As one of the youngest kingdoms in Zantin, established in 1211, Halholm has quickly secured itself as one of the most dependable. Despite being independent from any alliance or pact, it has managed to hold its borders for the past 100 years. It's land extends from the edge of the Azrok Mountains to the far south cape of Halholm. The nation is host to the famous White Hand, a guild of thieves, gamblers, and cheats, which has slowly bribed or blackmailed itself into the upper echelons of Halholm society.

History

Following the mania that was the Three Blades War, Halholm was granted lands and nation status, but under the condition they assist the Dwarven Kingdom of Morathin and the Kingdom of Gilaan with the overwhelming demon threat rising from Tempest Valley. Halholm's key part was the preparation for the assault into the valley and defense of Dwarven builders, who would begin construction of the South Gilaan Wall as soon as the head of the valley was secure. King Henry I's army was low-manned and low for morale but he did not want to force another conscription. As an alternative, he devised a recruiting strategy; any man that gave him two months of good fighting could have one-half acre of land north of the city (although this was seen as quite devious post-war since he never specified that it would be hundreds of miles north). He then tasked his veteran soldiers to begin training near 40000 new recruits. Following the Abyss War's end and the final settlement on boundaries for the kingdom, King Henry followed through with his promise, giving every soldier who fought for two months, and to the families of those who died in battle, one-half acre of land, which would soon after become the city of Bjornfall. Not ten years after the end of the Abyss War, in 1221, tensions between Morathin and Halholm snapped and, again, the two nations went to war. The dwarves held a significant technological advantage, but the Halholm army's experience during their battles in Tempest Valley was the deciding factor of the war. It took only 8 months for King Henry's war-machine to drive the Dwarves back to their home and off of mainland Myrthul. A peace treaty was negotiated by King Gilaan, and the last national conflict ended, in 1222.

"Ol' Henry ne'er did let go of his blasted goal to take South Myrthul. It wasn't worth so many lives..." -King Amgrar of Morathin

King Henry died in 1225, passing the throne to his eldest son, Henry II, who quickly became aware of some opportunities his father had not taken advantage of. King "Hal" had heard rumor that jewels were appearing out near Balrock, his birthplace, and quickly sent an expedition to find the source. The party of eleven suffered four deaths from wildlife attacks before returning with a location. Hal rallied a small battle force and sent them to clear out whatever creatures may make the area unsafe. The creatures were wyverns, wolves, bears, and others, and the small army suffered many casualties. The area soon became named "Greedfall" due to the popular belief that King Hal did not care about the soldiers' deaths and was driven by greed.After establishing his mines in the Azroks, Hal looked to establishing a trade partnership with the independent island state of Tern. Having seen Tern and its massive market in person, he desperately want to be a part of it. After three months of negotiating, it seemed as though talks had stalled. But Hal had one more card up his sleeve, and he offered exclusivity to the sapphire market that Halholm had been stockpiling. This was enough to sway Tern into signing a free-trade agreement, letting Halholm import its goods tariff free, so long as the only place they would trade sapphires from was on Tern.In recent times, Halholm has been subject to strange events, such as a short lived turning in the Hallow Woods, raising any that died within the northern region as zombies. Local rumor says a small group of adventurers had resolved a curse placed over the area, although there still remains a small threat of living-dead.