Shankhor

The kingdom of **Shankhor** clings to the side of the Khyazgoran Mountains, its cities and farms carved out of the cliffs and slopes on meticulously engineered terraces. Somewhat isolated from the rest of the continents, Shankhor is the last bastion of civilization before the inhospitable northern mountains and freezing arctic ice sheets where the forces of the Frostfell slowly, inevitably creep into the world.

## Government

The ruler of Shankhor is known as the Hearthfire, the flame that warms the kingdom. The title has been passed down through the ages, originating with the person to first discover the Frostfell and unite the clans to defend against it. They claim to be descended from the original priest of the Eternal Flame who was imbued with divine power in order to defeat the Frostfell. The dynasty of the Hearthfire inherited this power and uses it to keep the Eternal Flame lit.

The nobility of Shankhor trace their lineage back to the first incursion of the Frostfell, when the disparate bands of roaming hunters and gatherers united under one banner to seal away the dreaded grasp of eternal winter. They claim to have spearheaded the unification effort and supported the original Hearthfire in their efforts to lead the clans into battle against the creatures of pure cold.

While the Hearthfire is the most powerful person in Shankhor, they delegate control of the different regions to each of the eight clans. The clans have control over their respective ancestral lands while the Hearthfire oversees the nation as a whole. Usually, the clan’s word is law in their own lands, but the Hearthfire has the power to overrule them at any time.

Some clans sometimes delegate responsibility further to other individuals in the region, usually minor nobles given titles recognized only by the clan itself. These people are generally in charge of specific tracts of land within the region, and report directly to the head of the clan.

## Religion

The deity of Shankhor is the Eternal Flame, a constant fire of radiant power that protects its followers from the darkness and cold. It represents hope in the darkness, community, and inner strength.

### The Devoted

While the Eternal Flame has no physical presence in the world, it sends devotees out into the world to do its bidding. The Devoted are often chosen and inducted into the sacred order after suffering great hardship; nearly freezing to death, falling from a great height, being attacked and left for dead, contracting a deadly disease, etc. The Devoted act as security and aid for mountain communities. They are expected to keep roads and paths clear and safe, and to help deliver supplies, messages, and news between settlements.

### The Eternal Flame of Shankhor

In the heart of Osugviet, in the center of the Great Temple, lies a pyre burning with pure white fire. The phenomenon attracts pilgrims from all over the Khyazgoran Mountains to worship at the symbol of the Eternal Flame’s power and protection over the kingdom. Legend says that the first Hearthfire descended from the top of the volcano Shal Kaddath, bringing the Eternal Flame to bear against the forces of the Frostfell.

According to Shankhoran belief, if the Eternal Flame were to ever go out the entire kingdom would be lost. There is an order of priests known as the Keepers of Sacred Fire whose sole purpose is to tend to the Eternal Flame and ensure that it never fades.

### Animism and Spirits

While the Eternal Flame is a relatively new religion, the clans of Shankhor have worshiped the spirits of the Khyazgoran Mountains longer than any recorded history. Ancient shrines and buried temples provide archaeological evidence that this animistic belief system has been around since before the first Great Winter.

The belief has evolved through time and it is still being practiced today, existing in harmony with the Eternal Flame. Most Shankhorans practice rituals and perform prayers pertaining to both systems, and there is rarely conflict between the two. Traditional animists believe that the Eternal Flame is a particularly powerful spirit while Eternal Flame devotees recognize the existence of the spirits and respect their influence.

Shankhorans will give offerings and prayers to forest or mountain spirits before and during a long journey to ask for safety. Loggers make offerings to the trees they are about to cut and practice evening cleansing rituals after destroying so many trees, each with their own spirit.

Each clan has a spiritual leader, called a Guide, that communes with the spirits and advises the leader of the clan. The Guide is a very respected figure among the clan, and their opinion is highly valued in all subjects.

All Shankhorans are expected to leave an offering at any shrine they pass, as well as to perform basic maintenance if its condition is deteriorating. In ancient times, shrines would act as a supply cache of sorts, each having a secure location nearby with preserved food, firewood, tools, medicinal herbs, and other supplies. This tradition continues into the modern day, and those who partake of the supply caches are expected to leave something useful behind in turn.

### Eilek-Ar and the Elven Religion

Eilek-Ar is worshiped as the patron god of elves and the guardian of the Khyazgoran Mountains. He is depicted as a deer with eight-pointed antlers - one for each of the clans of Shankhor. While elves are his primary worshippers, others may be inducted into the religion by elven elders or priests. Followers of Eilek-Ar tattoo their faces with a representation of the Great Tree of Eilek-Ar, the god's home in the spirit realm. Adherents to the religion believe that every elf is born from the seeds of the Great Tree and returns to them in death to be born anew.

## Tattoos

*Main article: Shankhoran Tattoos*
Tattooing is an ancient tradition stretching back to the early tribal days of Shankhor, before the emergence of the Frostfell and subsequent unification. Tattoos and ritualistic scarring tied closely to tribal identity, and this carries over into the present day. The people of Shankhor express their family history and clan affiliation and heritage through complicated tattoos and markings. Complex and numerous tattoos are a sign of wealth and sometimes nobility, depending on the style. Some clans and communities require specific tattoos to indicate membership while for others it is more about personal expression.

Elves of Shankhor tend to tattoo their faces with depictions of the Great Tree of Eilek-Ar, the deer god. This is an elvish practice regardless of clan affiliation, although people of other ancestries can also adopt this religion and tattooing tradition with an elder of the faith’s blessing. Each facial tattoo is unique and reflects the bearer’s relationship to Eilek-Ar.

The Guide of each clan wears the clan history as a series of elaborate tattoos all over their body. As significant events happen, the Guide will have representations of them tattooed on their body.

The clan tattooist is a position of high honor. They are responsible for preserving the clan style and important symbols, and teach apprentices who then spread that knowledge throughout clan lands. The clan tattooer and Guide work together as historians and record-keepers, with the tattooist doubling as an archivist for relics and writings related to clan history.

## Nobility and Birthright

The noble families of Shankhor base their status on being the leading families of the first eight clans under the Hearthfire’s banner. Those that are descended from the leading families of the eight clans hold special titles and privileges throughout the kingdom. People can marry into noble families and be treated as part of them. It is also traditional for the head of the noble family to adopt a commoner as their personal bodyguard and aid, originating with a gesture of trust and unity the Hearthfire performed shortly after uniting the clans.

The position of Hearthfire is dynastic, and is always passed down to the Hearthfire’s children. There are no records of the line breaking ever. The Hearthfire is expected to either sire or bear enough children to ensure that the line never ends.

While the clans are all united against the Frostfell, old feuds and rivalries remain. The noble families are constantly pushing and pulling against each other, jockeying for the Hearthfire’s favor and more land/power/responsibilities. While frowned upon by the Hearthfire and general public, assassinations and sabotage do happen, usually through disposable proxies.

The Hearthfire is usually in charge of diplomatic relations with other countries, often meeting with delegates from other nations and negotiating treaties and trade deals. However, the clans make alliances and deal with foreign powers on a more personal basis, leading to a tangled web of alliances between the clans and other sovereign entities.

## The Eight Clans

### Adalan Clan

Those who belong to the Adalan Clan are known primarily as travelers and explorers. The clan controls the long valley that runs through the middle of the Khyazgoran Mountains. They patrol up and down its entire length and act as a buffer zone between the two often-feuding halves of Shankhor. Members of this clan operate riverboats that go up and down the valley, transporting people and goods quickly and efficiently. Most of the beef, wool, and other materials provided from herd animals come from Adalan Clan territory. Most members of this clan work as farmers, shepherds, fishers, teamsters, or scouts. Adalan Clan maps are the best in the Khyazgoran Mountains.

### Buushin Clan

Members of the Buushin Clan are known as mystics and researchers, dealing with the arcane and alchemical. Situated in the Manutok region of the Khyazgoran Mountains, the Buushin Clan is the most reclusive and least often seen out of all clans. They live high up in cloud-covered mountains. Some of the continent's best astronomers and scholars are a part of this clan. These researchers are constantly innovating in the realms of magic and technology. Most members of the clan work as construction workers, scholars, explorers, or hunters.

### Chalut Clan

The Chalut Clan is best known for its priests and archaeologists. They live in the spires of Boraxilat, where they spend much of their energy exploring the Ancient Soleran ruins scattered throughout their territory. Their land also includes the sacred mountain of Shal Kaddath, much to the envy of all other clans. Most priests that tend to the shrines and temples near the mountain are members of the Chalut Clan. Most members of this clan work as archaeologists, members of the clergy, explorers, or hunters/fishers.

### Gansukh Clan

The Gansukh Clan are diplomats and guardians. Their territory shares the largest border with Suuri Shilmust. They facilitate trade between the tribes of the southern forest and stand watch over Shankhor's southern border. High ranking members of the clan travel throughout Karavokrin on diplomatic missions for both the clan and kingdom. Members of this clan work as hunters, foragers, guides, loggers, and carpenters. Gansukh furniture is the finest in Shankhor.

### Khalad Clan

Members of the Khalad Clan are known as farmers and engineers. The Khalad Clan has the most arable land in all of Shankhor, and therefore provides most of the kingdom's food. Khalad Clan farmers are also often very skilled engineers, inventing and utilizing cutting-edge machinery and technology to maximize food production. People of the clan take their role as the breadbasket of Shankhor very seriously. Farms are family-owned and most have existed for dozens of generations. The clan has an immense amount of economic power, as they control the food supply. They work closely with the Adalan Clan and are staunch allies. Most members of this clan work as farmers, agricultural researchers/engineers, shepherds, or merchants.

### Maragol Clan

The Maragol Clan are soldiers and monster hunters They control the largest amount of land out of all the clans, but theirs is a dangerous, monster-infested realm. The clan’s army is the largest standing army of Shankhor and they use it to patrol Burkhuul to the north. They are the front line of defense against the Frostfell, and do not hesitate to remind the clans of that. Most of the best monster hunters in Shankhor are from the Maragol Clan. Because their territory is so dangerous and filled with monsters, they have had to learn quickly. As a result, they are also the biggest provider of alchemical reagents and spell components. They have a great relationship with the Buushin Clan and are the primary provider of the clan's arcane and alchemical research components. Most members of the Maragol Clan work as hunters, soldiers, alchemists, or fishers (on the coast).

### Sanja Clan

The Sanja Clan are merchants and politicians They control the valley near Osugviet and most of the eastern coast and guard and coordinate the construction of the great bridge. They are the closest to the capital and own one of the most important ports on Karavokrin, so they are considered the most powerful clan. They are a proud people, and consider their ancestor to have been the first Hearthfire's right hand. Most members work in Osugviet or Dailal as laborers or merchants, but many work in the forests and mountains as loggers or trappers. Some work the valley as farmers and more work in fishing off the eastern coast.

### Ulust Clan

The most rugged of the clans, the Ulust Clan are survivors and miners. They live in the inhospitable region of Voratzin, a place blasted by wind and ice. The clan controls the river that leads directly to the ocean. They often ship goods to the ocean for other clans for steep fees, as the waterways are dangerous and often clogged with ice. Most of the prisons of Shankhor are here, where prisoners are forced to work in the mines, excavating iron ore, copper, and other precious metals. People of this clan are fiercely independent and loyal to a fault. They are able to survive on their own in the mountains without any trouble. Most members of the clan work as miners, blacksmiths, foundry workers, or fur trappers/traders.

## Clan Interactions

The clans of Shankhor have been around for centuries, leaving time for generations of alliances and rivalries to develop. While open war between the clans is actively forbidden by the Hearthfire, the clans still find ways to jockey for power and influence through trade and political maneuvering.

### Buushin and Chalut

Both the Buushin and Chalut clan devote much of their time into the study of the occult and the past. Therefore, it was quite obvious early on that they should combine their efforts to achieve a greater understanding of the universe. However, the collaboration is not always completely conflict free. Big discoveries may be hidden from researchers of the other clan and archaeologists and other explorers may be barred from newly discovered sites so that one clan can get to it first. While there aren't many secrets kept between the two clans, there is still information that each clan is unaware of, especially when it relates to potential weapons.

The schools and learning institutions of the Buushin and Chalut participate in an exchange program where they transfer promising scholars between their facilities in order to increase trust and effectiveness. These exchange students and researchers are expected to report their findings in perfect detail back to their original clan.

## Falconry

Falconry is a symbol of nobility and prestige reserved only for those of noble bloodline. Taking up falconry is considered honorable and reflects well on one’s family. Prospective falconers are tasked with retrieving their own egg to take care of and eventually hatch for themselves. This involves climbing tall mountains and avoiding the wrath of whatever bird initially laid the eggs. It is a dangerous endeavor, and many have died while pursuing this calling.

After obtaining an egg, the falconer goes nowhere without the bird. They are considered inseparable at this point, and their training begins. An experienced falconer works as one with their bird, working with them to hunt, track, and survive in the vengeful cold of the Khyazgoran Mountains.

Falconers are expected to serve as elite agents of their families, representing them both on the battlefield and in court. They often work as diplomats, warriors, rangers, or even religious leaders.

Killing a noble falcon is considered a capital offense, and results in execution. Training in falconry while not being part of a noble family of a clan is frowned upon and, while not illegal, is likely to get you into trouble. It is illegal for commoners to own a falcon.

## Architecture

Many of the buildings throughout Shankhoran settlements are squat buildings made of wood, partially sunk into the ground in order to retain as much heat as possible. The exterior logs and planks are carved with images depicting important events from the family’s history as well as representations of each and every member of that family.

Homes tend to be small to conserve heat and not waste materials. Having a house that is too big for you is frowned upon, it is much more impressive to have a compact space that is used efficiently. Even the wealthier individuals in Shankhor do not build grand structures above ground, instead digging deeper into the ground and using their excess wealth and resources on external decorations.

More traditional leaning people carve their clan or family animal into the crossbeams of their homes, other times they carve fantastical depictions of powerful ancestors to ward off evil spirits. Those who primarily worship the Eternal Flame carve flames into the exterior of their homes, although this is met with conflict by traditionalists, as depicting fire on a home is considered bad luck.

Sand is extremely limited in Shankhor, the only place to get it being near Eregav. Therefore, glass is extremely rare and usually obtained by importing it from Seertannith or Tar’xian, although sometimes wealthy people can get it from Falkesp. Instead of glass windows, Shankhoran builders use stretched animal hide or flattened animal horn obtained from mountain goats and other creatures. These windows are usually opaque but translucent. Glass is a status symbol, doubly so if someone has glass windows. If a window needs to provide visibility, the builder usually utilizes hide or wood shutters.

Major Shankhoran cities are built on the sides of mountains and in valleys. Many cities rest on terraces carved out of the sides of the mountain. Shankhoran engineers build dams and channels to redirect rivers and irrigate their crops. Stone buildings are usually mostly carved out of the mountain it rests on, it is difficult to cut and haul stone across the mountains. Detached stone buildings are more popular in the lowlands such as the Osokhlan Valley or Laya, where builders can quarry stone near a river’s source and float the chunks downstream to the structure.

Huge, ancient stone structures litter the Khyazgoran Mountains. These date back almost beyond recorded history, built by the Ancient Solerans. The construction techniques have yet to be replicated and architects and engineers to this day have no idea how the Ancient Solerans managed to move the stones across the brutal landscape. These structures often have glass windows and other fixtures, adding to the mystery of where they managed to get the resources and labor for such elaborate structures.

Shankhoran temples and shrines are usually built out of stone, with a large courtyard or chamber with an open view of the sky and aurora. If stone is unavailable or hard to get, the temples will be built out of large, solid timbers.

While not traditional, clay firing and bricks are becoming more popular in modern times. The river valleys and lakeshores are rich in clay, and builders are starting to incorporate bricks into their structures. These structures are most common in the valleys, although trade between the clans is causing brick to become more widespread. Currently, brick is primarily used to create the hearth and chimney, with the rest of the structure remaining wood.

Baths are generally taken in cold streams. Warm baths are considered a sign of weakness, but if one is required for health or safety reasons, snow is melted to provide warm water.

## Nomadic Families

Some families and communities still follow the old ways, roaming through the mountains hunting and gathering. These people use temporary, mobile housing such as yurts or sturdy tents made out of lightweight wooden poles and animal hide. These peoples use these semi-permanent structures to follow herds of cattle, or more commonly sheep or goats, through the valleys and foothills of the Khyazgoran Mountains. Most shepherds are part of these nomadic families, and their main exports include dairy products, hide, wool, and meat.

The nomadic families of Shankhor are still considered valuable members of the clans, despite not taking part in clan politics very often. Their animal products are highly valued by all, and their knowledge of the region’s terrain and inhabitants is unparalleled. Some clans employ the nomadic families to act as scouts and sentinels for the more remote parts of the clan’s territory.

Mountain-dwelling nomadic groups head yaks and mountain goats primarily, usually moving the herds between predetermined grazing locations and dwellings carved out of the stone of the mountains. These stone homes have been inhabited by the nomadic mountain peoples longer than any history. Archaeological evidence suggests that these mountain homes are older than any Ancient Soleran structure, and they are still being used today.

## Fashion

Noble fashion is often centered around tattoos and other tribal markings. Dresses are low cut in the front and back to reveal tattoos, sometimes employing sheer fabric or lace. Shirts have plunging necklines and vests are common in order to make familial markings as apparent as possible. In court, it is considered shameful and deceptive to cover one’s familial tattoos. They are supposed to be a point of pride for the bearer, and are to be displayed at any official gatherings. Extra adornments such as fur, braided ropes, or embroidered sashes are also common among noble attire.

Common fashion is much more reserved and practical, with warm furs and sturdy leather and hides. The fashion of the upper class is often criticized as being useless and freezing in the cold. Many families and communities have passed down symbols from their ancestors and incorporated them into their wardrobe in the form of embroidery, beadwork, hair styling, jewelry, etc. Tattoos are still important to the common people, but they are not as flaunted as the nobility.

## Food

The roots of Shankhor lie in hunting and gathering, so game meat plays a large role in Shankhoran food. Other meat from livestock such as cattle and sheep is less common and is often reserved for special occasions. Barley is the main grain of choice, although rice is almost as common. Common herbs and spices include sage, rosemary, mint, fennel, chives, and parsley. Soybeans are also grown in Altundes, making soy sauce one of the more common condiments. The most common dish is stir fry, usually made up of whatever meat the cook hunted that day tossed in a pan with salt and any herbs they could gather. Sometimes eaten with soy sauce or fish sauce if on the coast.

Alcohol is most often brewed from barley, so malt liquors and whiskey are the most popular hard drinks. Beer is also popular and widely distributed by the Khalad Clan. The Adalan Clan is also famous for their apiaries, from which they make mead using a highly-guarded recipe that has been refined over generations. Adalan Mead is a delicacy and sought after by many rich drinkers. Barley beer and whiskey are the drinks of the more common folk, and it is customary to exchange alcohol upon meeting a traveler on the road as a sign of good faith and fortune.

Ice cream is gaining traction as a sweet dessert, made of salt, dairy, and ice from the higher altitudes of the mountains. While flavored ice has been around forever as a popular dessert, the dairy-based variant is only now gaining traction, mostly in Adalan Clan territory.

It is forbidden to kill or eat birds of prey, as they are considered sacred animals. Doing so is said to bring bad luck until you atone, and eating one is a grave sin that leads to corruption. Some say that eating the flesh of a bird of prey turns you into a monster, others say this is a folk tale.

Bread made of barley is very popular, and the most remote regions harvest potatoes as a staple crop.

## Death and Funerals

Due to the rocky nature of most of Shankhor, cremation is the most common burial practice, although some groups of people, like the Cervids, build cairns high up in the mountains. In some clans, cremation is required. The Buushin Clan mandates cremation to protect against necromancy or other malevolent forces.

## Art

Physical art in Shankhor is usually centered around the beauty in practical, everyday objects. Statues depict people at work or in the middle of some sort of activity, still lives and artistic poses are generally considered boring. Paintings are usually of landscapes or animals and are often stylized; expression and understanding of form and function are more important than realism.

## Language

In recent years, Common is the most prevalent language in Shankhor due to the increase in global trade and connections with Al'Osir. Before the adoption of Common, there were 3 main languages in the Khyazgoran Mountains.

The eastern clans primarily speak Urkesh, the oldest known language. As the Hearthfire issues edicts and communicates in Urkesh and Eternal Flame scripture is written in the same language, almost everyone in Shankhor knows at least enough to get by.

The western clans speak Reztan, a language that started out as a simplified version of elvish but evolved into its own language. Guides and other spiritual leaders speak Reztan during ceremonies involving the spirits of the mountains, and it is a common language for tattoos to be in.

Most elves know elvish, as it is seen as a generational responsibility to keep the language alive. All rituals and prayers for Eilek-Ar are done in elvish and traditional poetry and literature is in this language. This version of elvish is an older version than that found in other continents of Soleras. While you may be able to convey simple thoughts between the two versions of the language, it is very difficult to sustain a conversation.

The northern clans and a majority of the nomadic tribes speak Burklara, a language that grew from a combination of Urkesh and dwarvish (when the dwarves still came to the surface). It is a practical language with very simple syntax and easy to learn vocabulary. It is the easiest of the Khyazgoran Mountain languages to learn.