentAuthorHadrianVI
    • CommentTimeApr 20th 2017
     
    Very, very nice work, Charles.
  11.  
    Thanks HadrianVI! :-)

    The regional maps here are just close-ups with the regional names on them. When I do the regional maps for real, they will look a lot better. :-)
  12.  
    Here is a close up of the Northeastern lands of Kelleemah:
    1. Emishi Shimajima
    2. Namun
    3. Yangshow
    4. Namahage
    5. Wazin

    Note: The Emishi Shimajima falls into both the Northern Reaches and the Northeastern lands of Kelleemah.
      The World of Kelleemah - The Northeastern Lands - PF500.png
  13.  
    The regions of Namun:
    1. The Ipo Plateau
    2. Nivkh
    3. Qiang
    4. Lhoba
    5. Yan
      The World of Kelleemah - Namun - PF650.png
  14.  
    The lands of Yangshow:
    1. Qi
    2. Jin
    3. Chu
    4. Qin
    5. Khmer
    6. Champa
    7. Pagan
      The World of Kelleemah - Yangshow Empire - PF750.png
  15.  
    The Lands of Namahage:
    1. Yokai
    2. Ushi
    3. Kijo
      The World of Kelleemah - Namahage - PF850.png
  16.  
    The lands of the Wazin:
    1. Ainu
    2. Okhotsk
    3. Wa
    4. Satsumon
    5. Azumi
    6. Ryukyuan
      The World of Kelleemah - Wazin - PF450.png
  17.  
    These are the lands of Morland:
    1. Diisignotis
    2. The Goblin Coast
    3. Strom
    4. Kraken
    5. Devil's Kiss
    6. Mortuss Deos
    7. Harbringer
    8. Blackhaven
    9. Darkhawk
    10. Deorum Sanctorum *

    Strom, Kraken, the Devil's Kiss, Harbringer, Blackhaven, and Darkhawk are human regions of mixed free slaves and indigenous tribes. The free peoples of Morland and the original tribes of Morland live more or less in harmony and stand firm against Sabine to their south. The free peoples of the Morland region escaped to these wilds during a great slave revolt in Sabine and despite many attempts by the Sabinian Legions to seize these lands, the Free Peoples have yet to be conquered. The Free Peoples became traders and pirates and have only recently joined into a loose confederation of city states. The races of Kelleemah are so mixed within these lands, that the Hafling Trade language was made the official language of these city states. Besides Morland, only the three Hafling Shires and Abelard use the Trade language as their official languages. Much like the Pirate Havens to their north, these city states are often collectively referred to as the Slave Havens.

    The Goblin Coast is the last remnants of the goblin pirates that used to dominate the northern coast of the Morland region. The fierce tribes of mankind dominated the southern regions of Morland. While most of the goblin realms were made of lesser goblins, the remaining goblin strongholds consist of their larger Hobgoblin relatives. The fierce tribes of the morland are dark and mysterious as well. It is said that some of them can transform into bear like beasts. This is why Sabine named this region Morland, for it means the "Dark Land."

    There are three more names on the list; the Diisignotis, the Mortuss Deos, and the Deorum Sanctorum. Two of these are islands, while the other is rumored to be hidden somewhere within the lands of Morland. All three of these officially belong to the Sali far to the North. But, they are held by a religious order. The Sali have no official pantheon of gods. They have a religious body that constantly performs auguries. It is this religious body that determines what temples should be built, where they are built and to what god they should be built for. As such, they have a hodgepodge of gods that their priests pray to or appease. Besides these official temples, there are many "Mystery Cults" that have sprung up within the lands of both the Sali and the Limitanei to their north. These are not sanctioned religions and operate in secret. It is the offshoots of the official religious order that control these three places within the lands of Morland. The Diisignotis is a monastic island where they worship the unknown gods. For there are many gods that are still a mystery. The belief is, that by worshiping them as a whole, they will keep from offending any of the gods. This goes even further with the island of the Mortuss Deos. During the Faith Wars, many gods were slain. But, this religious order does not believe that a god can ever be completely destroyed. By appeasing the "Dead Gods", they hope to keep them from ever rising again. The final location is the Deorum Sanctorum, the Sanctuary for the Gods. It is not known if this place truly exists, but it is rumored to contain a multitude of temples. Some say that each temple is built for a "Lesser God" that has agreed to come here and that these gods are protected and worshipped. Other rumors say though, that the gods are not brought here willingly at all and are in fact prisoners.

    In addition, these lands are also famous for the pantheon known as the Cursed Gods. These are the only gods known to originate within Kelleemah itself (With all the other gods being drawn into to Kelleemah right along with their mortal followers). According to legend, their journey to godhood and the final battle both took place within the lands of Morland during the Faith Wars. Most of the inhabitants of Morland and the Pirate Havens worship the Cursed Gods.
      The World of Kelleemah - Morland - PF600.png
      The World of Kelleemah - The Lands of Morland - PF950.png
      The Pirate Havens PF600.png
  18.  
    Barek the Pirate King,

    Barek was the Captain of the Orphan’s Tear and was an old man of the sea, full of wisdom and knowledge. He was also a great leader and a humble man. Many times, when visitors came aboard, they could not figure out who the captain was by simply looking around, for he worked alongside his crew and did not have the look of a captain, but more of a deckhand. He had one fault, he was blind when it came to women. He had been with Chandra for many years, but once Ishana joined the crew, she wiggled her way between them. Eventually, Chandra was just the navigator, and Barek belonged to Ishana. He did not open his eyes until it was too late. For it was Ishana that orchestrated his betrayal. Barek is the god of knowledge, wisdom, and leadership. His mark is the crown, and in the playing deck, he is the King, regardless of the suite. His sword is a Talwar and has sometimes been known as Barek’s Blade, The Sword of Kings, Lore Master, and Doom Wielder.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Barek.PNG
  19.  
    Ishana the Pirate Queen,

    Ishana only cared about personal power and she was willing to use anyone that she had to. She is the one that orchestrated the betrayal of Barek. She could have been comfortable with him, but the constant running from the Dread Wolf began to make her desperate. She recruited Oran, Jareb, Eda, and Gethin. Together, they hoped to escape their fate by betraying Barek to the undead minions of Lucifier. And, they were to be rewarded with enough gold to retire in luxury. Ishana is the goddess of seduction, scheming, and lies. Her mark is puckered lips, and in the playing deck, she is the Queen of Hearts. Her sword is a Kalis and has sometimes been known as Ishana’s Blade, The Sword of Deception, Will Binder, and Truth Spinner.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Ishana.PNG
  20.  
    Master Rune,

    Master Rune was the Quarter Master for the Orphan’s Tear. While the Captain led the crew, Master Rune ran the ship. He was also the administrator of the law and punishment, also known as the Pirates Code. He watched Ishana closely, he knew that she was up to something, but as long as she did not cause strife, he was willing to leave her alone. He did not have the time nor the patience to deal with such people. When the end came, he stood with the Captain. Master Rune is the god of punishment, justice, and the pirate’s code. His mark is the balance & scales, and in the playing deck, he is the Ace regardless of the suite. His is an executioner's sword and has sometimes been known as Rune’s Blade, The Sword of Judgement, Law Giver, and Fate Sealer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Master Rune.PNG
  21.  
    The Hag,

    She had been the prisoner of the goblins for so long, that she had forgotten who she was. She was only fed enough to barely stay alive. Even then, she was only useful as long as she used her powers to tell them when ships were passing and whether or not they would be successful in their raid. She knew that Barek was coming. She had known for as long as she could remember. She knew that this day would come, must come, and needed to come. She was both relieved and scared at the same time. But she heard the crows calling. She is the goddess of sorcery, omens, and curses. Her mark is a single eye, and in the playing deck, she is the Joker. Her sword is a Curtana that is heavily decorated with arcane runes, and has sometimes been known as the Hag’s Blade, The Sword of Visions, Path Shaper, and Dream Weaver.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      The Hag.PNG
  22.  
    Kian of the Three Deaths,

    The Free Peoples are more superstitious than most and as such, they do not have just one god of death, but three. Collectively, they are known as the Three Deaths. Kian was the 1st Mate of the Orphans Tear and would have made a great captain someday. He was both a brave fighter and a hard worker. He still needed Wisdom, but under Barek’s tutelage, Kian was seen as his successor. Jareb was sent by Ishana to kill Kian on that fateful day. Kian is the god of death by battle, sorcery, and old age. For the Free Peoples, these were the most honorable ways to die. Even though Kian is a God of Death, he is an honored god. He is not feared, for Kian protects the souls of the dead until the chains of Kelleemah are broken and the dead can move on to their afterlife. His mark is the skull, and in the playing deck, he is the Jack of Diamonds. His sword is a Cutlass and has sometimes been known as Kian’s Blade, The Sword of Ancestors, Spirit Caller, and Soul Singer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Kian.PNG
  23.  
    Oran of the Three Deaths,

    Oran was a swabbie, mopping the deck and doing other menial duties. He was a thin lazy man and a coward. Early on in the quests for the shards, he was caught trying to steal one. Master Rune called a meeting of the crew and Oran was convicted of the theft of plunder. He was to be hung by his feet and thrown overboard, being pulled by the ship until he drowned or until he was eaten by one of the denizens of the deep. But the Hag stood between Oran and the ocean and said that he could not die and that he was one of the crew that is fated to be a shard bearer. It was at this time that she named the 20 bearers of the shards, the 20 who would have the swords made, the 20 that would become gods. No one was more surprised than Oran; he collapsed onto the deck. He was the first to be seduced by Ishana’s will. He was supposed to have killed Meiyo, but he never even got his sword fully drawn from its scabbard before he died. Oran is the god of death by disease, drowning, and starvation. For the Free Peoples, these were the most horrible ways to die. He is a hated god. It is said that all who pass onto Oran’s hands become the undead, haunted spirits that are cursed to never know peace. His mark are the crossed bones, and in the playing deck, he is the 2 regardless of the suite. His sword is an Acinaces and has sometimes been known as Oran’s Blade, The Sword of Souls, Ghost Walker, and Blood Drinker.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Oran.PNG
  24.  
    Jareb of the Three Deaths,

    Jareb was the 2nd Mate aboard the Orphan’s Tear. He was a bully and he loved the gold too much. He did not know when to stop gambling, and tended to quickly lose his share of the plunder. He was an easy mark for Ishana. She used his jealousy of Kian and love of gold to bring him to her side. He was supposed to murder Kian, striking him before he had a chance to draw his weapon. But, he could not bring himself to kill Kian that way. He wanted a stand up fight and he wanted to prove that he was a better fighter. So instead, he challenged him to a duel. This actually benefited Ishana’s plans, for the duel created the distraction that allowed the undead crew of the Dread Wolf to surprise the encampment. In the end, neither proved himself the better swordsman, for they died upon each other’s blade. Jareb is the god of death by murder, betrayal, and ill luck. Jareb’s love of gold is said to be so strong, that if you die with enough gold upon your person, you may be able to bribe the god of death and return to the living. This belief has led to the custom of burying the dead with a golden coin within the corpse’s mouth. His mark is a golden coin, and in the playing deck, he is the 10 regardless of the suite. His is a long sword and has sometimes been known as Jareb’s Blade, The Sword of Graves, Oath Shredder, and Corpse Stealer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Jareb.PNG
  25.  
    Alvara,

    Alvara was the 3rd Mate onboard the Orphan’s Tear. She was one of the half-elves of the Tinefain and an excellent swordswomen. She was particularly deadly in using two swords in battle. She trained most of the crew on the use of swords and was greatly respected. For there was no sword that she had not mastered. Gethin in particular liked training with Alvara and many would watch their matches. It was Gethin’s job to kill Alvara. She is the goddess of skill, grace, and swordsmanship. Her mark is the sword, and in the playing deck, she is the Queen of Clubs. Her sword is a Rapier and has sometimes been known as Alvara’s Blade, The Sword of Masters, Life Taker, and Blade Dancer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Alvara.PNG
  26.  
    Lorcan,

    Lorcan and Caddock worked together on the ships artillery. Lorcan preferred the smaller arrow launchers that fired as many as 20 flaming arrows at a time. He also led the boarding party when assaulting enemy ships. He was famous for wading into the enemy with his two magical maces chanting battle hymns. According to legend, the bodies of the undead crew of the Dread Wolf were heaped around him like a wall when he finally fell. Lorcan is the god of chaos, fire, and vengeance. His mark is a flame, and in the playing deck, he is the Jack of Clubs. His sword is a Falcata and has sometimes been known as Lorcan’s Blade, The Sword of Rage, Pain Dealer, and Death Screamer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Lorcan.PNG
  27.  
    Caddock,

    Caddock was a Half-Orc. He and Lorcan worked together on the ships artillery. Caddock's specific specialty was the two large bolt throwers. Besides the artillery, Caddock also was in charge of repelling boarders. He was the strongest of the crew members, and fierce in battle, but he was also cunning. Despite his appearance, he was not some simpleton brute. To underestimate Caddock, was to insure ones humiliating defeat. He also repaired the personal weapons of the crew. Ishana tried once to seduce him, when she kissed him, he bit her drawing blood. As she whirled away, he simply smiled. When Gethin finally won his battle with Alavara, he turned to find another foe to only have Caddock remove his head with a single swipe of his new blade. Caddock then dug out both of Gethin's eyes. Caddock is the god of War, Battle, and Slaughter. His mark is the smiths hammer, and in the playing deck, he is the 9 regardless of the suite. His sword is the two-handed Claymore and has sometimes been known as Caddock’s Blade, The Sword of Blows, Gate Crasher, and Bone Crusher.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Caddock.PNG
  28.  
    Chandra,

    Chandra was the ships navigator. She had the uncanny ability to always know where she was. She could navigate in the worst of weather and in the pitch black darkness of a cloud covered night sky. She did not need to stay close to shore and could go many places that others could not. More than once, these skills won them battles or allowed them to escape. If it was not for Chandra, the Dread Wolf would have caught them way before all the shards were even found, let alone forged into magical swords. Chandra had spent many years as Barek's companion. The sudden and unexpected change hit her hard. Barek and Chandra had grown old together. Over time, Chandra had become more and more withdrawn and depressed. And when the final battle occurred, she killed both Ishana and Barek. She is the goddess of the moon, stars, and the night. Her mark is the crescent moon, and in the playing deck, she is the Queen of Spades. Her sword is a small Flyssa and has sometimes been known as Chandra’s Blade, The Sword of Stars, Night Hunter, and Day Eater.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Chandra.PNG
  29.  
    Strom,

    Strom was both the carpenter and the boatswain for the ship. He loved the Orphan’s Tear and would often stand at the forecastle when the ship was at full sail. He loved visiting various lands and was always collecting trinkets and various types of clothing. He was the first of the crew to be slain by the undead. Strom is the god of exploration, oceans, and ships. There is a temple with a shrine in it dedicated to Strom. It is located in Morland, in the city named after him. It is famous for the shipyards and the quality of the ships that are made there. His mark is a ship, and in the playing deck, he is the Jack of Spades. His sword is a Kampilan and has sometimes been known as Strom’s Blade, The Sword of Waves, Foe Drowner, and Breath Ender.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Strom.PNG
  30.  
    Pandra,

    Pandra was a rigger aboard the Orphan’s Tear and she loved sitting in the crow’s nest. She could move through the masts and sails like she was born to it. The young Elf loved being as close to the sky as she could and always wanted to fly someday. She often smiled and laughed while she worked. She was nothing like her kin, despite the dark skin and pointed teeth. Meiyo protected Pandra and Tibor as long as he could. She is the goddess of the sky, wind, and storms. Her mark is a dragon, and in the playing deck, she is the 5 regardless of the suite. Her sword is a Gladius and has sometimes been known as Pandra’s Blade, The Sword of Scales, Wind Sailor, and Storm Chaser.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Pandra.PNG
  31.  
    Tibor,

    Tibor was both the cook and the healer. The little fella was strong spirited and loved helping the crew. He took as good care of them as their own mothers. He was also in charge of stores and always went to find what the ship’s crew needed. Meiyo protected Tibor and Pandra as long as he could. Tibor is the god of good health, food, and safe havens. His mark is a Tankard, and in the playing deck, he is the 4 regardless of the suite. His sword is a Sabina and has sometimes been known as Tibor’s Blade, The Sword of Life, Plague Healer, and Thirst Quencher.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Tibor.PNG
  32.  
    Meiyo,

    Meiyo was a simple Sailor. He and Barek were the best of friends. They often smoked pipes at night and played cards. Meiyo was Barek's connection to the crew. He kept Barek informed on what was happening with the crew and what their concerns and general mood was. Meiyo was an unofficial channel for the crew who were afraid to bring up certain issues through the official channels. Meiyo would always accompany Barek when he was off the ship and would have given his life for the Captain without hesitation or regret. He protected Tibor and Pandra as long as he could from the undead. Meiyo is the god of loyalty, duty, and courage. His mark is a Shield, and in the playing deck, he is the Jack of Hearts. His sword is a Chokuto and has sometimes been known as Meiyo’s Blade, The Sword of Honor, Vow Holder, and Shield Bearer.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Meiyo.PNG
  33.  
    Farrah,

    Farrah was a Musician. Very few signed onto ships, for most are not an adventurous sort. But, they are greatly prized. Some Captains even brought them onboard against their will. Farrah was looking for heroic stories of great deeds with which to write songs about. She found far more than she bargained for. The crew loved her and she often embellished their deeds in her songs while they drank and gambled. Foes were more numerous, the battles more fierce, and the victory was always more glorious. Unfortunately, the Crow Ravings does not preserve them for us. Farrah was killed by Eda. She is the goddess of wine, gambling, and song. Her mark is a Harp, and in the playing deck, she is the 3 regardless of the suite. Her sword is a Katzbalger and has sometimes been known as Farrah’s Blade, The Sword of Legends, Tune Player, and King Maker.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Farrah.PNG
  34.  
    Zahara,

    Zahara was a simple Sailor and a Gnome. But she was also the ships good luck charm. Whoever she was with would have the best luck. They would stumble over a small chest of coins, bend down to pick up something just as a trap sent darts into the wall just above them, or escape from a maze. When she was along, the crew was braver, more persistent, and full of confidence and hope. Like the rest, Zahara’s good luck ran out when Eda killed her along with Farrah. She is the goddess of dawn, hope, and luck. Her mark is the sun, and in the playing deck, she is the Queen of Diamonds. Her sword is a Cinquedea and has sometimes been known as Zahara’s Blade, The Sword of Victory, Fear Breaker, and Hope Bringer.


    Signed,

    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Zahara.PNG
  35.  
    Chunguza,

    Chunguza was a simple sailor that acted as a scout whenever they went on land to explore or plunder. She loved exploring and being out ahead of everyone else. She had always had a close connection with the wilderness and was almost as quite as a Hafling. Eda was her best friend and they often went ashore together. Chunguza was always having to get Eda out of trouble though; drinking, fighting, and sometimes killing. She was absolutely stunned when Eda suddenly attacked Zahara and killed her, and before she could shake herself out of it, Eda killed Farrah. Eda looked back at Chunguza and smiled, then motioned her to follower her. Before she even realized it, she had buried her blade up to the hilt into Eda’s back with the blade protruding out of Eda’s chest. As Eda collapsed, she dropped to her knees. When the undead found her, she was still there next to Eda crying. She is the goddess of jewels, coins, and plunder. Her mark is an X, and in the playing deck, she is the 7 regardless of the suite. Her sword is an Ida and has sometimes been known as Chunguza’s Blade, The Sword of Plunder, Way Seeker, and Gold Finder.

    Signed,


    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Chunguza.PNG
  36.  
    Eda,

    Eda was a simple Sailor and a friend of Chunguza. She thrived on taking risks and was a constant troublemaker. In some ports, she could not even go ashore, or she would have been arrested and put to death. She sometimes went ashore without Chunguza to sneak into temples to steal their wealth. Ishana had recruited her by simply promising the others share of plunder. One portion of the share for each crew member she killed. Eda also promised Ishana that she would get Chunguza to help as well, but she was killed by Chunguza instead. She is the goddess of theft, stealth, and murder. Her mark is a pair of dice, and in the playing deck, she is the 6 regardless of the suite. Her sword is a Xiphos and has sometimes been known as Eda’s Blade, The Sword of Knaves, Risk Craver, and Dice Roller.


    Signed,

    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Eda.PNG
  37.  
    Gethin,

    Gethin was a simple Sailor and the ships Diver. He could hold his breath for an amazing 14 minutes. He kept to himself and had no real friends, although he practiced his swordsmanship with Alvara daily. He often read from a highly decorated book, but would always close it when anyone asked him about it. He simply called it his temple. He constantly challenged himself and always volunteered to explore dungeons and caverns. His eyesight was excellent and he could see well in the dark. He never backed down from a fight, not even against the vile creatures that protected the shards. When Ishana approached him, she did not even get a chance to ask anything. He stopped her and simply said yes. Somehow, he knew what she was up to. He caught Alvara off guard when he attacked her, for nobody knew that he had arcane powers at his disposal. Gethin was killed by Caddock. He is the god of caverns, shadows, and the deep. His mark is the Black Spot, and in the playing deck, he is the 8 regardless of the suite. His sword is a Khopesh and has sometimes been known as Gethin’s Blade, The Sword of Shadows, Flesh Tearer, and Tear Shedder.


    Signed,

    The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
      Gethin.PNG
    •  
      CommentAuthorQuenten
    • CommentTimeApr 24th 2017
     
    Whew - heaps to take in here. Great portraits.
  38.  
    Thanks Quenten! :-)
  39.  
    The Diisignotis
      Diisignotis PF1024.png
  40.  
    The Mortuss Deos
      Mortuss Deos PF1024.png
  41.  
    The Deorum Sanctorum
      Deorum Sanctorum PF1024.png
    •  
      CommentAuthorQuenten
    • CommentTimeApr 24th 2017
     
    What are the Diisignotis?
  42.  
    From above:

    There are three more names on the list; the Diisignotis, the Mortuss Deos, and the Deorum Sanctorum. Two of these are islands, while the other is rumored to be hidden somewhere within the lands of Morland. All three of these officially belong to the Sali far to the North. But, they are held by a religious order. The Sali have no official pantheon of gods. They have a religious body that constantly performs auguries. It is this religious body that determines what temples should be built, where they are built and to what god they should be built for. As such, they have a hodgepodge of gods that their priests pray to or appease. Besides these official temples, there are many "Mystery Cults" that have sprung up within the lands of both the Sali and the Limitanei to their north. These are not sanctioned religions and operate in secret. It is the offshoots of the official religious order that control these three places within the lands of Morland. The Diisignotis is a monastic island where they worship the unknown gods. For there are many gods that are still a mystery. The belief is, that by worshiping them as a whole, they will keep from offending any of the gods. This goes even further with the island of the Mortuss Deos. During the Faith Wars, many gods were slain. But, this religious order does not believe that a god can ever be completely destroyed. By appeasing the "Dead Gods", they hope to keep them from ever rising again. The final location is the Deorum Sanctorum, the Sanctuary for the Gods. It is not known if this place truly exists, but it is rumored to contain a multitude of temples. Some say that each temple is built for a "Lesser God" that has agreed to come here and that these gods are protected and worshipped. Other rumors say though, that the gods are not brought here willingly at all and are in fact prisoners.
  43.  
    These are the sub-regions of Pompilia:
    1. Faunus
    2. Aricia
    3. Curtia
    4. Caenina
    5. Antemna
    6. Numa
    7. Crustum
    8. Vegoia
    9. Egeria
    10. Tarchon
    11. Melete
    12. Mneme
    13. Aoide

    Faunus is inhabited by the Satyrs

    The following regions are part of the Sabinian Empire: Aricia, Curtia, Caenina, Antemna, Numa, Crustum, Vegoia, and Egeria.

    The following are independent islands: The Necropolis of Tarchon, Melete (Practice), Mneme (Memory), and Aoide (Song). The last three islands are famous for their schools of knowledge and hopeful students come here from all over Kelleemah. There are nine academies among the three islands: Calliope, Clio, Euterpe, Thalia, Melpomene, Terpsichore, Erato, Polyhymnia, and Urania.
      The World of Kelleemah - Pompilia - PF950.png
      Sabine Centurian PF600.png
      The Satyrs of Agriavouna PF600.png
  44.  
    Updated map of Kelleemah
      The World of Kelleemah - Sabine - PF600.png
    • CommentAuthorHadrianVI
    • CommentTimeApr 25th 2017
     
    Very nice work. How do you manage to be so productive?
    •  
      CommentAuthorQuenten
    • CommentTimeApr 25th 2017
     
    Your world is so fascinating, and so diverse - just like here. How long have you been developing the history, geography and mythos?