Hathil
This northern continent boasts a cold, harsh winter that has no sunlight, but a longer, warmer autumn that allows for the storage and harvesting of more crops and goods. Most of the year the region is cool, if not cold, and the wild game and crops are of the hearty variety. The winter comes quickly and often can flash-freeze the lakes, rivers, and waters around the continent until the start of Sohaw. Nights are long, even in the middle of summer, and light is a precious commodity unseen for about half the year. Dwarves, humans, lizardfolk, dragonborn, tabaxi, drow, orcs, halflings, and a small number tieflings call Hathil home.
The various races that make Hathil their homes are those who have adapted to such harsh seasons, and whilst they are welcoming of others, they often find those from the south to be too delicate to manage the lightless months without contracting the "Dark Mind" that plagues some in the sunless winter. Often, the outsiders and children not used to the winter are placed with clerics to ensure they don't harm themselves or others in a fit of madness.
The various races that make Hathil their homes are those who have adapted to such harsh seasons, and whilst they are welcoming of others, they often find those from the south to be too delicate to manage the lightless months without contracting the "Dark Mind" that plagues some in the sunless winter. Often, the outsiders and children not used to the winter are placed with clerics to ensure they don't harm themselves or others in a fit of madness.
Trades: Imports/Exports
The main exports are furs, wools, exotic timbers, exotic stone, rare cured meats, and rare winter fish.The main imports are paper, precious metals and gems, iron, steel, and fruits.
Type
Continent
Included Organizations
Characters in Location
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