A large, mostly barren kingdom ruled by the mighty jotuns, Sud'rland is a land of high, rugged mountains and windswept, frigid plains. Harsh conditions have given the inhabitants of this kingdom a grim determination necessary to survive the often brutal winters and lean summers. Most outsiders find the country to be as welcoming as its weather.

Country/Area Name(s): Sud'rlund

Ruling Species: jotun

Native Language: Common

Capital(s): city name, city name, city name and city name.

Monarch(s): King Asbjorn


These are the cities found within this area; each one is marked on the map, and divided by tiers. The larger the tier, the larger the city - tier one may be a small village or town, while tier four may be sprawling cities of grand proportions.

RACE: humans, mixed. LEADER: Archmage Nido (NPC). TIER: four.

APPEARANCE: Constructed on Sud'rland's eastern coast, the tower is designed to accommodate jotuns as well as typical humanoids, with the various gates, halls, and stairways having been built to massive proportions. Cloistered walkways run alongside the edges of the main halls, and specially carved balconies allow for easier communications between jotuns and smaller races. The tower is built of light grey granite, with enchanted ice acting as extra support and an insulating layer to ensure the interior is habitable for all races.

CULTURE: Nothing about Asgard's culture is known, other than it is Millirand's Tower of Magic and belongs to the Order of Mages.

RACE: jotuns. LEADER: Ingvar (NPC). TIER: three.
LANGUAGE(S): Common. ALLEGIANCE: Sud'rlund.

APPEARANCE: The sole entrance to Einartoft is across a massive stone bridge, wide enough for several Jotuns to stand shoulder to shoulder, carved by Jotun hands many centuries ago. Carefully concealed runes have allowed the bridge to weather all of th strife Millirand has seen over the millenia. Einartoft itself is carved out of a mountainside, and is reached by ascending a staircase carved for Jotun. Inside, a massive, towering great hall is the seat of the Jotun king, or queen, their personal Huskarlar, or bodyguards, and various attendants, while smaller, but still massive, stone chambers serve as living quarters, storage, and other necessary accommodations.

CULTURE: Stronghold of the jotuns, and marshaling point for the King's or Queen's Host, the army called upon to serve in times of war. During times of peace, contests of martial skill and physical might are common, whether informal or organized, and great feasts are common. Among the gods of Millirand, Zeldrima is most often called upon, as the jotuns seek to divine whether or not a venture will be come to good fortune or not.

RACE: various. LEADER: None. TIER: one.

APPEARANCE: A small, scattered collection of houses surrounding a meeting hall, Ghero's Folly, located in the Uncontrolled lands, was intended to be a trade hub Now, it mainly serves as a refuge for people who don't want to be found. A simple wooden palisade surrounds the town.

CULTURE: An unspoken rule in Ghero's Folly is nobody asks about peoples' lives before they came to this remote place. People come here to be forgotten, not to talk about their pasts. While technically a part of Sun'drland, they are far enough into the Uncontrolled lands, and too small, to warrant any real attention. Ever since Ghero died, the people in the town have taken to governing themselves.

RACE: Various. LEADER: Zeldrima's Chosen (NPC). TIER: Two.
LANGUAGE(S): Common. ALLEGIANCE: Sudr'lund.

APPEARANCE:Zeldrima's temple is built in the form of a tall, spiraling tower made of purple stone inset with swirling gold designs. Within, visitors are met with the sight of a statue of Zeldrima poised above an altar. Anyone who makes an appropriate offering to the goddess is allowed into the Hall of Doors. The Hall is lit by motes of gleaming starlight, and lined with numerous doors. Entering one of these doors leaves the visitor with a random blessing or gift of some sort that they are allowed to take with them. Exiting the door leaves them outside the temple.

CULTURE: Unique among the Great Temples, the high priest or priestess, known as Zeldrima's Chosen, is appointed by casting lots. The winner of the casting gives up their name while serving as head priest for a year before lots are cast again, and a new head is chosen. Many other decisions are made by casting lots, often leaving outsiders wondering at the apparent chaos.

RACE: jotun. LEADER: Lawspeaker Skrymr (NPC). TIER: two.
LANGUAGE(S): Common ALLEGIANCE: Sud'rland.

APPEARANCE: Atop Mount Tronden stands a settlement of the same name. A stout wooden palisade, made of thick tree trunks hauled up the mountain by many jotuns, stands in a circle around the town. At the center of the town stands a circle of standing stones carved with runes. Nearby stands an ancient meeting hall, the traditional home of the Falkmotr. The structures in the town are made of half-stone, half-timber construction, and are typically very thick-walled.

CULTURE: The Falkmotr, a council made of the wisest of the jotuns, holds the true power in Sun'drland. They have in the past deposed and even executed kings and queens who failed to heed their words of wisdom. The common folk of Mount Tronden are mainly hunters and woodsmen, while a handful manage small farms.

RACE: jotuns, dwarves. LEADER: Hreidmar. TIER: two.
LANGUAGE(S): Common. ALLEGIANCE: Sun'drland.

APPEARANCE: Nidvar is a dual-city built beside a mountain range. Above, the jotuns dwell in sturdy houses, while dwarves live in subterranean dwellings carved from solid rock. A monolithic stone carved with runes and images of the gods stands near the meeting hall at the center of the town.

CULTURE: Jotuns and dwarves live side by side as equals in Nidvar, and the dwarves have mined the nearby mountains extensively. Larger tunnels big enough for jotuns run among the smaller, active mineshafts, allowing the jotuns to haul away old rock and worthless metals. The dwarves also craft weapons and other metal goods for the jotuns.


These are the landmarks and important places scattered through this area. They can be anything from forests and rivers to special caverns, monuments, ruins, and more.

High North
A land untouched by the residents of Sud'rland, unexplored and rumored to be very dangerous. None who have ventured forth have ever returned, though shortly before their disappearance, reports of icy statues have been sent..
Ice Barrier
A massive wall of ice that separates the High North and the Uncontrolled areas from Sud'rland itself. It is miles high and nearly a mile thick, with fierce, enchanted blizzards home to the most vicious of arctic elementals. Nothing can get through or over it, and it is constantly watched and guarded by the bravest jotun guardsmen.
The Uncontrolled
A portion of Sud'rland lost in a brief war with the dragons of Jes're'en, a frosted countryside filled with the bones of the fallen and ruins preserved in the ice. A place of mourning and grief, only accessible by traveling all the way south to get around the Wall.

About Millirand

Millirand is an ancient Realm, once proud and powerful, and is the original home of the great Dragon Royals. Now however, devastating wars in the past, and the splitting of the Ten, have resulted in a fallen Realm given in to despair. The once-mighty dragons have been reduced to a bare minimum, and the various kingdoms have turned their focus on their own personal matters. However, despite that, Millirand remains a Realm of beauty, mystery, and magic.

Realm Contributors: Verridith and Fyfergrund