God-curse Mountains

Senior GMs: Jon Wicks, Matt Stewart, Matt Wicks, Sam Roberts
The God-Curse mountains are an inhospitable and frozen land in the far north. Common threats to the people include duergar, feral orcs, Vanir cults and lycanthropes but the worst of all are the Angels of the Vanir, merciless being that spread pain and suffering as they prowl the mountains.
The people of the mountains are a tough breed, organized into semi-nomadic tribes, called Lukt, spread out over the whole range. They rarely contact one another and when they do it usually results in skirmishes.
==Region Stats==
Military6	Infrastructure2	Loyalty9	Purity7	Unification3
Settled:1102,
Under-Mountain: 1301, 1402, 1502, 1602, 1603
Explored: 1002, 1101, 1202, 1203, 1302, 1401, 1402
Under-Mountain: 1501
Points Of Interest:
1401 - The Sacred Mountain
===Player Characters===
Dargan Drosilan
Havwarlen
Helga Morkilanner (retired)
Krunk
Oroboros (AWOL)
===Interest Groups===
Druid Circle
Paladin Commanders
==Relevant Information==
===Information from the Players===
This section is for players to leave information that they have learned from the God Curse Mountain. Any information posted here will be assumed to have been shared with all the heroes of Athesia so if there is anything you want to keep to yourself, then I suggest not posting it here.
Where the Gods have gone
The 'evil' gods appear to be trapped in the Under-Mountain, guarded by Duergar. 
*Ritual to bring back the Gods
*Why the Gods are gone
*What are the gods
*Paladins in the mountain
Lycanthropes
*Curse
*Cure
*Druidic Circle
*Heart of the Hero
*Lycanthrope Origin
Vanir
*Cultist immortality
*Vanir Symbols mixed with Pelor
*Dark Plains races joining the ranks of the Vanir
*How to kill the vanir
*Vanir origin
Duergar
Dwarves turned by beholders, currently guarding a keep said to hold the gods themselves. Currently believed that, apart from those born Duergar (which is difficult, as they appear to have an affliction when it comes to breeding and lose a lot of their young) they are all turned dwarves and thus have the capacity to be turned back in theory. They for the most part do not remember their dwarven lives, but occasionally some appear to get flashbacks from their past selves.They are currently running a campaign to get Dwarves to become Duergar voluntarily rather than having to 'upgrade' them against their will.
As an addendum, their babies eat rocks. That is all I have to add.
*Duergar cure
Orcs
*Collecting Natural Ritual Components
*Summoning Spirits
Misc
*Giant Monster Origin
*Unusual wildlife
===Overview of the God Curse Mountain===
The God Curse Mountains are not a unified Kingdom in any way that the other Regions of Athesia would recognise. Instead, the God Curse Mountains are a collection of Tribes that are united in a shared culture and history, but divided by that very culture and history. The peace is maintained by their general hate of the threats of the mountain and their drive to survive.
The cold environments of the Mountains in the north-east of Athesia make it harder for the People of the Tribes to survive, as they suffer some of the hardest winters on the whole continent. These winters make the People of the Mountains hardy and steady-fast, able to face any challenge or opponent without flinching. Loud and arrogant, the People of the Tribes are nevertheless fantastic warriors, with individual martial skills unmatched by others. These martial skills are tempered only by their sense of Honour and Duty.
The Geography of the God Curse Mountains
The geography of the God Curse Mountains is in most places very harsh, with gigantic peaks, deep canyons and freezing temperatures. It sits on the North-Eastern lands of the continent, with the People of the God Curse Mountains laying claim to nearly the whole of the mountain range even if they have to share it with a variety of unwanted threats. Travel around the Mountains can be very difficult, and most commercial travel is restricted to using the open passes. These passes are often blocked when winter lays its icy fingers upon the Kingdoms, and only three large passes remain open all through the Year (thankfully these large passes allow travel to most of the Mountain settlements). On the eastern reaches of the Kingdoms, there is a vast forest, the very fringes of which are used on occasion for logging, but due to the near constant danger of raids by Orcs, logging is not very common. Buried deep under the rock of the God Curse Mountains is the Undermountain, which is a vast system of caves and passages that criss-cross the Mountains, linking all of the major towns and land-marks. Once certainly not fixed (due to the occasional cave-in and the construction of new tunnels) the underpasses provide the People of the God Curse Mountains with an advantage when moving around their troops, although recently these have been filled by a threat known as the Duergar.
The weather of the Mountains can prove to be more deadly than some of the more exotic monsters that can be encountered in the shadows of the peaks. Vicious blizzards and colossal thunderstorms are common in the Mountains, especially during winter and even during the summer months the lands are cold and hard. On the days when the Mountains are peaceful, the weather can be brisk and pleasant, however only a fool with a death wish trusts the Mountains to remain calm and peaceful for very long.
The Society of the God Curse Mountains
The society of the God Curse Mountains is believed to be the least civilised of all the Regions in Athesia, at least by the scholars of those Regions. However for both commoner and warrior alike, the simple society of the Mountains is very appealing. Men are honest and true in the Mountains, seeking to fulfil their Oaths to the best of their ability.
The Tribes of the Mountains might fight amongst themselves to discover who is the strongest, most cunning or most honourable, but when threatened by an outside force, they rally to war and bloody deeds are done. Again though, Oaths are sworn, to the Elders or to victory, but all of which bind the God Curse Mountains together in the face of their enemies.
Even the economic decisions of the Tribes reflect their honour and duty to the People, as they trade among themselves for the resources they need to fight the enemies of the Mountain without remorse. Those resources they do not access, they take by force, unless another can oppose them. Finally, trading with the other Regions once again displays the honour and moral stamina of the God Curse Mountains, again through the swearing of Oaths that bind the Tribes’ traders to fair trades and honest deals.
The Oaths of the People
The Oaths sworn by the People of the Mountains hold great power, as they are witnessed by the People and the Mountain. When a Tribesman swears an Oath to another, their promise is witnessed by such powers and creates a bond - the more potent the Oath, the stronger the bond created is. Oaths are nominally divided into two different types; Blood-Sworn Oaths, Death-Sworn Oaths. The specific effects of swearing one of these types of Oaths is covered under the relevant Section, however there are some rules that cover both types of Oath.
Firstly, a person cannot be tricked into swearing an Oath. This does not mean that they cannot be tricked as to the meaning of the Oath, only that they must be aware they are swearing an Oath and its relevant level. Secondly, an Oath does not have to sworn in front of other people, as the Mountains feel the power of Oaths, they act as witnesses. As it is possible to swear Oaths (particularly Death-Sworn Oaths) without sentient witnesses, there have been instants of Oaths being sworn in anger and later regretted, but remain no less binding. Lastly, only characters sworn to the God Curse Mountains are affected by the rules governing the swearing Oaths. Should a character choose to swear an Oath with or to an outsider, then it is possible for both to be bound by its power, on the condition that the non-God Curse Mountains character is fully aware of the nature of the Oaths and is willingly prepared to accept and swear to them.
Swearing an Oath itself is a unique experience each time and as such, each Oath is different. It is not just the words that define the differences between the Oaths, but the intent behind them as well. However, as the Mountain hear the words of the Oath they must be phrased correctly with the intention clear.
Blood-Sworn Oaths
As the Blood-Sworn Oaths are the less significant of the two Great Oaths, the People of the God Curse Mountains swear them quite often. Blood-Sworn Oaths are usually sworn between two People, who become “Blood Brothers” in the process, swearing to eternal friendship. Such Oaths are commonly sworn on the battlefield and require no more than a declaration from both parties to each other of the Oath and the intention to swear such an Oath (although most of the time there is some bloodletting to prove their commitment to the Oath). A character can swear as many Blood-Sworn Oaths as they wish to, though having too many Blood Brothers, especially among different (possibly warring) Tribes can make it difficult to act.
If a Blood-Sworn Oath is broken then it usually means a character has betrayed their Oath and their Blood Brother. This could also include breaking the trust and the honour of the character’s Tribe itself. The usual punishment from the Tribes for an Oath-Breaker of this type is exile from the Tribe (depending on the nature of the Blood-Sworn Oath that was broken), although the storytellers of the Tribes tell tales of some warriors breaking their own swords after breaking such Oaths.
Death-Sworn Oaths
The Death-Sworn Oaths are the most significant of the Great Oaths. As Death-Sworn Oaths can be made to either another person or an ideal they do not need witnessing. Such Oaths are commonly sworn though before an assembled village (or in the cases of the most important Death-Sworn Oaths in front of the Warlords and Tribe Chief of their Tribe) so all know of the intention of the person to fulfil either a quest or then they are pledged to another until death. As with Blood-Sworn Oaths a character can swear as many as they wish, however the more they swear, the more likely it is that they will be forced to break one of them.
If a Death-Sworn Oath is broken then it means the character has either given up on their quest or that they have betrayed or neglected their pledge to another. Due to the nature of the Death-Sworn Oaths, this most often means that the character has betrayed their Tribe in a very damning way. The punishment for such a crime is at least exile from the God Curse Mountains, as well as being branded as an Oath-Breaker forever, although execution is by far the more common response for this crime.
The Characters of the Mountains
The People of the Mountains have many traditions, all of would form their unofficial methods of government. These traditions are only maintained through the common practice of Swearing and Keeping Oaths. Therefore, when a Player chooses to play a character Sworn to the God Curse Mountains, they must be prepared for their character to be asked to swear at least a single Blood-Sworn Oath to their Tribe (as a show of their loyalty). Should a character from the God Curse Mountains go on a quest or promise to face a particularly powerful opponent, it is very common for further Oaths to be sworn, usually Death-Sworn Oaths.
When playing a character from the God Curse Mountains, it should be noted that honour is one of the most important – if not the most important aspect of the society. Any character who wishes to backstab, betray, deceive or sneak should be prepared to be scorned by their Tribe and allies (This refers to the act of say stealing or killing someone in their sleep, hiding from someone to get an advantage in combat would be considered good tactics as long as it wasn't a dual). As honour is everything, it is common for nearly everyone in a village to be able to fight to some degree or another, making martial prowess very important as well, though this can be tempered with mystical strength instead.
As their honour is so important, there are many clashes over a person’s (be they male or female) honour and the respect they feel they deserve. These clashes can often lead to fights, however when such a conflict erupts between two Tribesmen of standing, the Tribe Chief can demand that the combatants fight with honour and challenge each other to a Contest of Strength. Each side choose which of their own attacks would be and then battle each other with all the honourable talents and tactics they know. It is possible for the combatants to add additional stipulations to their contest. However the more rules a contest has included, the less honour can be gained from winning it (making these forms of contests a very dangerous thing if a person is looking for honour). Once a Duel is declared and accepted no others may interfere until it is concluded, and in the Mountains, there are only two conclusions, death or surrender. Should a character fight a contest and choose to yield before they die, they are likely to lose face in the eyes of their Tribe, however they are likely to gain wisdom (and therefore respect – assuming they do not yield all the time). Should a character be defeated, but not death, it is tradition to kill them, as they have lost all of their honour to a better opponent. However there has been a number of times in the history of the God Curse Mountains that a victorious Tribesman has chosen not to end the life of their opponent, but instead spare them and return their honour (usually in the form of their weapon), in hopes of laying the feud to rest. This course of action is rare enough that the Tribes are unsure how to respond to such a decision.
Races of the God Curse Mountains
As the Mountains are so unforgiving, they do not tolerant weak races, nor do the People accept those without the heart to survive. Like all the Regions of Athesia, Humans are very common in the God Curse Mountains, as their adaptability ensures their continued survival, and even prospered in such difficult conditions.
Another common race in the God Curse Mountains are the Goliath, as it is believed they were shaped from the stone of the Mountains. Because of this, the Goliath survive in the Mountains at least as well as Humans and are often important within their Tribe.
Those few foul abominations known as Half-Orcs are most often treated with respect, for while they might be a half-breed, their sheer strength makes them valued warriors while their increased resilience to the environment of the God Curse Mountains make them extremely reliable.
A strange race also appeared in the God Curse Mountains over the course of the last 1000 years and these were known as the Longtooth Shifters. At first these were thought as cursed as they were the result of humans mating with lycanthropes however as the curse weakened through the generations, they lost the ability to spread the curse and instead just became another race of the mountain. Since they were no longer feared because of the curse, they were respected like the Half-Orcs as they showed physical prowess above that of an average human and showed an uncanny ability to survive in the harsh environment of the mountains
===Places of Interest===
Aton Thorvald [Under-Mountain:1502]
Considered by some experts to have been the ancestral birthplace of the Dwarven people, Aton Thorvald is one of the largest archaeological finds and is the largest underground city in Athesia. In the centre of the great stone gates to the city there rests an enormous hammer, wielded by Thane Oskar before his death, it is believed that the hammer increases prosperity and confers protection onto the city. While historically built and maintained by Dwarves the city is now home to the many races of the God-Cursed Mountains, both from above and below. This new wave of multiculturalism and togetherness has brought much trust and civility to the stone halls of Aton Thorvald and some of the best bar fights to it's taverns.
Aton Thorvald is also home to "The Tavern 2", the Headquarters and drinking hole of the Terra Turtle. Once a month, in memory to the tavern's original owner a no holds barred drinking contest is held. The contest is 6 rounds starting with high volume low strength ales and ending with basically alcoholic poison. A winner has never been declared for any of the contests to date; none of the competitors, judges or on lookers have been sober enough after the 6th round to remember who's still actually competing and who wasn't competing to begin with. Since the competitors compete with drinks purchased on tab at a slightly reduced rate, "The Tavern 2" continues to lead as a beacon of economic theory in Athesia.
Aton Volkrund [Under-Mountain:1301]
Also called the Fungal Forest, Aton Volkrund is the largest collective of fungal species and habitats in Athesia. Much like Aton Thorvald, Aton Volkrund is an ancient reclaimed Dwarven city. Though archaeologists struggled at first with the site due to a photosensitive deadly fungal species called Creeping Death. Since the ruins were re-habited however, control and study of the many kinds of fungal species and cultivation of more became the primary profession and export of the city.
As of now, fungal foodstuffs make up 60% of all under-mountain cuisine. Surprisingly, however, the "Glow Moss", a druid encouraged and developed fungal strain, has proven the most popular export out of Aton Volkrund. It has seen quite wide spread use as a cheaper alternative to home lighting than candles, or rods of light. The Volkrund Fungal Institute has come under fire recently for questions about the safety of such DE moss and have also seen concerns of the ethical ramifications of "tampering with nature". VFI experts responded "The candle and wick makers can make any allegations they like, but nothing is more natural than druidic primal energies."
==Antagonists==
Duergar
Also known as grey dwarves, duergar are repulsive relatives of the dwarven race. They greatly resemble their dwarf cousins, but they stand slightly taller on average and tend to weigh more. Their skin is grey or pale white, with the darkest possessed of skin that seems almost ebon in hue. Their eyes are equally dull, with any shade of grey or brown being the norm. The vast majority of duergar are naturally bald, including the females, and those that aren't often shave off their hair anyway, it being viewed as nothing more than a detriment in combat.
The duergar are goal-oriented and adhere strictly to their hierarchical society, though its exact structure can change drastically over time. An individual's standing within the community is greatly influenced by his battle prowess and, most importantly, the number of foes he has slain in combat. Their culture is bland and lacking in traditions, owing in part to their exceedingly strict militaristic lifestyle. To a duergar, anything that does not directly contribute to its own survival or power is nothing more than a useless trinket. Accordingly, they have no appreciation of artistic expression, and their dwellings are roughly hewed from stone and furnished with the sparsest of accommodations.
Feral Orcs
Most Orc tribes are shamanistic; they believe all the forces around them are controlled by the spirits. They are a savage race, bloodthirsty, and violent. They are known to roam the land, ripping apart civilizations. Orcs are a very violent race, often waging war between large clans and battle groups. The Orcs love close combat, the taste and feel that a battle provides, and tend to eschew ranged weapons like the longbow or sling for a good war hammer or axe. Most orcs in the tribe follow their leaders into battle, following the strongest and most powerful in their tribe. Orcs rarely retreat or surrender, and would rather die in battle, pursuing the kill. As in most primitive societies, orc civilization utilizes hereditary classes, and certain members of the society are born into warrior, servant, and leader classes. However, this society is far more "egalitarian" than others, favouring strength and allowing worthy lower-class orcs moving up in the system. 
The orcs that are held in the highest regard are the Shamans. There are only a small number of Shamans in a tribe and these Orcs are the ones who rule over the tribe making the daily decisions and providing the tribe with knowledge and wisdom. 
Lycanthropes
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes. Only natural lycanthropes can pass on the curse of lycanthropy.
Vanir Cultists
Vanir Cultists are humanoids that wear dark cloaks to cover up most of their features. They all worship the Vanir to such an extreme devotion that they are all willing to sacrifice themselves to further the goals of the Vanir.
The cultists come in all shapes and sizes depending on what humanoid they are but they also have different power sources. Not all cultists are clerics; you have warriors, mages and rouges among them too. 
The cult’s purpose is unknown as the cultists seem to attack everyone without reason and without remorse. They do not take prisoners, they do not make sacrifices and they just kill anyone who is not a fellow cultist.
All cultists wear the symbol of their respective god. The gods of the Vanir are Loki, Fenrir, Jormungand and Hel
Angels of the Vanir
Most deities have angel servants. Although their appearances can vary, all angels are vaguely humanoid in form, with masculine or feminine features and lower bodies that trail off into flowing energy.
Angels exist as expressions of the Astral Sea, sentient energy in humanoid form. The Vanir Angels serve the Vanir Gods, the ones who created them. They are powerful astral beings who act as a military force working for the gods who created them.
They act as generals with the cultists being their soldiers however it has sometimes been seen to have a few angels working together when they believe something is worthy of their combined power. 
Hazuz Domingeuz
A powerful Vanir cultist.
==Allies==
Swirl
High Druid of the Druidic Circle.
Category:Setting