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Kingdom Helheim

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Summary

When a team of heroes band together on the quest of finding Amakiir's parents after their capture, they end up trapped in the cult of Hel and their intentions of seeking forbidden knowledge in order to destroy the planet for soul harvesting. How will they escape? Will they fight these beasts and come out victorious, or succumb to their demise?

Status
Ongoing
Chapters
2
Rating
n/a
Age Rating
16+

INTRODUCTION

In an alternate reality, of elves, warlocks, dwarves, and fantastical creatures of all stature and strengths, there is the necessity of territory, survival, and community. But groups of hero's had been established as victorious or remembered as those who couldn't make it home. There are a series of homes to which the more civilized, un-beastly and critical minded live. And, in most southern locations and dungeons, vicious beasts emerge.


TABLE OF CONTENTS


NORTHERN LOCATIONS


ALFHEIM: Home of the high and wood elves. Their main training center revolves around sword fighting or archery and high elves are more respected due to their longer life span and wisdom guarding ancient knowledge. They use elder futhark runes to communicate landmarks, much like the witches of the Idovoll forest.


LAKE AMSVARTNIR: A lake containing an island where wolvish beasts guard the Blade of Anya.


NIDAVELLIR: Home of the mountain and hill dwarves. In their underground society made of intricate tunnels, they are made up of craftsmen, blacksmiths, and pub-goers.


MIDGARDIA: Home of any class of elves, dwarves, gnomes, less ranked vampires, witches, and humans alike. There's many shops, trade areas, taverns, and lodging available to travelers.


THE IDOVOLL FORREST: Where talented and eclectic witches and sorcerers practice their craft. They communicate landmarks and spells with younger futhark runes.


THE GIOLL RIVER: Gnomes and sorcerers usually dwell in small homes along the bank of the river across from Alfheim, and spend their days crafting rope, torches, supplies that they can trade in Midgardia and tinker and renew small weaponry and shortbows.


THE GJALLBURU BRIDGE: An enchanted bridge that separates Helheim from the northern civilizations. It includes traps and other hindering obstacles in order to cross.


SOUTHERN LOCATIONS


MUSPELHEIM MOUNTAINS: Upon their peaks, fire breathing giants gather here for feasts and live in the surrounding area. Although they can be accommodating to higher beings, they often eat humans or trespassers 1/16th of their size for fun.


THE SEA OF THE SNAKE: a lake near kingdom Helheim where an incredibly large serpent rests. It is known as Jörmungandr the snake and eats any heroes or passer-bys in it's path.


NASTROND SHORE: A colony of crab-like entities reaching eight foot height and twelve foot width at an adult stage. They live in burrows under the sand along the southern coastline under the Helheim kingdom. They are yellowish orange hued with white spots along their arms and amongst their sharp pincers.


HELHEIM: Kingdom of the Goddess Hel and guarded by dragons, this kingdom is said to contain a portal to the Underworld where deceased souls of evil are punished.


JÖTUNHEIM: The home of more giants, though less violent and of the not-fire-breathing type. But, they guard the entrance to a dungeon full of ungodly beasts.


THRYMHEIM: Home to Skadi, the goddess of snow and takes the feet of those intended to harm her or her family as trophies. She seeks to avenge the death of her father by a rival of gods and goddesses.


SVARTALFHEIM: Vampires have their community here, hunting and killing adventurers from Migardia or other animals. The higher classes of vampires hold council to order the less powerful.


VANAHEIM HALL: Home to the fates who can see the future and provide wisdom. These three sisters seek to make sure heroes travel safely back to midgardia, if that's determined to be their fate, of course.

Chapters
1. INTRODUCTION
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