Geatahem (Asylon Supplement)

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Geatahem is a collection of autocracies governed by whichever clan member or tribal lord can assert enough dominace over one of Geatahem's seven regions to occupy its ancient longhouse. The people of Geatahem are the Geats, warlike humans from across the northern seas who delight in combat, feasting, and exploration. They are fair haired, light-eyed warriors and sailors of gigantic mirth and gigantic anger. There is no overarching racial unity amongst the Geats, although there is certainly unity amongst families and clans, and these invariably stick to particular regions, forming distinct if relaxed "kingdoms." Each leader of a region is referred to as a King or Queen, and while King Angus the Bold has the strongest kingdom in Geatahem, it would be innappropriate to call him the king of Geatahem as a whole.

The geography of Geatahem ranges from lowland plains in the south to snowy forests and mountains in the north. Geatahem itself is situated around Frostvik Bay, which is riddled all round with deep fjords. These fjords are easily defensible from the Geatish sea-based attack style, and are thus almost always populated by a small village, raider outpost, or just a ship mooring for the night.

Far to the north of Geatahem, in the Frozen Crown mountain range lies Grand Gunder, a sacred mountain for the Geats. It is inhabited by the Tongues, Geat sorcerors who have united to pursue study of the elements and the metaphysics of the Asylonian cosmology. Many of them are so powerful that they ritualistically gag themselves, as the pronunciation of sound by the Tongues can create huge tempests, blizzards, or various other magical backlashes. Valde Doxim, first emperor of Atralonia, is famous for climbing to the monastery at the top of Grand Gunder, hearing the Vald-song of the Old Ones, and surviving.

Heraldry: Geatahem has no national cohesion, and is rather organized into smaller, constantly-bickering kingdoms. For this reason, there is not an overarching heraldic device for the entire country.

  • Brega's Keep: A red axe on a white field.
    • Ruler: Agnar Hairy-Breeks
  • Castle Uthgar:A white castle tower on a black field.
    • Ruler: Lord Torolf the Cruel
  • Forstahem: A white ship emblazoned on a deep blue field.
    • Ruler: Captain Ulfgar Wind-Shifter
  • Gloryberth: A yellow sea lion rampant on a red field.
    • Ruler: Queen Fryssa Mer-Hewer
  • Hyre: A black garb of wheat on a yellow field.
    • Ruler: Inga Goldenwave
  • Longthews Hall: A white snow crystal on a blue field.
    • Ruler: Fafnir the Peaceful
  • Thorek's Watch: A golden sword and axe crossed over a green field.
    • Ruler: King Angus the Bold

  • Imports: Wine, Agriculture, Weapons, Armor
  • Exports: Ships, Alcohol, Mercenary Services, Precious and Nonprecious Metals

Classes (Common)

  • Bard: If the Geats are good at one thing, it is combat. If they are good at two things, the second is boasting. The telling of stories has an important place in Geatish society, and thus Bards are a popular class choice for Geats. A Geatish Bard is often primarily a storyteller, but might also be a capable juggler or instrumentalist. Naturally, they are bound to be decent with a blade as well.
  • Fighter: To the Geats, fighting is a passion. The thrill of battle leads them to fight with everyone, whether it be raiding riverfront settlements on the Stridflow, conducting battle with neighboring Geat kingdoms, or just arm wrestling in a bar. Though Geats might not train for coordinated defense like the Atralonian, they all make for phenomenal lone combatants, so much so that one of the principal Geatish exports is mercenary services.
  • Sorceror: Surprisingly, there is a strong tradition of sorcery in Geat history. Legends say that Daraith, Divine of Weather and Travel, taught the Geats how to use their voices to call down magic from the heavens. These Geats wield "the Vald," and call themselves Vald-Singers. They have become quite formidable at its practice and application. For the player: choose spells that have verbal casting components as often as possible.
  • Witch: Some Tongues are not wholesome individuals, and the Witch class is a good way to represent this bias. A Geat witch could be anyone from an evil party's caster to a rogue Tongue that has fled into the wilderness and lives alone, cursing any souls he or she crosses.

Classes (Uncommon)

  • Barbarian: The concept of unbridled combat power is not foreign to the Geats by any means, but most Geats prefer to temper it with the power of training. It's not unusual to see a Geat Fighter with a few levels of Barbarian sprinkled in, but full Barbarians are confined to a small (in elite) group.
  • Ranger: Rangers represent a small if important aspect of Geat society. The Northern marches of Geatahem are under constant patrol by these individuals, ever vigilant for incursions from trolls or the Geats' greatest rivals: giants.
  • Rogue: Not all Geats are born sturdy enough to play a seriously role on the front lines of battle. Many of those find they are better suited to a life studying thu'um, but some find the call of the silver tongue more enticing. These are classically the worms in the ears of rulers, plotting behind the scenes to accomplish their own hidden agendas.

Classes (Rare)

  • Alchemist: Alchemy is an art requiring careful practice and preparation, and most Geats find themselves ill-suited to such patient work. They would rather shout down an enemy's walls that brew potions if given the choice, and most Geats have no need for self-augmentation besides.
  • Cavalier: The call of the warrior is strong in Geat blood, but mounted combat is not their specialty. True enough, some bands of raiders prefer to roam the countryside instead of prowling the rivers of Aina, but they are quick to dismount before combat if they are able.
  • Cleric: While religion plays a part in Geat culture, the focus is much more on human endeavor. Indeed, Geats with their heavy belief in fate consider the gods to be more impassive than any other race, and find it small comfort to pray to them in times of need. The gods will help or hinder you as they please, and pleading will make no difference; better to go down laughing and swinging on your feet than muttering with hands folded on your knees.
  • Inquisitor: If Cleric and Paladin are unpopular choices for Geats, then Inquisitor is almost unheard of. The idea of fighting in the name of a deity is foreign to Geats, but sinking to such shady means not only does nothing for the accumulation of glory and trophies, but it almost downright shameful. Very few Geats become Inquisitors.
  • Oracle: Oracles are a rare sight across all of Aina, and Geatahem is no exception. Some of the most powerful Tongues bear the heavy burden of their abilities as the result of a mixed blessing from the gods, but it simply doesn't manifest itself very often. Those Geats that do become Oracles often reach the highest echelons of the Songs of the Tongues.
  • Paladin: Paladins are not a popular choice to the religiously relaxed Geats. It is a more popular choice than Cleric because of it's more active role in combat, but it is still seen as strictly inferior to other classes. Geats that do become Paladins are most often seen as leaders among their people.
  • Monk: Brawling is a sport that goes hand-in-hand with the rowdy culture of the Geats, but refined unarmed combat and a life of contemplation are almost completely foreign to them. Occasionally a Geat with deny their rambunctious nature and pursue the higher path of spiritual enlightenment, but it is a rare occasion.

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