Halholm

Domain of the Dinosaur Riders

11% Leonin

3% Dwarves

2% Others

Livestock

Halholm was one of the Realms of Ahlus.

## History

Save Atralran at the height of its power, and the grey wastes that make up much of Courrakey, Halholm is the largest of the Realms of Ahlus, a vast grassland steppe stretching from the northern edge of the Ironfangs to the seemingly endless expanse of the Allreach Sea. Home to wandering herds of reptilian beasts and the folk that ride them in times of peace and war alike, to most passing by it would seem that Halholm is a Realm devoid of civilisation or settlement.

Despite it, Halholm is a Realm of fifteen territories (Hal Dor Ug, Halaram, Halcove, Halfell, Halgrey, Halgrove, Halketh, Haln, Halslands, Halspost, Halrak, Halswatch, Havale, Halvano and Halz), through which twice as many again tribes roam freely.

Following on from the musings and samples obtained from otherwise futile expeditions into the Ever-Changing Chaos of Limbo, the Gnomish Tinkerer Kevmorn Milltall - an esteemed member of the Inner Sanctum of the High College of Claxinns - discovers a means of firing mundane projectiles through use of alchemical agents. After a number of costly mishaps and further extensive testing within the jungles of Tviatin, his creation is presented to the Council of the Moon - and put into full production. With a fleet of newly constructed airships, the Astedian Empire approached the Realm of Halholm largely unseen from above, descending upon the roaming tribes with weaponry previously unseen.
As the air crackled with the sound of firearms loud and true publicly for the first time, the Realm of Ahlus took notice.

## Society

Lead by the enigmatic Halm, a figure held in near-mythic regard by the residents of the realm for his supposedly infinite wisdom and longevity, the nomadic people of Halholm roamed the northeastern Realm named in his honour for their entire lives, stopping only to meet every decade at the only true city within its borders. At Halm's Hold, the people of Halholm shared stories and tales, as well as bartering and trading with each other for one week and a week only, before heading back out in the plains, hills and forests once more for another decade.

The residents of Halholm, predominately human, halfling and dwarvish, do not drive conventional beasts of burden but rather scaled beasts, with most choosing to ride atop strong-legged upright saurians with large eyes and brightly coloured scales that are ritually patterned further by their riders. As a species, they are referred to as Fastieth, but each is given by a name by the rider to which they bond - a process started with placement of a Fastieth egg in the wicker crib used to safely transport the newborn babes of the Halholmite people. In times of war, either between competing tribes or the neighbouring realms, the Halholmites instead ride more vicious and wild beasts, including Clawfoots, named for their cruel sickle-like toe claws and Terrorwings, flying reptiles with wingspans of up to twenty feet.

At the heart of plainlands - known as Halm's Plains, is a deep canyon called Halm's Break. The Halholmites treat this place with a deep and genuine reverence, for this is the supposed home of their leader and quasi-deity Halm. No foreigner is allowed within twenty miles of the canyon, on pain of immediate execution, so the true nature of these claims remained unknown until the conquest of the Realm by the Astedian Empire. When the 12th Aerial Fleet surveyed the canyon from above they found naught of interest, a discovery further established by excursions into the location by 46th Cogheart Legion. Nonetheless, the Emperor and Increscent Six ordered no further explorations would take place without their official permission.