The Beast of Veenhuigen (Inactive)

Game Master Deiros


The entire area in the northeast section of the Old Continent is called The Barren Icy Lands. These are regions that, because of their geographic location, are known for their sub-zero temperatures and steady snowfalls. There are currently three independent principalities established, which are isolated from the Empire and ignore all their mandates.
The history of The Barren Icy Lands is linked to the caste of Holst and the ancestral Kingdom of Haufmarsormen. Since ancient times, it has been a people united by similar beliefs with their own Gods, traditions and society. Accustomed to a life full of difficulties and hardships, 1,500 years in the past they launched great invasions towards the south, sacking all the populations that stood in their way. Unfortunately, after the death of King Holst, their first great monarch, the territories were left without a strong leader to unify the clans. They tried to continue their advance towards warmer lands but, fighting separately, were defeated and forced to retreat to the mountains in the north. The aftermath was a war-like period in which the clans fought one another. It was not until the arrival of the Messiah when they, supported by their own deities, clashed with the armies of Abel trying to preserve their independence; but following the destruction of the God Fenrisulf, the clans were forced to join the Holy Kingdoms under the supervision of the Apostle Saul. Even so, most of them retained their old traditions, adapting the new beliefs to their own ancestral rites. The War of God caused the downfall of the Holy Kingdoms, and the area returned to be independent clans until, one after the other, Aeolus incorporated them into the Sacred Holy Empire.
The principalities that compose The Barren Icy Lands have never maintained a strong union with the Empire, and they have taken advantage of Abel’s current weakness to become openly independent. None of the three keeps relations to the others; on the contrary, they feel a considerable mutual antagonism. They do not usually use imperial laws, preferring their own traditions, which vary from place to place.
Most of the people in The Barren Icy Lands live in ignorance to the Empire and their latest developments. Many of them know nothing of the current status of Abel, because they have never been integrated into it.

Legend of King Holst

Although the history of the Barren is full of heroes, none of them comes close to the myth of Holst. His legend dates back over 1,500 years, at a time of war and chaos in which the clans fought amongst themselves. According to the fable, after a bloody battle, Holst’s mother died hanging from a tree while he was still in her belly, so the boy should have never been born.
Because of his cries, the little one attracted the attention of a young elven woman named Melkiren, who cradled him in her arms and took care of him like a son. The young elf, who lived alone in the forests, taught the small child to hunt and fight, sheltering him from the world of the men. While she raised him, Melkiren realized that he was not a normal boy, since he possessed qualities that she’d never seen in a mortal before, even among her own people. Holst could communicate with the spirits, understood the language of the animals and saw things that not even she understood. Therefore, when he turned fourteen, Melkiren explained to the young boy that it was not his place to stay with her, and that he should have to begin a long journey to find his true destiny. As memento, she gave him a sword, which Holst named Mournehäven, which means “Ice Biter”.
While wandering through the woods, Holst met a host of unusual characters; even the God Uruz, who he challenged to a hunting match in which he obtained a bow and nine arrows. Two years after he started his journey, Holst encountered King Olaferson, the lord of one of the great clans that tried to unify The Barren Icy Lands. Olaferson was traveling to kill the demon dragon Brahmius, the greatest and most terrible of all the children of The Devourer, because if he presented its head before the Conclave of Chiefs, he would be appointed King of Kings. The two soon became fast friends and Holst decided to accompany him on the hunt. But when they reached the lair of the creature, Olaferson became frightened after witnessing the enormous power of Brahmius unleashed and flew, leaving their fate in the hands of Holst. The combat between the young man and the dragon was terrible, but the future hero finally emerged victorious. But King Olaferson, who had witnessed the battle from outside, feared that Holst would speak of his cowardice and caused a landslide that completely sealed the cave of the dragon, trapping the boy inside.
That’s when one of the three fates, Verdal, descended to the world to collect the soul of Brahmius, and was surprised to see the young man trapped inside the cave. Apparently, Holst should have died in the belly of his mother, and his presence was an auspicious event, that not even the goddess of fate had anticipated. However, although she should have taken his life, Verdal fell in love with Holst at first sight, as he did with her. Following an oath to meet again, the fate released him and returned to heaven, ignorant of the fact that she could never fulfill the promise that she had made.
Holst immediately ran to the Conclave of the Chiefs, where Olaferson had already announced his victory over the dragon and was preparing to receive the greatest of honors. When the young man appeared at the celebration with the head of Brahmius, the King called Holst a liar and attacked him alongside his two sons, both talented soldiers. Holst defeated all three and gained the recognition of many of those present. Unable to claim the title “King of Kings,” he was considered a great hero for years where he wandered with many clans, claiming great victories and recognition. Over time, he was proclaimed Supreme King of the entire land, because his fame had already become legendary and any soldier of the Barren would have gladly given his life for him.
He then founded the great Kingdom of Haufmarsormen, which extended the power of the clans everywhere. He was forced to marry the beautiful daughter of King Slyganar because of a misunderstanding and, though he never forgot his mysterious first love, he lived out his days in great happiness beside his queen, who bore him three children.
The details surrounding the death of King Holst are contradicting. The story most widespread (although not necessarily the true) is that Bragii, his best friend, who had been cajoled by the goddess Helion when he discovered that the fate of the King was to die years ago, mortally wounded him during a hunting game. According to some versions, Verdal offered her own divinity in exchange for Holst’s life, but her sister Aishia did not want that fate for her, and tricked her, preventing her from saving her beloved.

GOLDAR
Capital None.
Population 3,400,000+
Ethnic Groups Norne (91%), Zínner (6%), Asher (2%).
Government Commonly tribal types.
Languages Arkes, Latin (minority)
Religion Aityr (95%), Christianity (5%).

Demonym Goldarian.
Flag White and gray with a howling wolf and a moon in the background.
Masculine Names[/b] Plow, Bjorn Delling, Halden, Hans, Henrik, Kort, Loki, Rolf, Skylar, Sven, Torgny, Torsten, I had, Valdemar, Viggo, Yorick.
Feminine Names Anika, Brenda, Elin, Elsa, Freja, Finery, Gersemi, Hanne, Helsa, Ingrid, Karina, Krista, Maija, Marja, Sign, Sonja, Swann, Tyra, Toril.
Last Names Aabak, Arnestsen, Baarlund, Crantz, Flensborger, Gaden, Helgesen, Hoflund, Horn, Juel, Klocher, Marcussen, Paaske, Sevaldsatter, Torgnes, Bon Andersen, Bon Strachen, Weisser.

Goldar is a harsh land where life can be very difficult. After the fall of the Empire, it could not truly be considered even a nation, because its people had no true unity between them. Each area is independent and belongs to a clan that, in many cases, is either fighting their neighbors or wants nothing to do with them. The landscapes are characterized by having a wild natural beauty with mountains, great moors and dense forests populated with wolves and other wildlife. The climate is extremely cold, especially in winter; when the severe snowfalls turn the entire nation pure white.

Goldar is comprised of many small cities, as well as hundreds of villages and hamlets scattered all over the principality. They are generally self-sufficient, able to survive on the crops stored during the spring and hunting in the wild.

The law in the region is based on ancient tribal customs, where the issues can be settled through force or through the intervention of a council of wise people and priests. Being a nation that holds honor sacred, the worse punishments are those that imply disgrace, which typically involves marking the criminal with some sign on their body stating the crime. In the worse cases, they can be exiled or even executed using the ritual of The Ten Swords.

Until recently, the principality was ruled by Prince Kristrem Ygnling, leader of the city of Komerfest, but each region is actually ruled by a feudal lord who governs one or more clans. In many cases, these lords have as much or even more power than the previous Prince.

The fall of the Empire has made very little difference for the people of Goldar, who for over fifty years have been completely disconnected from Abel. At present, much of the principality is in a chaotic state due to the initiation of several conflicts between the clans. Prince Kristrem, who only had slight control thanks to the power that the mysterious fourth Lord of the War granted him, can no longer prevent the revolt of the feudal lords and their armies. Now each region has declared itself sovereign, and tries to rise above the others with the hope of achieving total control of Goldar. To do this they gradually impose higher taxes that impact the farmers, with the intention of strengthening their personal armies. Only the threat of an external force would unite them in a common goal; maintaining their independence.
The three most well-known clans are the Ygnling Clan, made up of the followers of the former prince, the Baldisung Clan, which claim large areas in the south, and the Thurizung Clan, which is preparing for a great offensive thanks to the military support of Hendell. In recent months, one of the most war-like clans, the Skuling Clan, has also emerged with great force using terrifying supernatural beasts to attack the borders of neighboring principalities.

Culture and Society

The citizens of Goldar are people who have been changed by the hard land in which they live. Accustomed to hardships, it is not surprising that it is customary for them to struggle every day to survive. Centuries of arduous work have made them coarse people, who detest the sophistication and refinement of other lands.

Despite the influence of the west, Goldar culture comes from the ancient traditions of the caste of Holst; their customs are completely different from those of other lands. Most people do not know Latin and solely speak Arkes, the traditional language of their ancestors. For them, honor has become the cornerstone of their society, marking the course of their lives.

People are separated into clans of various sizes and significance, each of which has its own practices and functions. Each clan maintains absolute servitude to a family or a feudal lord, whom they follow even at the expense of their own lives. To disobey their lord is something that brings dishonor and even exile. Generally, the title of chief is hereditary, but it is necessary that the heirs prove their value and thus be worthy of the honor that is professed to them. An incompetent chief or lord that incurs dishonor loses his privileges and is forced to leave the clan. There are currently 27 of the 32 clans that existed in the past. Nobody knows whether the missing clans were eliminated or if any of them still live somewhere, completely isolated from the rest. In order to reach adulthood, a young man must first spill his first blood, either by confronting a wild animal or from an enemy in combat. The latter are called Erling, and from that moment are considered soldiers in their own right. The women reach adulthood when they have their first period.

In their society, only the warriors have the right to be heard. Those who are not willing to fight are not necessarily despised, but they don’t have right to express their ideas. However, it’s customary for Goldarians to do a bit of everything; so a famous hero may well cultivate the fields when necessary, without undermining his value in any way. Normally, the role of warriors are reserved for men, but those women who prove their talent for combat are admitted as Sklamo, which means “Shield Maiden,” and they comparable to any male warrior in the tribe.

A figure that deserves mention is The Escaldo, poets who narrate the sagas of the heroes of their people to entertain banquets and remind warriors to honor their memory. To be the hero of a saga is the greatest of honors, because for the people of Goldar it’s the path to immortality. The greatest Escaldo of all time was Sven Braggison, who accompanied King Holst on his adventures and even after his death, accompanies him at his table.

Arkes: A language of nordic origin, that finds its origins several centuries before the birth of Holst. It is very abrupt and noisy, and normally requires the raising of ones voice to differentiate a word from another. It is possible that it has a strong influence from the Jayan language, which coexisted with the Nordics centuries ago. Its written version is very rudimentary, and allows for only limited literature.

Regarding the Supernatural

Whether by tradition or the old legends of their land, the people of Goldar have no compunction in accepting the supernatural as just one more a force in the world. Although they generally treat anyone who demonstrates unusual abilities with suspicion and caution, they will merely marvel at their powers if they are favorable, or fight them savagely if they perceive it as a threat. But there is one kind of supernatural power that they will not tolerate: flashy combat magic. Mystical projectiles, energy shields, fireballs… they consider it fighting dishonorably, and those that use them disregard the basic principles of battle. According to their beliefs, magic must be something much more spiritual. With the exception of the animals and the things they consider sacred, there is little affection for the non-human creatures, and since they’re so accustomed to fighting beasts, they tend to think about other races like enemy monsters.

The History of Goldar

It is widely believed that Goldar was never a nation per se, but a set of disjointed clans that descended from the Great Kingdom of Haufmarsormen. For years, even during the two centuries in which the Holy Kingdoms were formed, the clans were still fighting among themselves and the outside world. Ironically, following the War of God, it was the Sacred Holy Empire that granted the zone the stability that their people had yearned for over so many centuries.

The first prince of Goldar was Balder Ygnling, head of the Ygnling Clan, who first received the support of the Lord of War to subdue the clans and face their most dangerous problem: the myriad of creatures emerging from the Mountain Ranges of Miürenheim, commanded by the children of The Devourer. For over four decades it was a land ravaged by war and, just when it seemed that peace could be reached, another conflict erupted. Finally, after countless lives lost, the five children of The Devourer were either sealed or destroyed, and the clans agreed to submit to Abel’s laws, as long as the Emperor proved his mettle in combat. Even though he was 83 years old, Zhorne accepted the challenge and personally defeated the 29 leaders of Goldar one after another. After that, the clans kept their word, although they never truly felt like part of the Empire.

The Ygnling Clan returned to power, but its mandate would always be discussed and had little importance between the great leaders. During the following centuries, Goldar was a land full of turmoil, with inter-clan conflicts being common (which even ended up with the destruction of some of them), or fights with the neighboring regions. The most significant problem was when the Thurizung clan initiated a sudden war against the principality of Haufman in the year 547. The battle erupted without imperial approval, but the rugged terrain of the land delayed The Lord of War’s troops from openly taking part in the conflict for several months; their feeble attempt at preventing more deaths was unsuccessful.

The fall of the Empire had little repercussion on the clans, although they took advantage of the opportunity to declare their independence. Most agreed that it was the ideal time to release the shackles of Abel and find a strong king that could reunite the clans and lead them. Only the threat of an imperial intervention gives the Goldarians a sense of unity between them.

Relevant Geographical Features
The great icelands and dense forests blanketed in the white of winter compose most of the Kingdom of Goldar. Moth borders its Eastern boundary in the Miürenheim Mountain Range, in the same way that its northern boundary is marked by the lowest part of the enormous mountainous mass The Peak of the World.

Muspellheim: Located near the border of Hendell, Muspellheim is an active volcano that emanates a smokestack visible from many miles away. The continuous rain of volcanic ash caused by the volcano’s frequent eruptions blackens all the surrounding lands. A local legend says that at the feet of the Muspellheim there was a small kingdom called Hvergerlmir, whose people, the Clan of the North, were men of exceptional forging ability, because they stole the secret of creation from the Gods. The angry deities blew up the mountain completely burying the kingdom in lava, so the clan was pushed to the ends of the world to preserve their secrets. Although it is only a legend, the travelers prefer not to approach it, because they say that it brings bad luck.

Miürenheim Mountain Range: For better or for worse, the Miürenheim Mountain Range is the most famous natural formation in Goldar. Located in the east of the kingdom, this huge mass of rugged mountains shares a border with the principality of Moth. Most of the cliffs reach a considerable altitude; so they are often covered in snow throughout the year. There are many mountain passes, but most of them are really labyrinths and very easy to get lost inside of.

Miürenheim is famous for its monstrous inhabitants, since the mountain range is full of strange beasts, many of which attack man with unusual savagery. That is why there are no large towns in the vicinity, and most people stay away from them. On several occasions, especially when the beasts become too numerous, Goldarians organize hunting expeditions to end the problem. However, although several attempts have been made, nobody has been able to completely eradicate them. One myth about the mountains, this time seated in reality, tells of a series of buildings called the Five Temples of the Great Beasts, where the children of Skuling, The Devourer, are imprisoned for eternity.

Forad Forest: The mile-long green strip of the Forad Forest separates the southern part of Goldar with the principality of Gabriel. Although it is also fraught with myths and legends, the forest is home to several smaller towns and clans, some of which buy various products from the Coast of Commerce. It is where the legendary King Holst grew up beside the sylvain Melkiren, and also where he was buried; although the exact location of his remains is a true mystery that no one has discovered yet.

The Komerlëigh Plains: The central region of Goldar is known as the Komerlëigh Plains. This combination of plains and low hills is presented like a step landscape in the north, which transforms into smooth prairies as it advances towards the south. The temperatures are not as low as they should be at this altitude, since The Peak of the World forms a huge natural wall against the cold winds from the north. Komerlëigh is the largest expanse of grassland in the Barrens, and almost all the livestock in the kingdom is concentrated here. It is also the region most traveled by foreigners because, especially in the south, it is one of the main thoroughfares between the Empire and northern block of the Old Continent. Few travelers venture further north to Komerfest, but even on those plains it is still possible to find some commercial caravan crossing the principality.
Most of the clans based in this region charge a toll to the merchants and travelers in exchange for allowing them to cross their lands, but these are rarely excessive or unjust.

The Forest of Wulfgar: This vast expanse of firs and pines are located in the central part of the Kingdom and contains many myths and legends. One of them says that it is enchanted by many of spirits, and that the trees act as portals to unknown worlds. True or not, it is one of the densest forests in the entire northern part of the continent and is very difficult to cross. Wulfgar is also home to gigantic albino wolves, which avoid attacking man unless they are threatened. If we study the legends, Bilkanda, the great mother of all the wolves, lives somewhere inside the forest.

The Sleepy Lake: Located in the middle of the Komerlëigh Plains, halfway between Komerfest and the
Forest of Wulfgar, The Sleepy Lake is nourished by very small rivers that born in Miürenheim or The Peak of the World. It is fairly shallow and its surface is always absolutely calm. In the coldest winter months it commonly forms a fine layer of ice, but this can be a deadly trap, as it is extremely fragile.
In spring and summer it is quite common to see many animals in the vicinity come drink from it, as well as groups or riding patrols of the Baldisung Clan.
A rare story of unknown origin claims that when The Sleepy Lake is frozen and somebody makes their way to the center, they can see the image of a large inverted castle in the ice. Despite such a bizarre conjecture, this myth is absolutely true, because what they see is a castle that only exists in the reflection of The Wake.

Places of Interest

Spoiler:

Goldar is a rugged and dangerous land as much for the casual traveler as it is for its own people; each clan has its own customs and laws, manifested in the wide variety of places that stretch through their vast territories.

BILLKENFEST (Rural Community, Population 16,000+)
Billkenfest is a community composed of five villages of different sizes united by the Baldisung clan. Located in the south, near the Forad Forest, it has a strong economy due to the horse trade. The leader of Billkenfest is Aricin Bjorg, who recently succeeded his father, although each community group has a spokesman who influences major decisions. Every year the community organizes a great riding competition, and prestigious horseman from other lands occasionally participate.

FALANDA (City, Population 32,000+)
Falanda is the largest port city in Goldar. Centuries ago, it was a great wharf of warships from which the Haufmarsormen raiders went to sea to launch their attacks all along the northern coast. The city still preserves some warships, but today is used more as a fishing center, given the great profit at a reduced cost. It is a booming place, where the market is increasingly beneficial, and attracts many clanless nomads. The Black Sun has a small division in the city, from where they organize the operations of their Seekers in the Barren Icy Lands.

NÜRERN (Town, Population 2,000+)
Nürern is quite unusual, because at certain times of the year, this medium town of roughly 2,000 people multiplies its population tenfold. Located south of The Sleepy Lake, it is nearly the only trade route that crosses the Komerlëigh Plains and therefore, in the eighth month of the year a major trade fair is celebrated here. In the two-week long festival, members of all the clans as well as merchants from other principalities come to Nürern, filling the sleepy town with life. For the independent and self-sufficient men that the northerners are, who are rarely used to such events, the Nürern Fair is most important (if not only) in the whole region.
The town itself is built on a large earthen terrace. Most of the buildings are wooden and, with few exceptions, are usually no more than two stories high. The streets are broad, with wide-open spaces, which during the fair are packed with shops and stalls. The functioning mayor is Krealarg, of the Fehung Clan (Weaponsmaster Lv. 3, ♂), although most of clans have at least a couple of homes in town.
Aware of the problems that mixing a community can pose, Krealarg has chosen to act with wide sleeves and to tries to maintain relatively cordial relationships with all of them. However, during the fair and the busier months, this is not enough to prevent clashing between rival groups.

LANDHOFF (Rural Community, Population 1,500+)
It is quite common that some clans consider Landhoff a village, when in fact it isn’t. This is a small valley in the shadow of the Peak of the World, where hundreds of houses converge that have nothing in common past their proximity. Neither the “village” nor its citizens belong to any clan, or harbor any hatred towards them either. Landhoff would have no major relevance in Goldar if it weren’t for the scene of a unique spectacle of Gaïa; all their citizens, down to the last one, are from different races of Nephilim. The reason for this incredible phenomenon is unknown, but of course, nobody in the world except Imperium has noticed it.
Researchers of the Power in the Shadows believe that it must be a glitch in the continuum of reality in regards to the flow of souls, a sign that this place or its surroundings are going to defy the predictions of fate sometime in the future.

KOMERFEST (City, 160,000+ inhabitants)
While no one can say that Komerfest is Goldar’s capital, it’s still the greatest city in the kingdom. Its people mainly consist of the Ygnling Clan living beside several other smaller clans, but there are also a limited number of immigrants from other principalities, who are devoted mainly to trade. It is a very old city and some historians claim that its origins trace back to the days of Haufmarsormen.
Unquestionably Nordic in style, Komerfest has a significant imperial influence as far as building designs, so there are several paved districts (especially in the central zone, for the most important families), and a strange network of ditches that diverts the four streams of water nearby. It is a somber and gray city in appearance, although it has wide roads and impressive monuments in memory of past glories. The various clans that live there divide the neighborhoods up between them, but over time have also made large common areas for markets, foreigners and couples with members of different zones.
The young chief Kristrem Ygnling, who hopes to become the first great king that Goldar has known since the dawn of the Empire, rules it. To control Komerfest he meets with the heads of the other clans that live there periodically, which have been discontent recently. In fact, if he had not severed his ties with the Empire, Kristrem would be facing a coup d’etat right now. In recent months there have been some serious incidents, among them the expulsion of all the senior officers of the Church and the Inquisition, following their attempt to take control of the city. Only a few low-ranking priests remain in their parishes, but most of people are still watching them suspiciously.
Samael has a considerable presence there, especially the Duk´zarist, who have recently taken part in a secret war against the Order of Yehudah, which they have wiped out completely.

KAINKASUTUR (Fortress, Population 8,000+)
Kainkasutur is an immense stone fortress, built in the year 452 on the remains of a Jayon building. Situated on a hill and surrounded by steep rocks, it is a nearly impenetrable stronghold. Not only is it large enough to hold several thousand soldiers, but also civilians devoted to agriculture and livestock, making the fortress self-sufficient. Despite being in Goldar, it bears no relation to the Goldarians, because it belongs to the mysterious fourth Lord of War. So far, the people of Kainkasutur have done nothing more than continue on with their lives, but there are many clans that distrust them, or even see them as potential enemies in the future.

THE DOOR OF SURTHEIN (Building, Population 50+)
This place is a huge black stone building full of windows, like a great cathedral, inside of which there is a monumental metal gate that apparently leads to nowhere. In the past there were serious problems between the Church and the Clans of Surthein since The Inquisition demanded on many occasions that the door was destroyed. Only through the intervention of Tol Rauko, the site was officially protected. According to the northern myths, Surthein it is the gate that The Aityr used when they left the material world. True or not, the architecture of this building is like no other in Gaïa and it’s highly unlikely to be built by man.

OTHER SETTLEMENTS: Hermagor.

THE AITYR
The Aityr creed includes religious and spiritual beliefs of the Barren Icy Lands and the descendants of Holst. It was the official religion of the ancient kingdom of Haufmarsormen and even after the advent of Christianity, remained the most widespread faith in the northern nations. It’s generally a belief spread by oral tradition, bringing many stories, tales and legends together, which each clan narrates to its descendants.
Being a polytheistic religion, people are not usually dedicated to a single God, but a group of deities they call the Aityr. They sometimes devote special attention to a specific deity (especially the patron of their clan), but this doesn’t prevent them from simultaneously following the traditions and beliefs of the others. A priest can request the blessing of Tiwaz in a battle one day, and carry out a ritual devoted to Isa requesting winter’s end days later.
It’s said that the Aityr once walked alongside man, giving birth to the 27 tribes that would eventually form the caste of Holst. However, their followers firmly think that they don’t interact with the world and its events. They believe that the gods do not like people spending their days asking for things or worshiping them, and prefer to leave man’s affairs to his own fate. Even so, they were often branded as too capricious, and therefore intervene at any time they deem appropriate, either to help or condemn us.
The Aityr religion is closely linked to the heroes. For those who profess this faith, the vast majority of the great protagonists of history that have carried out legendary feats in the past are descendants of the gods or from exceptional people like Holst. Therefore, those who perform great works in life are transported to heaven when they die, to fight alongside the Aityr or to serve them. Conversely, those who do not do important things will die in the world of Helion, where they will sleep forever and fade into obscurity. There is no equivalent to hell in the belief of The Aityr; since for wasteland culture, it’s much worse to be forgotten.
The immortal Aityr all use different symbols, because a specific rune represents each one of the gods, considered their true name.

Cosmogony
The Aityr creation myth is one of longest and most detailed of all human religions. It began on an icy abyss where no grass grew or sea existed. In this infinite void called Ginnungagap there was no light or darkness, only eternal emptiness. Then four beings appeared from nothing, taking the appearance of huge nameless giants. Two took the form of woman and the other two of man. The giants remained alone in that timeless vacuum until happened what is known as The Day of Principle.
In some versions it is said that there was a great discussion between them, triggering a conflict that ended with the death of one of the giants who had taken female form. Others claim that the giant had a vision and sacrificed herself to begin existence. For one reason or another, the moment she shed her tears the oceans were created. From her flesh came the world, on which everything rests. Her wild hair formed strong winds, and where her blood spilled, ferocious fire. In response to the desire of their partner, each one of the giants took a part of the essence that she had released with her death and formed the first three Aityr: Dagaz; The Infinite Space, Jera; The Lady of Time, and Ogthala; The Mother Earth. Exhausted after their work, the giants went to sleep in the depths of Ginnungagap and left the fate of Creation to their newborn children.
The three primal gods began to have children among them, giving birth too many deities. One of them, Mannaz, daughter of Dagaz and Ogthala, became The Lady of Creation when her blood mixed with two trees, giving birth to the first mortal man and mortal woman. However, Jera was jealous of the love that Dagaz professed to Ogthala, and she convinced her children to vilify her sister. This was the first separation of the gods, forming the pantheons of Njordt and Valhein. Full of anger for her failure,
Jera went to the depths of Ginnungagap where she stole a drop of blood from a sleepy giant and used it to impregnate herself with its essence. Three great beasts would be born of that union: Fenrisulf,
Skule and Helion. Seeing the creatures that she had given birth to, Jera realized her terrible mistake and returned to warn the gods of the danger that approached.
Not knowing what to do, the other Aityr blamed each other for what happened, while the three beasts procreated using man and the animals in the world to create their own lineage. In the midst of growing chaos, a young God called Anzus approached the depths of Ginnungagap and woke one of the giants up. In exchange for his promise that he would never return and bother them again, the giant gave Anzus the power of wisdom, with which he threw the great beasts into the depths of the world and proclaimed himself Lord of the Gods. Only Helion, who did not share the same anger of her brothers, avoided the fury of Anzus and became The Lady of The Underworld, a position no other God wanted. Thus, the king of the gods created the Valdyr, a third major divine pantheon responsible for ruling the skies.
Once at peace, the Aityr focused on Mannaz’s creations, because man had become a creature who surprised even the gods. It was then they would frequently intervene in history, either for good or ill of mankind.

The Divine Wars and the Chosen Ones
After defeating the beasts, the Aityr would fight two more great wars. The first was against the ice giants that lived on the islands of the Barren Icy Lands in the north, as they tried to steal their place in heaven. Despite the enormous power of the Aityr, their adversaries soon outnumbered them, so the gods demanded man’s help. To do this, Anzus ordered Verdal, one of the three Fates, to gather the souls of all the humans who were worthy of fighting beside the gods. This is why it is believed that the great heroes are taken to heaven, where they prepare to accompany the gods on future battles. nThus, with the help of their new warriors, the Aityr were able to crush their enemies and imprison them in giant crystals until the end of time.

The second conflict was against Hringham, the No Life King, and his undead army, which tried to reach heaven and plunge the world into eternal ice. After a harrowing battle, the Aityr emerged victorious because Thuriz and his wife Kenaz defeated Hringham, throwing him into the depths of the world.

The Structure of the Church
The Aityr religion does not display any hierarchical structure. Each town or city usually has a certain number of priests performing the role of conduits of wisdom, traditions inherited from the gods. For those who run the priesthood, there are only two ranks: the one of apprentice, during which they follow the lessons of a mentor, and once approved, the one of wise person. Normally, choosing priests is due to birthmarks or by date of birth, almost always being men except in very exceptional cases. However, the work of a cleric has no true recognition, and even those who hold the title of wise person are still required to perform other tasks like anyone else, be he warrior or mere peasant.

The Pantheons of the Aityr
The Aityr are divided into three major houses or pantheons. The Valdyr are the eight main deities who reside in heaven, each of who has their own place in the sky. They are led by Anzus, Lord of the Gods, who imposes peace among all the others. He is considered the greatest God, not as much due to power as his importance in the order of the world. The second is the house of Njordt, who dwell in the eternal ice, near the border of Ginnungagap and the Kingdom of the Dead. Hagalaz, The Lady of the Dark, leads them although she always listens to the advice of her mother, Jera. The Njordt openly oppose the Valhein, but remain peaceful by the promise that they made to Anzus ages ago. The third house is Valhein, the closest to man, home of the gods who reside in the heart of dreams, who often descend to the world and walk alongside us. Their lords are Ogthala and Dagaz, two of the first-born gods and parents to Anzus, but the most revered of them is Mannaz; The Creator of Man.

House of Heaven

Spoiler:

Anzus (Wisdom): Anzus is the lord of the gods, symbolizing wisdom and dominance over others. He is the supreme ruler of the Aityr to whom all the gods follow and respect. He is depicted as an old man without eyes, with a dove and a raven perched on each of his shoulders.

Thuriz (War): For the people who live in The Barren Icy Lands, Thuriz is understandably one of their most important deities. Thuriz is the first-born son of Anzus, and the strongest of all the gods. He symbolizes war and battle, and is the lord of warriors and heroes. He is depicted as a huge man, adorned with scaled armor and always equipped with an axe and shield.

Fehu (Prosperity and Fortune): The wife of Anzus is a goddess who appears in very few stories. She represents prosperity and fortune, so people use her name when they desire a good harvest or a favorable business outcome. She appears as a woman adorned with ostentatious clothes and hair like gilded gold.

Uruz (Nature and the Wild Beasts): Son of Jera and Dagaz, Uruz represents nature in its wilder state. He is the perfect hunter, lord of the beasts of Gaïa. Many consider him the companion of Thuriz and they say the pair usually go hunting or fighting together. He appears as a young man with long hair and a beard, dressed in animal skins and armed with a bow. He is one of the most important deities of the Aityr, and his name is often used when hunting game or when crossing a forest.

Kenaz (Light): The twin sister of Hagalaz is a smiling goddess who embodies pure light. She is enemy of dark spirits, and often fights alongside her husband Thuriz, wearing brilliant armor made of the sun’s rays. Her hair and skin are as white as snow, and they say that she can blind any mortal who looks at her without his helmet. From her affinity to the light, there are many occultists who consider her an avatar of C´iel or the Beryl Mikael.

Raido (Adventures and Journeys): Raido is youngest of the gods, and favored son of Anzus and Fehu. He’s considered a lively God and full of joy, who loves traveling and adventures. Some occultists associate him with Uriel, being a fellow traveler like him or even absorbed as a single entity. He most commonly appears as a smiling young boy, adorned with colorful clothes.

Gebo (Balance): Known as the God of Balance, Gebo is the force that stabilizes all aspects of the world. He is the older brother of Anzus, who followed him in his fight against the three great beasts. He commonly takes the form of an old monk, whose beard is so long that it practically drags on the ground.

Wunjo (Happiness): Wunjo is a beautiful goddess with a radiant smile, who represents happiness. She appears as a young girl with red hair and eyes, being valued as the most beautiful of all The Aityr. The legends say that her radiant beauty is capable of stealing the heart and soul of anyone looking at her. Many gods have courted her requesting her hand in marriage, but she had many lovers and hasn’t been able to decide on any of them.

House of Ice

Spoiler:

Hagalaz (Darkness and Night): The sister of Kenaz is the lady of darkness and night. She is a powerful and melancholic deity that rules the Njordt house with absolute authority, without listening to anyone but her mother Jera. Her appearance is identical to her sister, although her hair is black and she always dresses in a mantle of eternal night. Some occultists think that she is an incarnation of Shajad Meseguis, whereas others compare her to the Arcana of the inverted Star.

Nauthiz (Necessity and Hardship): Also called The Punishment, Nauthiz is the God who steals man’s belongings. He acts droved by jealousy and an unparalleled yearning to have everything. The tribes pay tribute to him very regularly; offerings to satiate his greed and to keep him from snatch their harvests.

Isa (The Eternal Ice): The quiet Isa is the younger sister of Sowilo and the youngest God of the Njordt pantheon. She lives at the entrance of Ginnungagap and has the job of keeping everyone from entering the pit and disturbing the frost giants. She’s usually depicted as a young naked girl with white hair and skin.

Jera (Time): Jera, The Lady of Time and mother of the beasts, she is one of the goddesses created by the primeval giants of Ginnungagap. Her power is immeasurable, since she controls the flow of the time and all living beings, though Anzus sealed a great portion of her strength as punishment for her actions.

Eihwaz (Nature): Eihwaz is the lady of all natural things, as well as the peaceful animals that populate the world. She followed Mannaz’s example and, after The Creator formed mankind, Eihwaz gave birth to the flowers and the herbivores. According to some myths, she could only do so with the help of her friend and sister Berkana.

Pertho (Magic and The Occult): Pertho is the enigmatic God of magic and the occult, who gave man the gift of witchcraft long ago. He is generally quiet and pensive; they say that he stays out of disputes between his brothers and sisters. From his nature, some people compare him to the Shajad Erebus.

Algiz (Protection): The younger daughter of Jera followed her mother to the abyss to look after her and make sure she did not repeat her mistakes. She is the one responsible for protecting man from the beasts and the dangers of the land (but not from the actions of other men). Almost all the tribes pay tribute to him in serious hardship.

Sowilo (Fire): Older sister of Isa, Sowilo is The Lady of Fire, who keeps the ice of Ginnungagap at bay. She appears as a woman with fiery hair and bright eyes burning like embers.

House of Dreams

Spoiler:

Tiwaz (Justice and Victory): After Thuriz, Tiwaz is the deity most worshiped by the descendants of Holst. He is the one who brings victory to the righteous, and also who created the law of man. He is also occasionally revered as the God of War, since they say that he only grants his blessing to those who struggle to become worthy. The ritual of the Ten Swords was originated with him. Although the Valhein house includes Ogthala and Dagaz, it generally believed that Tiwaz is the patriarch of the group.

Berkana (Birth and Fertility): Mannaz’s sister was the one in charge of guarding The Creator’s work during the first days of the mankind. She is the wife of Tiwaz, and carries the title of the Lady of
Valhein. Her name is mentioned whenever a harvest is planted, and whenever a woman is about to give birth.

Ehwaz (Horses): The horse is a creature of very special significance for the people of Holst, as it has its own creator according to the Aityr legend. Ehwaz is the God of horses, as well as riders, and he sometimes appears as a hunter like Uruz.

Mannaz (The Creator): According to myths of the people of Holst, Mannaz is the most important of all the gods, since she created the mankind. She did this by mixing her blood with two trees, and then shaped them into the image and likeliness of the gods. She is seen as a merciful and kind

Laguz (Love and Lakes): This goddess is usually only revered by poets and lovers. The people of Holst claim that she watches couples strolling near the water. That is why it’s customary for the clans to declare wedding vows at the edges of lakes in the icy wastelands.

Inguz (Seasons): A lesser goddess of little importance, she is usually only mentioned at the beginning of the seasons, to bring good luck in the days ahead. Small portions of the people of the icy lands think that she is a man.

Ogthala (The Spirit of the World): Ogthala is the first mother, one of the three primeval gods created by the giants. She embodies the world, and some think she is a representation of it. Most of the gods are the offspring of her and her husband Dagaz.

Dagaz (Infinity): Generally Dagaz, one of the primeval gods, is considered the greatest and most powerful of all the Aityr. His power stretches over all Creation, since he embodies infinity itself. He appears as a long-bearded old man, whose body is composed of a dense dark cloud. His name is rarely mentioned, more out of fear than lack of respect.

THE THREE GODDESSES OF FATE

Spoiler:

The birth or arrival of The Three Fates, as Verdal, Aishia and Cloht are usually called, has no clear explanation or is bound to a single religion. Their appearance is unrelated to the other gods, although they’re usually given a place alongside them in heaven. They are called “the three goddesses that rule the destiny”, but more commonly the occultists think that they only have the power to decide how long each creature in Creation has to live.
The clearest and figurative representation of the Fates appears in Aityr mythology, where they are responsible for gathering powerful souls to become warriors of heaven and fight alongside the gods. They are servants of the divine powers, but at the same time they have the ability to kill them when their moment arrives. Many figures similar to The Three Fates appear in other religions, where they play darker roles, like angels of death or divine executioners. In most cases, it appears that they are no more than versions or adaptations of original Aityr mythology.

Verdal: Verdal (or Verdanni) is the most well-known Fate because, according to Aityr beliefs, is the one that commonly descends to collect the souls of heroes. She rules the present and is the one responsible for deciding when every living creature dies. She appears as a beautiful young girl with white hair and an adorned armor. Her weapon is a great scythe, with which can destroy any form in existence. The Church calls her Ashriel, describing her as an angel of death with raven’s wings.

Aishia: The oldest of the three sisters, Aishia (also called Ull), controls the past and judges the destiny of man. She appears as a woman with black hair and gray armor carrying sword in her right hand and a scale in her left. The Church calls her Death incarnate, giving her the name of Sheol, of the Bone Wings.

Cloht: Cloht represents the future and influences the fate of that which has not yet passed. She is a girl with golden eyes, carrying a pair of scissors with which to cut the threads of life. The Church calls her Apollion, the executioner of heaven, the one who makes the angels mourn when she spreads her wings.

The Three Beasts

Spoiler:

The Three Beasts are the children of Jera, The Goddess of Time, who were born with the blood of a giant. They are creatures of nightmare that began their own monstrous lineage and almost devoured the gods.

Fenrisulf (Destruction): The youngest of Jera’s offspring was Fenrisulf, the wolf that could devour heaven with his maw. He was a beast of power without equal, whose only desire was to destroy everything in existence. Being immortal, after his defeat he was chained in the depths of the world, where he remained sealed for millennia until his mother released him. The Church considers him a frightening demon that was destroyed by Abel at the base of the Peak of The World.

Skule (The Devourer): Unlike his younger brother, whose only purpose was to destroy, Skule was a creature whose lust for flesh and blood had no equal. He was the ultimate predator, the father of all beasts (a term not to be confused with the wild animals of Uruz) born of his seed and blood. Skule is also called the corruptor, since he has the power to convert the creations from the other gods into monsters. He appears as a gigantic serpent, or sometimes as a dragon. Like Fenrisulf, he was chained in the depths of the world, and since their crimes were great, he will never be released.

Helion (Death): Sometimes confused with one of The Fates, Helion is the only one of Jera’s beastly children that was born with a human form. She did not participate in the war like her brothers, so Anzus, reluctant to accept her with the gods, exiled her to the kingdom of dead, where she became its ruler. She passes judgment on all creatures that, upon death, do not deserve to go with the gods.

Regarding Other Religions

The followers of the Aityr believe in other religions and feel that there are other gods beside their own; but they simply brand them weak and devoid of temperament. People that depend heavily on divine intervention are fragile by nature, since, given the capricious nature of the gods, you never know when they are going to leave your side.
There has been great tension with The Church for a long time when it tried to impose its beliefs over the ancient Aityr rituals. They do not despise The Messiah, who has sufficiently proved his power in the past, but to his religion, describing it as formalistic and decadent.

FROSTKOLIER

Spoiler:

Number of Techniques: 5 Total MK: 225
Frostkolier is the name the Combat Techniques developed by the elite warriors of the town of Annar, in Haufman, receive. They were developed from the lessons imparted by a Kami in mortal form that traveled more than two centuries ago to the Tip of the World. Its principles are based on the control of ice and low temperatures and are considered to be some of the best Combat Techniques of Gaïa.

FROSTLINDER
Level: 1 MK: 35
By exuding cold into his weapon, the character causes dozens of shards of ice to accumulate on it. Then, he makes a multitude of cuts, causing frozen shards to be hurled at his enemy in barrages.
This Technique grants the character the ability to carry out four Long distance Attacks against an enemy not more than 60 feet away. If he wishes it, the character can direct each attack against a different enemy.
DEX 9 CON 9 POW 9
Effects: Long-distance Attack (Single) 60 feet, Additional Attacks +3.
Disadvantages: Elemental Binding (Water).
Type: Action (Attack)

FROSTVALAR
Level: 1 MK: 25
The character surrounds his weapon with an icy aura that freezes everything it touches. In addition, its surface becomes reflective, allowing him to use it to strike supernatural discharges and rebound them at their caster. Frostvalar grants its user’s weapon the properties of a Cold Elemental Attack and uses the rules for Physical Shock when intercepting a supernatural discharge. This Technique can be maintained by paying 2 points of Ki per turn.
DEX 3 CON 3 (Maint. 1) POW 3 (Maint.1)
Effects: Physical Shock, Elemental Attack (Cold), Maintained.
Advantages: Reduction of Ki 2.
Disadvantages: Elemental Binding (Water).
Type: Turn (Attack)

KOLINGER
Level: 2 MK: 45
Solidifying his aura, the character creates around him a great amount of ice that forms crystal armor. Kolinger provides the character with AT 6 against all types of attacks and can be maintained by paying 3 points of Ki per turn.
CON 7 (Maint. 2) POW 7 (Maint. 1)
Effects: Armor Augmentation 6, Maintained.
Disadvantages: Elemental Binding (Water).
Type: Turn (Defense)

ARNBJORG
Level: 2 MK: 45
When stopping a blow with this Technique, the character projects an image of himself to make the block and then counterattack. This form, surrounded by ice, strikes and shatters into small fragments after carrying out the attack. Arnbjorg increases the Block Ability of the character by 50 points and allows him to make a counterattack using the rules for an Indirect Attack. The counterattack is an additional attack; it is possible to carry out the counterattack even if the character has already attacked that turn or attacks later that turn.
DEX 11 CON 11 POW 11
Effects: Block Ability (Single) +50, Counterattack Ability +50, Indirect Attack, Limited Additional Attack +1.
Advantages: Reduction of Ki 1.
Disadvantages: Elemental Binding (Water).
Type: Action (Counterattack)

GUNNHILDUR
Level: 3 MK: 75
When using this devastating Technique, the character extends a frozen aura around his enemy, creating dozens of ice mirrors that surround the enemy everywhere. Then, the character momentary melds with them and begins to attack his enemy from all directions. This Technique grants the character the ability to make 11 Continuous Attacks against his enemy.
DEX 13 CON 13 POW 13
Effects: Limited Additional Attack +10 (Continuous Attack).
Advantages: Reduction of Ki 1.
Disadvantages: Elemental Binding (Water).
Type: Action (Attack)

Goldar Northener Module
Traditional weapons that the people of Goldar teach their warriors to use.
Effects: Battle Axe, Scramasax, Spear, Long Bow, Shield
Cost: 50PD