The Humans of Kelleemah - CA3+

The Vagoth,

The Vagothians form small kingdoms along the coasts of Sutheimr and portions of the Sellevolk, Beorgumende, the Skaldborg Eylands, and Northern Brython. The current High King of the Vagoth is Hilmr Haldordr. The Vagoth's petty kingdoms cling to the edges of civilization. The kings of each of these realms swears allegiance to the one High King. This is more of a ceremonial allegiance as each kingdom rules itself, but Hilmr Haldordr’s reputation is such, that few would dishonor a request from him. Indeed, many nobles have come to Heimstod’s great hall for the arbitration of disagreements. There is a great amount of trade between the surviving Sellevolkian colonies and the Vagothian Kingdoms. The Vagothians are strong allies of the Dwarves. Indeed, a small contingent of Vangarians serve as part of the defense of the Dwarf Hold of Batiskakna. The strength of the Dwarf host is unknown, but all of the reports record a large underground city where not a single Dwarf goes unarmed. The Vagoth interact with both the Hulda Folk and the Elves of Perinusa, but contact between the two races are rare. The relations between the Vagoth and the Elves are formal at best; and, has become violent at times. The Vagoth are prone to raiding and piracy (Vikingr) and the Elves trust only a few of the Vagothian kings. Their are a lot of evil beings within the wilds, but the biggest threat to Vagoth has been the Vigaferli, the Man Slaughters. The Vigaferli are an old race and have been here longer than any of the fairy folk; and, the fairy folk have been here since the 2nd Shedim War; 1,700 years ago.

A typical Vagothian, Karl Warrior (A Freeman).


Signed,

The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.

Comments

  • edited July 2016
    The Gotnar,

    Here we have a typical Gotnar Priest. The Gotnar do not worship major deities nor any particular pantheon. They worship minor deities that are often referred to as House Gods or Tribal Gods. These are the minor deities that lost their mortality during the Faith Wars. They often appear as lake or river gods, or gods of the woods or hills. One, may wonder why the Gotnar would worship gods that are not even immortal. There is something alluring I think about having a god that needs you as much as you need them, one that is close by, and even visits from time to time. I can imagine what it feels like to have ones own personal god. The Gotnar live in Central and Northern Beorgumende. The farther North you go, the less civilized they are.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited September 2016
    The Ogham,

    The Ogham live in Southern Beorgumende, Southern Brython, and the Hiberian Island Chain. They are fierce warriors and collect the heads of their slain enemies. They believe that the soul dwells in ones head and that these heads possess the abilities of prophecy and magic. As such, they hang the heads from their houses, their chariots, standards in the center of the village, or they impale the heads on wooden stakes on the village walls as a means of protecting the village. The most fierce of the Ogham are the Gaesati! They shun armor of any kind in battle and sometimes even forgo clothing. They spike their hair with lime turning it white in color and become uncontrollable in battle with blood lust.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited September 2016
    The Sali,

    The Sali settled in the lands of the Tanahair and serves the Wayland of the Elves. They are independently governed though with many Fiefdoms, Duchies, and Free Cities. Thanks to the patronage of the Elves, they are one of the most advanced tribes of Mankind. They are famous for the strength of their heavy cavalry and the military order of paladins known as the Mereka Mati.

    They are well situated between the mountain ranges of the Sudri-Hanarr and Suburpuncak to their north and sea the known as the Kraken’s Den to their south. They form the center of trade in Kelleemah. A major trade route travels from their lands northwest to the lands of the Ogham and the Gotnar. Another trade route travels from their lands northward along the Gold Road bringing goods to the Dvr-Gamal, Abelard, Vistulan, and the Sellevolk. Another trade route heads east and then northeast. This connects the lands of the Sali with the Anasazi, Olmec, Namu, and Yangshow. Finally, the merchant ships sail south from the northern coast of the Kraken’s Den trading with the Free Peoples, Thamud, Sabine, Dorian, Talivadia, Jana, and the Kapalhitam. Most of the trade in the south is done along the coast since the desert of Dudael dominates the inner lands of the South.

    The Sali do not worship a particular pantheon, but worship a variety of deities. They even have a temple dedicated to the unknown gods, one dedicated to the lesser gods, and one dedicated to the dead gods. The popularity of individual gods comes and goes with new faiths constantly popping up. They are often referred to as Mystery Cults.

    Below, is a Paladin of the Mereka Mati.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited June 2016
    The Vistulan,

    The Vistulan live in and around the Sellevolk mountain range, but east of the Dvr-Gamel. Like their allies, the Dwarves of the Sellevolk, they lost all of their lands along the northern coast of the western Sellevolk to the Dragons.

    The Dwarves of the Sellevolk pay well for Vistulan mercenaries. Vistulans help to guard the many caravans that travel from the Dwarf Holds of Sellevolk to the Dwarven Trade City of Worclaw. Khatagin cavalry raid these caravans regularly. The southern Vistulan did not start off has horsemen, but have developed into an impressive force of medium cavalry. The northern Vistulan have retained their love of the sea.

    On the most eastern tip of the Sellevolk, Vistulan tribes have fallen under the iron grip of the Strigoi of Ambrogion. No one is safe near their evil borders, for the Strigoi prefer to hunt for fresh blood instead of partaking from willing victims.

    Below, is a Vistulan Noble.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited September 2016
    The Khatagin,

    The Khatagin are a semi-nomadic horse people. They are some of the best horsemen in Kelleemah. Their armies consist of light and medium cavalry. Their clans roam over a wide swath of land from the Morin-Kheeriin in the west, to Baroi in the east. There are several clans, with each one being led by a Khan. But, each Khan holds fealty to the Great Khan whose capital is located on the Island of Ikh-Niislel.

    They regularly raid the Dwarven caravans of both the Sellevolk and the Dvr-Gamel. As such, they come into conflict with both the Vistulans and the Abelards as well. The have also conducted limited raids against the Namu, but have had little success in the narrow mountain valleys. The Khatagin also raid each other. Remnants of clans that have been decimated by such tribal warfare often find themselves serving as mercenaries alongside the Vistulans, Abelards, and the Namu. Some even moved south and have joined the tribes of the Anasazi. Despite this, they do have regional capitals where trade is conducted among the clans as well as foreigners.

    The Khatagin have tried moving south to raid the east-west trade routes that run through the lands of the Anasazi. But, constant raids at night by the Anasazi coupled with the Anasazi’s ability to avoid a direct confrontation during the daytime has turned the Khatagin back three times. The Khatagin have not attempted to raid the Anasazi for many years now.

    Below is a Light Horseman armed with the typical light lance and short bow.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited September 2016
    The Abelard,

    When the Dwarves of the Dvr-Gamel failed to defeat the Feimhin Hags and their pale Goblins, the great road under the mountain had to be abandoned. The Dwarves could not leave the road open to the Feimhin and were forced to collapse the tunnels on either side of the Dwarf Hold of Patsanintaw burying the road forever. The rest of the roads between Dwarf Holds were kept and patrolled regularly, but were not used for trade caravans. Instead, a new road was commissioned along the eastern side of the mountain range and the remaining parts of the road under the mountain were kept for the moving of troops. It was essential for the Dwarf Holds to be able to quickly reinforce each other in the wake of continued attacks by the Feimhin Hags and their pale Goblins.

    To facilitate the construction on the new road and to secure it, the Dwarves of the Dvr-Gamel contracted with a Mercenary General from the lands of the Sali by the name of Joehn Abelard. He brought recruits and settlers from various cultures and even managed to recruit some of the Khatagin. The lands were dangerous and sparsely populated, but there was land aplenty for those looking to make a new start. Despite the danger, the draw of free land and the real promise of profit because of the trade caravans brought thousands to Abelard. He even started calling the new Dwarven trade route the Gold Road. The name stuck, for it is still called the Gold Road today.

    People from all walks of life joined in the Dwarves endeavor. Most were looking for a new start, and the prospect of being a landowner and making a living off of the trade route brought hope to many. There were warriors, farmers, merchants, the third sons of petty nobles, drunkards, outlaws with nowhere else to run, orphans with no family ties, half-elves, run-away slaves, adventurers, and fools. All came to find a better life. Many did not come alone, but brought their families with them. Many died over the coming years from disease, famine, floods, murder, and war. Goblins from the mountains regularly raided the settlements and the Khatagins went after the caravans. Every settlement was fortified and many forts, manors, and castles were built along the Gold Road. The route was regularly patrolled and riders were always afield scouting for any sign of raiders. But, the attacks continue unto this day.

    It is not uncommon to come across the freshly burnt ruins of a settlement, an empty tower, or an abandoned castle. Many of these have been resettled over and over again. Dead corpses and ruined wagons are a common site along the road, yet there are always those that are willing to take their place. Living within these lands have become a badge of honor. Only the hardiest and the most stubborn of people can make it here. And, many have not only made it, they have thrived. The risks are high, but so is the award. Some of the lowest born have become mighty lords. The uneducated and poor have persevered and through many years of hard work rose to become wealthy merchantmen. The dregs of society became heroes of renown and the protectors of the innocent. Mankind seems to always show their best, when they are challenged.

    These people were labeled early on as Abelard’s Rabble, for Abelard was awarded Kingship of these lands as part of the Dwarves bargain. But this rabble has grown hard and strong. They are proud to call themselves Abelards. The current King is Skien Abelard and he still holds true to the tradition first started by Joehn Abelard. There is no capital, no throne, and no grand castle for the King. He is known as the traveling King, going from one settlement to another and taking the same risks as anyone else that makes the Gold Road their home. He helps to settle disputes, from the cities, to the smallest hamlets. Skien Abelard eats, sleeps, and fights alongside his people. He is truly the peoples King.

    Below is a typical town's guardsman.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited September 2016
    The Free Peoples,

    Following a successful slave revolt in Sabine, the wilderness region to their north became the home of the escaped slaves. They had sacked many Sabinian towns in their rampage north and used the money and trade goods to establish themselves among the barbarian tribes with little violence. They established several small villages at first and kept mostly to themselves. As time went by, towns began to emerge and a few of these started to do well in trade. Unfortunately, this attracted raiders to their shores and many along the coast became slaves once more.

    Sabine eventually established a fort at the ruins of the Black Fortress, a strange and foreboding castle made of black rock. None of the original tribes nor the freed slaves would go near this place, for people who wandered to near it would go missing. But, the Sabine established their fort with little trouble and were soon running patrols into the forest and skirmishing with the barbarians and the ex-slaves.

    I was living with the Free Peoples at the time, for they are fascinating to me. They are made up of cultures from all over Kelleemah. My friend and fellow white elf Legion, was with me. He had gathered many a tale over the thousand plus years that he has been alive and knows secrets great and small. The fortress was from the times of the second Shedim War and was built by their dread kind. He and his fellow elven warriors had been able to defeat the Shedim here, but one among them was too powerful to overcome. They instead imprisoned the Shedim in the dungeons below and sealed the entrance with mighty spells. This was only done at great cost in blood.

    Knowing this, I concocted a plan to sneak a small force into the lower levels of the Black Fortress using a secret tunnel known only by Legion. The plan was simple, sneak into the dungeons without being seen, find and free the Shedim, and then escape leaving the Shedim to destroy the garrison. With the war over, we expected the Shedim to simply flee towards their realm in the far south where the Infernal Gate still stands. Legion showed us the way, but refused to go with us; the horrors of that day weighed heavy on his will. He had thought that the plan was ill conceived and reckless. As it turned out, he was right. It worked, but out of our small band that entered the Black Fortress, only I survived that night.

    Over time, the barbarian tribes and the freed slaves became one people. They established six petty kingdoms, if you could call pirate havens such. Four are little more than large towns while two have developed into small trading cities. These small kingdoms have now joined into a loose confederation known as Morland and the Capital is the city of Blackhaven.

    Besides Morland, the Free Peoples have settled on many islands north of Morland and at the entrance to the Krakens Den. The Tyrant’s Hold, the Amazonians, Isle of the Magi, and the Mercenaries of Maestro Morte are just some of these. But Morland, is the most famous, for it was here that the quest for the axe shards began and where in the end, the god swords were born.

    Below is a Morland Privateer.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • edited July 2016
    The Sabine,

    Mankind started arriving in Kelleemah at the beginning of the 3rd Shedim War, just like the other races had before them. Many of the tribes of man were destroyed during the war and the remnants of mankind formed new tribes. Even their gods did the same, sometimes taking on new names, or the names of fallen gods.

    One of the most successful of these were the Sabine under the leadership of their King, Titus Tatius. He got them through the initial years of the war where many others had ceased to exist. Like the other tribes of man, they took terrible losses and lost more battles than they won, but the Sabine never gave up. They came back again and again; each time, taking the fight to the Shedim and their followers. They welcomed the other tribes into their fold and rebuilt their forces time and time again.

    Like most of the tribes of man though, they keep slaves. But the sheer number of slaves and the use of slaves for entertainment in the gladiatorial arenas have earned them the title of “The Slave Masters.” Indeed, they are the chief purchasers of slaves from the Thamud. It is the great slave revolt in Sabine that led to the rise of Morland and the petty island nations collectively known as the Free Peoples.

    It is ironic though that this very thing, as abhorrent as it is, led to some of the greatest strides in healing which they passed on to the Gnomes of Creta. The Sabine do not have the taboos associated with the dead that we do. As such, their healers explored the workings of the body by examining the ample supply of dead gladiators. This knowledge was initially used to heal gladiators, but was also used to heal their warriors after battle and to put them back into the field quickly. Their text on healing herbs, the importance of cleanliness, the transfer of blood from one being to another, and surgery is unsurpassed by any other race. Only our knowledge of magic gives us an edge in this field of study.

    Their present leader is King Tarquin. He does not have absolute power though, for a counsel of Senators run the day to day activities of the realm and passes laws. The Senators represent the many tribes that were absorbed over time. The King has the power to veto any law, but rarely does so, for the Senators hold a great deal of power.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans
  • edited September 2016
    The Dorian,

    The Dorians are born sailors and live within the region known as the claw. They live south of the Sabine and North of the Centaurs of Talivadia. Their ships ply the sea routes from the Elvin realm of Benteng Pulau in the east to the Skjaldborg Eylands in the northwest. Such is their naval prowess, many nations hire Dorians to captain their ships. Indeed, all of the ships of the Sabine are captained by Dorian mercenaries.

    The Dorians fought hard for these lands. They first fought the Shedim; then in the Faith Wars, they stood with the Olympians against the Primordial gods, and after that, they fought the old races. For the Harpies of Dankana, the Satyrs of Agriavouna, and the Centaurs of Talivadia already occupied these lands. They are now allies of the Centaurs, have an uneasy peace with the Satyrs, and still suffer raids by the Harpies.

    When the Dorians first came to these lands, they were led by King Hyllus. King Hyllus had two sons, Pamphylus and Dymas. To prevent bloodshed between his two sons, he split the lands between the three of them. He formed the realm of Hylleis, Dymas formed the realm of Dymanes, and Pamphylus formed the realm of Pamphyli. These realms remain at peace to this day. Hylleis is famous for the shipyards of Naupactus, Pamphyli for the mines of the Pindus mountain range, and Dymanes for its Hoplites.

    Bedlow is a Dorian sailor armed for boarding.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans
  • edited September 2016
    The Thamud,

    The Thamudis are famous for carving their cities into the sides of the desert mountains. The entrances are highly decorated with the reliefs of their gods and prayers are carved into the stone. Their capital is named Mada'in Hegra and it is here where the river drains out of the city’s entrance in a beautiful cascade and into the valley below. This valley is known as Al-Hijr, the rocky place; for many large stones, some as big as a house, litter this valley. Local legends say that the giants once held tournaments here when the world of Kelleemah was still young. Indeed, some say the original tunnels below the mountains were dug by the giants of old. This valley sits between the western mountain range of the Agriavouna and the smaller offshoot that is known as Athlab. Their cities are of particular interest to the Dwarves and many of their kind have travelled to the distant lands of the Thamud. It is not unusual to see Dwarven Mercenaries here and they have their own enclaves within the Thamudic cities. Local towns and villages are above ground though and are built with adobe or rock.

    The Thamud are also known for the slave markets of Hadram, the port of Amalek, and Himyar which is also known as the city of the gods. These lands are ruled by Sultan Thaqif. Another legend speaks of the lost city of Ubar that was swallowed up by the sands during the Faith Wars. It was ruled by Shisr a dark sorcerer known for tyranny and oppression. It is said that the city was buried by the gods when Shisr used his necromantic arts to raise an army of ghouls against them. Some say that the city still exists below the sands of Dudael and is protected by Shisr’s magic. Stories tell of heaps of silver, date gardens, and a fortress of red stone. To the northeast is the ruins of Mahkum that is ruled by the female Afreet known as Rabbalnnar and Mount Hermon where the Order of Sheireil dwells. Raiders usher from these lands and constantly plague the Thamud.

    There are two other powers within the Sultanate. The Dervishes and the Hashashin. The Dervishes are a military order of paladins that follow the path known as the Tariqah. Their order is known for their poverty and austerity. They give up most of their worldly possessions keeping only what is needed to fight evil. Their religious order focuses on love, service, and the absence of ego through the practice of dhikr, rigorous physical exertions. Although separate from the military forces of the Sultan, they are loyal to Thaqif for he is a kind leader. This has not always been so, and they have fought against past Sultans and other nobles that did not uphold what is righteous. They are also known as the protectors of the common people who love them and often invite them into their homes to share in their meals. The Hashashin live in the mountains and wastes within hidden fortresses. They are an order of assassins led by the mysterious “Old man of the mountain.” Some believe that they may serve the evil Grigori of Mount Hermon.

    Below is a Thamud Priestess.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans
  • edited September 2016
    The Jana

    The Jana live along the southern coastal areas of Kelleemah. Their kingdoms stretch from the dark Jungles of the Panna Naagon in the west to the Jungles of the fierce Kush in the east. In between are the many coastal islands of Pulauranah as well as the Shattered Isles. They also extend to the plains of Talivadia and the southern desert of Dudael. There are 16 kingdoms named after ancient empires of their past: Anga, Assaka, Avanti, Chedi, Gandhara, Kamboja, Kashi, Kosala, Kuru, Magadha, Malla, Matsya, Panchala, Surasena, Vajji, and Vatsa. They have a vibrant culture despite their closeness to the Shedim and they kingdoms are wealthy from trade.

    Below is a member of the Sultans Royal Guard.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans
    Jana.PNG 827.3K
  • edited September 2016
    The Kush

    The Kush are a mix of cultures. Some are very tall and thin while others are similar in size to Haflings or Gnomes. They live in the deep jungles of the Southeast, the badlands, the plains, and the desert. Most of their lands are ruled by tribal chiefs and kings but one is the Pharaoh of a mighty kingdom and another is the Tyrant of her own city state. The wonderful diversity of their cultures are too vast to list here, but they are fierce warriors, proud, hardy, and strong. Most do not use cavalry though, for the plagues of the deep jungles there are the death of horses and centaurs.

    Below is a Tribal Warrior.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans
    Kush.PNG 813.6K
  • edited September 2016
    The Anasazi are a loose collection of tribal people that span the North Central to Northeastern portion of Kelleemah. From West to East, they inhabit the badlands of Uliyesdi, the plains of Yanasa, and the forests of Aniwaya. Most of our information about these tribes come from Hafling merchants that opened trade routes through the lands that the Anasazi control. This trade route is very important, for it is the only safe land route to the Namu, Wazin, and the Yangshow in the East.

    The tribes of Uliyesdi live in adobe and rock towns near water. They have small farms and raise animals for food. They are a good and peaceful people. The plains of Yanasa are inhabited by horsemen tribes that follow the migrating herds. As such, they have no permanent dwellings. The tribes of Aniwaya are fierce warriors and hunters. They live is small towns and villages.

    Below is a woman of the Anasazi people. She is kitted out for fishing along the river with her net and flaying knife.


    Signed,

    The Father, Council of the Hvitalfr, Lord of Destiny, and the Patron Saint of Orphans.
  • 5 months later
  • Are those with Character designer or whatever that program is called?

    Do they only output in human type classes?

    Those look pretty cool.
  • LoopysueLoopysue ProFantasy 🖼️ 40 images Cartographer
    These are more than up to your usual excellent standard Charles - and its good to hear from you, even though you are probably still so busy with the reality part of life! :D
  • edited November 2016
    Thanks cobra mustang and Loopysue!

    Yes, they are from CA3+.

    I also have a similar list of fey and one labeled "the evil's of Kelleemah that has several creatures in it. I also have 3 other sets as well.
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