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Halland Island

Halland Island, a small island off in South West Aitso, based near the centre of it's renowned archipelago, is quite small compared to the other islands. It's history is rich with conflicts and cultures, as well as great cities and wondrous landscapes. Throughout it's collection of light hills, a mountain range duo, and simple forests, lies few and far between settlements, seen often as isolated from one another, other than it's main, prosperous city known as Raman. This small island can also be seen as a ground of diversity, many mixed races living here due to Maisin Maw collapsing, or the natural disasters linked to Mount Koude .
 
  Halland Island is also known for it's nation that controls a majority of it's lands, known as The Hallandary . However, there is information on other, solitary villages and towns which do not conform to the standard of this island, such as the Penedo Cliffside and Townsville . Although there is a few locations which were ruled by the The Emerald Claw , a political group bent on making an old king rule Halland Island.

Settlements

Raman, Capital of the Hallandary

    The monarch capital to the Hallandary, Raman is a highly protective city based in the south-west of the island, aligned closely to Morta Mountain, and it's dungeon with the name Morta Dungeon. Most of it's buildings are made out of steel and stone, built from minerals found in the closest mountain range's mines. Raman is also known for it's extreme security. Visitors are only permitted for 2 weeks per visit, regardless of their race, or class. Raman is also known for it's extensive, renowned royal family, being generous with it's donations and rulership over The Hallandary .
  Raman also extends out from it's main walls, with small homes dotted around in small regions. This accompanies the Southern coast, as well as the Morta Mountains to the west of the capital. Technically, it also delves into the dungeons of that mountain. The Chitine civilisation, whilst unknowing of the overworld, are technically controlled by Raman. If the Chitine would ever learn of what is going on, they would most likely invade the capital, aiming to reclaim their own land. The reason for Raman being so controlling and security-based is due to The Emerald Claw and their old leader, Yeltz.
  The royal family is said to be one of the main attractions to this kingdom. This is due to the strange instance of the human king, being in rule for hundreds of years. Also, the Dukes and Duchesses are seen as celebrities, instead of royalty. Often, they make stops at taverns to converse with the public, trying to fit in. Although, this is near-impossible due to their over-the-top outfits, and selection of Royal Guards and their personal knight accompanying them.
 

Astile, Home of the Lotus-Born

  Astile is the founding location of the Lotus Syndicate of White. A small, rural village, celebrated for it's welcoming status. Astile is dominating primarily by Elves, wanting to live the life of a human. They live in small cottages, connected by an either smaller pathway connecting to the Purity Cathedral. This cathedral is said to be the home of accepting flaws or changing them into strength. People that come here are said to enter in a state of depression, and leave with a new state of pride in themselves. Astile is found within the small plains of north Halland Island, their main exports for business being prayerbooks, kelp, and some iron deposits within a few natural tunnels around Astile. Astile was originally planned to be invaded by The Emerald Claw . However, this was thwarted by a passive change from the SCP, three adventurers who would soon become ambassadors for The Hallandary due to their work with Raman, and other settlements.
  Astile, other than it's religious basing, it's renowned for it's festivals. Astile often ends up making festivals every few months, mostly involved with deities like Sol . They are most known due to a divine intervention, not due to any malicious reasons. The daughter to the Sun God, Solis had arrived only to celebrate her father alongside the people of Astile. It ended up granting her a shrine in the village due to more followers being found from her arrival.
   

Morta Mountain

  The infamous mountain of Halland Island, not only is Morta Mountain home to the unfinished Morta Dungeon , but is also seen as a wolf in sheep's clothing from other geographical sites. Morta Mountain holds dangerous cliffs, powerful winds, enough to knock a goliath from his feet, and is the source of lava for the Fire Giant's Tower in eastern Halland Island. Many notable figures, like Tanurrakk had lived here for a while, as well as other persons such as Kmar, below the first layer to it's dungeon. It's dungeon is home to a settlement, not detailed in it's own article, being a Chitine residence. Morta Mountain is said to be under The Hallandary's ownership, specifically Raman.  
 

Beetlesmasher Village

  A nomadic settlement in the southern hills. Beetlesmasher village is known for it's titular action, smashing beetles for food. The settlement may look simple upon an exterior look, wild goliaths cooking bugs and living with abandoned equipment of fallen adventurers. However, upon seeing what truly lies underneath this village and it's people, there lies a curse. This curse is that the Goliaths there are given extremely short lifespans, being a year for them to die. This'd last for 6 months, unaltered. If help was not given, then every Goliath would soon be dead. Luckily for them, a legendary, unsung hero had used their bardic abilities, lacing an altercation with this spell. This bard may have not been strong enough to remove it entirely, but to instead adjust the growth rates, and extended the curse's duration. Goliaths could now reach adulthood, and they would not live painfully short lives. They were happy with this.
  Beetlesmasher Village holds a tradition too, known as Goatman. Goatman is both a ritual, and a rank held by the Goliaths. Once every hundred or so years, the spirit of the previous Goatman, shrouded with the skin of a goat, is summoned upon a minor plateau near the village. The goliaths must select their strongest, and it is their job to wrestle against the spirit. Whoever topples the other off of the plateau, wins. If the spirit is thrown off, then they are freed of the Goatman legacy, to move onto their afterlife. However, if the new contender is thrown off of this natural arena, they would die from the fall, regardless. The Spirit will resume control, and enter back his slumber. If a Goatman is still alive at any given moment, they are said to have absolute control over the village, the goliaths would abide to his words. 
 

Halland of the Underdark

  A notorious location, not seen as welcoming to those from above. Halland of the Underdark is where the lower 3 of the 4 layers to the Morta Dungeon reside. This does not extend out to the even more dangerous catacombs to Elfar, however, and are contained within themselves. The main layer is the second, where a civilisation of advanced Chitine had outlived their drow leaders. Notable Areas here include:   
  • The Arachis Palace, home to a Drider Queen. Her role is to keep the Chitine in check, and stop them from becoming more diabolical and ravenous to one another.
  • The Coliseum of Ravisna, an arena where a half-vampire whom devours the intellect of others had ruled in complete power, now seen as an area of dismay. 
Type
Island
Owning Organization

Magical Items of Halland Island

 

Bowl of Soups

Wondrous item, common.
  Any fresh water poured into this bowl immediately becomes soup. The soup can be potato, tomato, or turnip (user’s choice). If the soup isn’t lifted with the accompanying spoon or drank, it reverts to water. It's current owner is Kaze Hoshi, a folk hero of Townsville . He uses it to keep most people in the village fed.
   

Straight Sword of Macross

Weapon, Common.
  A simple short sword, made for Macross Julisia of the Royal Knights. Macross holds the original blade, others being grafted in resemblance for other Royal Knights. This sword has the ability to be a spellcasting focus, for most simple spells.
   

Sundering Morningstar

Weapon, Very Rare.
  You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon explodes with a mighty crack of thunder and any creature within 30 feet must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 thunder damage and is deafened for the next 10 minutes. On a successful save, the creature takes half as much damage and isn’t deafened.
  While holding the morningstar, you can use a bonus action and expend 1 charge to call forth its thunderous energy. The next time you hit with a melee attack using this weapon it unleashes a thundercrack that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a Large-sized creature or smaller, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you and knocked prone.
  The Morningstar is currently used by the Chitine soldier known as Kmar.
   

Couatl Cloak

Wondrous Item, Rare (Requires Attunement)   A fine cloak, wrought out of the deep green and blue scales of some interdimentional Couatl of Halland Island.
As a bonus action, you can teleport 1d6 × 5 feet in a direction of your choice.

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