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(Quick note, all information written in Italics is complete rumour and hearsay. That which is written in Bold is absolute, solid fact.)
(Another quick note, nearly everything is going to be hearsay until the other nations send either spies or diplomats into Ahn'kahet, so the information provided may not be reliable.)
Xilo : Better send my best Scouts in to see what is truth and what is falsehood...
(Why am I not surprised? Well if your scouts do discover anything I'll pm you the results. And if the scouts are found... Let's just say that the people of Ahn'kahet don't like to be spied on.)
((You can't find what isn't seen and you can't catch what can't be touched. Ahuachtli Scouts are trained to go unseen and undetected into and out of all assignments. In combat, should that arise, they are masters of evasion and misdirection. I'll send you a PM soon! ;D))
(Oh they should be fine scouting around the many villages above ground, but as soon as they go above ground or get too close to certain people... Let's just say they will be returned to their homes a little worse for wear.)
Kingdom name: Ahn'Kahet
leadership : The lich council
Alignment: Neutral evil
Population: All races and genders are present within Nathrezim, with no exceptions to the rule. However, nearly 75% of the population are either undead or in the process of being raised.

Professions within Nathrezim :
In the underground city of Ahn'kahet:
Apothecaries: Create and sell potions and poisons to the denizens of the city, and procure the necessary components for said items.
Stichers: Stich together the bodies which are used to create Abominations,as well as perform maintenance on the undead army when it begins to fall apart .
Miners: Mine the many exposed veins of saronite in the deep tunnels of Ahn'kahet, taking the metal to the main city to be smelted into a usable material.
Smiths : Use the saronite gathered from the miners to create various arms and armor, even basic household items are made from the metal.
Stable hands: Take care of mounts, although more used to the dead variety than the living they are still capable of handling living mounts.
Mushroom farmer: As the name suggests, these folk harvest the many different kinds of mushrooms down in the caverns.
Stonemason: Carves out the various rooms and passages of the inner kingdom, slowly expanding the city as it is needed. The Stonemasons also create gargoyles, living sentinels which adorn the walls and crenelations of towers.
Rune emblazoners: These jobs are few and far between, their job being to enchant the weapons and armor created by the smiths to further empower them.

Above ground professions:
Farmers: Harvest crops such as wheat, corn and rye to support and feed the living community's.
Carpenters : Create wooden goods and homes for the living as the community expands.
Executioner: Each year a third of all children born are marked for death and reanimation. Once they reach adulthood the chosen few are lined up and killed painlessly, then immediately raised to undeath.
Stable master: Used to handling both living and dead mounts.
Lumberman: Cut down the spruce and oak forests which reside in the cold terrain of the west, providing warmth to the town and lumber for the carpenters.
Hunter: supply the town with meat and furs from the surrounding forests .
Clothier: Turn the furs from the Hunter into durable, warm clothing.

Non legal professions: Nonexistent. The undead keep a firm reign on the living under their control.
Professions within Nathrezim :
In the underground city of Ahn'kahet:
Apothecaries: Create and sell potions and poisons to the denizens of the city, and procure the necessary components for said items.
Stichers: Stich together the bodies which are used to create Abominations,as well as perform maintenance on the undead army when it begins to fall apart .
Miners: Mine the many exposed veins of saronite in the deep tunnels of Ahn'kahet, taking the metal to the main city to be smelted into a usable material.
Smiths : Use the saronite gathered from the miners to create various arms and armor, even basic household items are made from the metal.
Stable hands: Take care of mounts, although more used to the dead variety than the living they are still capable of handling living mounts.
Mushroom farmer: As the name suggests, these folk harvest the many different kinds of mushrooms down in the caverns.
Stonemason: Carves out the various rooms and passages of the inner kingdom, slowly expanding the city as it is needed. The Stonemasons also create gargoyles, living sentinels which adorn the walls and crenelations of towers.
Rune emblazoners: These jobs are few and far between, their job being to enchant the weapons and armor created by the smiths to further empower them.

Above ground professions:
Farmers: Harvest crops such as wheat, corn and rye to support and feed the living community's.
Carpenters : Create wooden goods and homes for the living as the community expands.
Executioner: Each year a fifth of all children born are marked for death and reanimation. Once they reach adulthood the chosen few are lined up and killed painlessly, then immediately raised to undeath.
Stable master: Used to handling both living and dead mounts.
Lumberman: Cut down the spruce and oak forests which reside in the cold terrain of the west, providing warmth to the town and lumber for the carpenters.
Hunter: supply the town with meat and furs from the surrounding forests .
Clothier: Turn the furs from the Hunter into durable, warm clothing.

Non legal professions: Nonexistent. The undead keep a firm reign on the living under their control.


Buildings below ground :
Crypts : Where the undead army of Ahn'kahet rest, keeping them organized and ready for any particular occasion.
Slaughterhouse: Where Abominations are stitched up and chosen living are slaughtered, generally the two are not far apart timewise.
Forges: Where the saronite armor and weaponry are created, the flames of the Forges glow a soft blue from the metal it Forges.
Caverns: Deep, cold and dark, what more could you expect?
Ziggurats: Imposing towers embued with lost souls. Upon a hostile target nearing a soul will flee from the Ziggurat and attempt to possess the body of one of the oncoming foes.


Buildings above ground :
Inn: A standard building to eat, drink, and make merry! For a few gold coins you could have a room, a meal, and perhaps some company if you were so inclined. Mead is always being served, and as for the meal, there is a schedule depending on the Inn and the day of the week. Common inn names are ; The Winking Elf, The Grubby Mug, and The Lusty Maid.

Blacksmith: Here you will find a place to find metal goods, whether they be steel or iron weapons, armor, hinges, etc.

Fur trader: As the name implied, here furs can be purchased or sold.
Lumber mill: Here felled trees are processed into planks and boards. Wooden goods can be purchased here, such as ladders or straight lumber.

Crops grown: The crops grown above ground are hardy and strong, just like the people who grow them. The crops grown are Corn, Wheat, Rye, Cabbage, and Potatoes.

The law: There is no real law, other than a few rules which are enforced under pain of death. 1 Do not steal from another. 2 do not Harm another .3 do not kill another. 4 Respect your undead superiors. Non compliance with any of the above rules results in death. Anything not listed here is for the living to take justice into their own hands.
Bestiary of Ahn’Kahet.
The powerful and ferocious shoveltusk are easily identified by the massive curved antler which protrudes from their heads and the twin sloping tusks that extend from their jaw. The moose-like beasts use their tusks primarily to dig for food, whereas the antler makes for a fearsome ramming weapon in contests to establish dominance over other males.

Bane spiders are big spiders, almost four feet in diameter, and have a chalky black coloring. Their mandibles snap hungrily as they skitter forward. Many assume that these arachnids, native to the Azjol-Nerub area of Ahn’Kahet, are creations of the Scourge. Tales tell of bane spiders from long before, however. Whatever the case, bane spiders have a taste for humans, elves, and livestock. Nests can be found near settlements and along roads. Bane spiders carefully cover up corpses for later feeding, which also hides them from potential victims.
Bane spiders swarm quickly over a victim, biting and then retreating behind cover. They are attracted to holy characters such as paladins, preferring to attack them first. This attraction is related to their unholy power, as the spiders show no real awareness beyond this one expression of intent.
Bane spiders can regenerate their health due to the power of undeath within them, although damage from blessed weapons or attacks based on holy energy does not regenerate. Bane spiders are not truly undead, yet the power that flows through them renders them vulnerable to all spells and effects that "target undead", as well as those that "target vermin".

The forgotten ones are massive and powerful tentacle-bearing aberrations living in the deepest reaches of Azjol-Nerub. Forgotten ones are eager to return to the world above, for living in the darkest reaches of Azjol-Nerub’s dark tunnels is no longer enough for them to be satisfied. They are able to spawn multiple writhing tentacles from their seemingly formless bodies to attack and entrap any victims which draw too close to the horrible monster.

The fiercely aggressive jormungar are a marvel of evolution, possessing rows of chisel-like teeth capable of boring through solid rock, as well as muscular, flattened bodies well adapted to rapid underground navigation.
Legends tell of the Nerubians' using the jormungar as creatures of labor, forcing them to carve massive tunnels through Northrend's subterranean ice and lay the groundwork for the nerubians' ancient civilization. With the fall of the Nerubian Empire, swarms of rogue jormungar ran amok, drilling through the region's permafrost, attacking surface dwellers, and devouring everything in their path.


The average nerubian stands at the same height as a human, but they are much longer at 7 feet from spinneret to mandibles. Standing on six thin chitinous legs ending in a single spike, these arachnids share traits of a centaur in that the upper body is humanoid. With two arms ending in two long-clawed fingers and a face of a spider sporting eight eyes and a series of mandibles only useful for eating, nerubians are vastly different from most other races.
Blue dragons are regal creatures, their posture and facial expressions expressing wisdom and intellect. They are creatures of ice and water, often found in cold regions and preferring to keep to themselves. They are studious, enjoying both literature and scholarly texts, and study any bit of knowledge or trivia that they come across. These dragons are best known for altering their forms and integrating into other societies in order to learn new technologies, spells, and crafts. Blue dragons are peaceful creatures, but very territorial. Once a blue dragon has claimed a certain territory, woe to any ( even dragons of their own flight) who enter into that area without permission.

Races of Ahn’Kahet
Gnolls are hyena-like humanoids standing about 7 feet tall. Gnolls of the same tribe tend to share a similar appearance, with either areddish-brown, black, Penish-graY, Or Yellow mane. Eyes range in colorfrom Pale blue to bloodshot red and are typicallY small and close-set in the head. In wet conditions, they give off a distinctive musky odor. As carnivores, gnolls consider all creatures as food, including members of their own race. Hunger, not gold or magic, is what motivates them. They have no love for other races, preferring to eat rather than work with them. Any alliances made will last only as long as the gnolls are well fed or are cowed with displays of force. Gnolls, being lazy and feral, have little natural
industry. They are capable of limited crafting, but no metal work. They do not mine or farm, relying instead on a nomadic existence and hunting.


Magnataur
These terrifying monsters resemble centaur on a massive scale. They weigh 15-20 tons and stand 20-30 feet tall. The origins of magnataur are a mystery, though speculation abounds. What is clear is that their numbers are few. This fact is
somewhat of a blessing, given the pleasure these creatures take in destruction and torment. Survivors of caravans speak of wagons and horses smashed into the snow. Some paused in the flight long enough to see a massive figure carefully placing screaming people into a huge sack, destined certainly for unknown horrors. Such a creature requires a great deal of food to feed, so magnataur eat people and animals once they have their fun. In several places, they have set up crude kingdoms, sparing people from terror so long as food is provided Eventually, either the populace fails to provide or the
magnataur gets bored and another rampage begins. Others have some skill at fishing for whales and may take to the water.
Magnataur do not trust or like one another any more than they like other creatures. There is no mating season. Magnataur breed when food is plentiful and chance brings a mate into close proximity. Once the act is complete, the pair separates.
Mothers teach hunting, basic language, and how to craft needed tools. Humans and other animals are brought back to the lair for the child to play with. When young are old enough, they accompany the mother on raids. Once reaching adolescence, children are abandoned and fend for themselves

Dwarves
Dwarves average about 4½ feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves
braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces. Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200.
Elves
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf ’s hair color is dark brown, autumn orange, mossy green, or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but they favor a wild and loose look to their hair. Elves mature at about the same rate as humans, but show few effects of age past adulthood. The first sign of an elf ’s advancing age is typically a change in hair color—sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be over 200 years old and remain vigorous almost to
the end.
Half-elves
Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves’ ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors.
Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; forexample, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe’s style of braids and face paint. However, it would not be unusual for half-elves raisedamong humans to seek out articles of elven clothing orjewelry so that they can proudly display signs of their dual heritage. Half-elves have life spans comparable to humans, but like elves they remain vigorous well into old age.
Humans
Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Human attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It’s not unusual for several distinct human cultures to live side by side in a particular area and mingle, so human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans average life spans of about 75 years,
though some venerable members of the race live as long as 90 or more years.
General gender roles within Ahn'Kahet.

Within the nation of Ahn'Kahet gender roles are almost virtually non existent, due to the people knowing that we all are equal in death, so must we be in life. The only time gender roles come into play is when it comes to physical characteristics. Males are generally stronger and taller then females, that is just a fact, which is why it is mainly men who ho out in hunting parties and farming the fields for crops.

Traditionally Women are tasked with the education of the children and chores around the home in most general cases, however if the female in question has other plans, or wishes to go out with the men on their hunting trips or work in the fields, that is entirely up to her. Roles are not put upon anyone, they simply fall into place as they may, with both men and women taking up the jobs of their choosing.

The Deathlords.
Deathlords are actually chosen before the individual is raised into undeath, so the subject at hand would have to have proven many feats of strength and intelligence before even basic consideration is taken into account concerning their raising into this new position. Deathlords act as the commanders and elite soldiers of Ahn'Kahets military, with the average Deathlord being worth at the very least 50 ghouls, and those are reffered to by the stronger and more experianced Deathlords as "Elite cannon fodder" which the younger deathlords chafe under. While deathlords are allowed to wear and wield any armaments they come across that suit their preferred style of combat, the majorirty of deathlords wield weapons emblazoned with runes. Runes add significant magical power to a weapon, and in many cases runes have their own magical effects which can be triggered by the deathlord when he or she thinks the time is right to unleash them. Nearly all Deathlords are proficient with at least one school of magic, the most common being Hydromancy, due to it's easy application in their homeland. Another common favorite would be Necromancy, as raising the slain to aid your case is rather helpful in combat
Economic pursuits:
Currency
Those who live above ground use the gold standard, IE ; 10 copper= 1 silver. 10 silver=1 gold. etc. Prices may vary based on the supply and demand, for example a steel long-sword could run somebody around 8 gold if they have a good supply of said items. However if they have only, say two long-swords in stock the price may be raised by as much as 20 gold. (Note, D&D prices can be used by other players to approximate the prices of items in stock) Below ground the only real currency are scourge marks, recommendations given to citizens and travelers who have shown their worth to those of a higher standing, IE a death-lord, lich, or otherwise high ranked undead officials. (Note, to help with pricing one commendation is the equivalent of nearly 50 gold coins, so they tend to be coveted by those who live below.)

Economy
The standard economy above ground is still mostly barter based, "I'll trade my shovel for two chickens" And that type of thing. Coins are rather rare in the kingdom of NAhn'Kahet so far thanks to the current lack of travel between their own nation and others, their entire "Enslave the living" doctrine may be a bit of an obstacle to attracting tourists. With coins rarely being involved people are very rarely poor in these small villages which dot the snowy, hilled landscape of which Ahn'Kahet is located. If one of the undead officials spot any living creature in a state of squalor (Hungry, no shelter and poor clothing) The vagrant in question will have two choices, either agree to become one of the unliving, or join the Ahn'Kahet military as one of it's Living battalions.
Ahn'Kahets Military is split into two opposite and (not so) equal halves. The first half, known as The Living army, is made up of entirely living units. The Legion of the damned is the polar opposite of the army of the living. The armies differ in strength so that if the living were to ever rebel, the rebellion could be quelled quickly and efficiently.


The Living Army

Light units and Scouts

Skirmisher
Race: Any
Armor: Generally studded leather with sheilds no wider than 40 CM and no longer than 60
Weaponry: Varies from hand axes to shortswords, with the occasional light mace.
Role in combat: Skirmishers are generally sent in at the very beginning of a fight to: What else? Skirmish. They test the other armies strength and tactics, generally being called in to retreat once the heavier soldiers start entering the field of combat. SKirmishers are also prided on their ability to cross heavy terrain such as cliffs and dense forest without being impeded too heavily.

Marksmen
Race: Generally Elven, sometimes Human
Armor: Tanned leather, no shields
Weaponry: Recurve bows, quiver of 30 arrows apeice, daggers and shortswords.
Role in combat: Find highground where it would be difficult for enemy troops to move to or fire upon, Trees or small rock outcroppings on the top of hills are the preffered locations for these troops. Once the highground is found, pick out lightly armored targets such as spellcasters and healers first, with the next priority being officers and the last being other ranged units.

Sewer scouts
Race: Exclusively dwarven
Armor: Tanned leather, no shield
Weapons: Hand crossbow, 10 replacement bolts, dagger.
Role in combat: Scout through particularly unpleasant territory such as swamps and marshes, and if on the offensive through an opposing cities cisterns and sewers if they would be advanced enough to have those. Sewer scouts are not meant to be in combat situations often, instead relying on stealth and their small stature to remove foes from the equation silently then resume their reconnaissance.

Spearmen
Race: Human, Elven
Armor: Studded leather with a chain vest worn underneath, 60 Cm tall by 40 Cm wide sheilds
Weapons: 6 foot long spears with steel points, the points being 4 inches long and one inch wide at the base, slowly narrowing down to a point. Shortswords.
Role in combat: Used to form shield wall formations and to counter charging cavalry, can also be used to keep attackers at bay with the range of their spears

Beastmasters
Race: Exclusively Elven, Dwarven
Armor: Padded clothing
Weapons: None
Role in combat: Beastmasters are few and far between, the connection with nature required very hard to acheive in the colder reaches of the west, and the constant presance of the undead is certainly not helpful in their cause. Beastmasers train the many various creatures of Ahn'Kahet to be used in battle, with Dwarves being the only ones able to tame the fearsome Bane spiders due to their distaste for dwarven flesh.
Medium Units
Bruisers
Race: Generally Dwarven, Human and Gnoll. Elves tend to lack the physique required
Armor: Scalemail
Weaponry: Varies. From large, two handed flails to warhammers, two handed blunt weapons in general fit this catagory.
Role in combat: To charge forward and utterly obliterate the enemy's front rank, their blunt weaponry making most forms of armor useless. Bruisers are often used to break through shield wall formations, as their hammers and flails can turn a shield into splinters and a suit of fine plate into scrap metal.

Berserkers
Race:Human, Gnoll, Dwarf
Armor: Just a helmet and leather armor for the limbs
Weapons: Any combination of either a large two-handed weapon, or dual-wielding two one handed bladed weapons
Purpose: Absoloute and total bloody carnage. Berserkers cleave a swath of death unto their foes once they have worked themselves up into a berserk state While berserking the Berserker cannot feel pain, and any damage caused to them, if not lethal, only fuels their rage and strength to that which is practically unatainable in the living.

Rangers
Race: Human, Elf.
Armor: Studded leather, mottled green/grey cloak
Weapons: : Light crossbow or shortbow, shortspear and dagger
Role in combat: Wage attrition warefare on the enemy, specializing in hit and run attacks to cripple an enemy supply line then vanish into the woods. Rangers are also adept at fighting in melee, but far prefer ranged combat.

Heavy units

Paladin
Race: Human
Armor: Resplendant full plate armor, made of steel occasionally without helmet
Weapons: Generally equiped with Greatswords, Warhammers, or Longswords and shields.
Role: Leaders and commanders within the ranks, they do not lead by giving orders behind the safety of their army, they lead by example, charging forward and delivering holy justice upon their foes through both divine and phyiscal attacks

Living wall
Race: Any that can naturally reach a height of 6'4 at the minimum
Armor: Full plate armor complete with menacing spikes, and two tower sheilds that the walls wield, one in each hand.
Weapons: The aforementioned shields. The massive walls of steel are used to bash and crush any foe who stands infront of the wall.
Role: Living walls are most commonly deployed to protect lightly armored units such as casters or archers. When under assault and a breach in one of the walls is formed, a living wall is sent to ensure that the area remains secure and impenatrable to enemy efforts of conquest.


Magi in the Living Army

Pyromancers
Race: Any that has the capability to conjure fire through the use of magic
Armor: None, armor interferes with the somatic components of spellcraft
Weapons: Their magic.
Role: The Pyromancers role in combat is a simple one. Purge the enemy in magical flames. Pyromancers lob large balls of flame into the center of enemy ranks, scorching and burning them to both cause casualties and induce fear. The flames will not cause any object caught in them to burn immediately, but if the spell lasts for more than a few seconds any flammable object within the radius will catch alight.

Priests
Race: Any that believe in and can call upon the Holy light
Armor: Chainmail hidden underneath their white robes
Weapons: Maces
Role: Preists are the divine healers of the Living army. Although there are those trained in conventional medicines, these holy healers are sent into the main fray of combat to heal their allies so they may stand tall and proud once more, able to once again fight their foe.





The Legion of the damned.

Light units:
Banshee
The spectral banshees can fly and are fond of
hammering their enemies with blasts of sonic force.
Their unnerving, unholy screams can be heard from
miles away. Today, females of many races have become
banshees (and a few males, as well, though they
are exceptionally rare).
Banshees are living embodiments of dark emotions:
hatred, loneliness, agony, and despair. They parade
their emotions upon their very spirits, decorating
themselves with the eternal embellishments of each
of these dark vices. With their voices, they call out
similar feelings in their prey, dividing the prey’s soul
and bringing out the darkest aspects of its personality.
They drown their victim in these evil recollections,
perverting their memories and twisting their spirits
until they cause an intense mental agony.

Ghouls:

Ghouls are mindless, savage creatures. Standing at the same physical stature that they were raised rom in life, the ghoul stands hunched over at the waist, their head peering out infront of it, checking for any sign of flesh to be rent and torn asunder. When ghouls are raised their natural fingernails elongate and widen, growing into fearsome, dagger-like claws. Ghouls seem to use the flesh that they devour to recover their own bodies.


Skeletons: Are quite literally, the skeletal bodies of those slain and reanimated by necromancers. They are commonly used as foot soldiers in the army, fighting alongside ghouls and banshees. Skeletons wield the same weapons and equipment that they had at the moment they were killed, unless it had been looted off their corpse. Due to the lack of flesh a skeletons movements are ridgid, erratic even, however until every bone of the skeleton is destroyed or unable to move, it will continue to fight.


Medium units

Crypt fiends:

Crypt fiends are large, spider-like creatures which have been around since the lich council had first been formed. Each of their eight lims ends with a jagged point, well suited for climbing the twisting webs that they create in their caves, and is equally useful for impaling foes. These spidery creatures guard the undergound passageways of the nation, occasionally bursting from the ground and dragging their victims screaming into the depths.

Plague-spewers
Are hulking, brutish undead creatures which liberally spread plague and carious diseases, these creatures only being unleashed if the enemy being faced is composed of large numbers of the living, or they wish to plague their lands with blight and various other diseases.

Heavy units:
Abominations:
These hulking creatures are the result of having a plethora of corpses and stiching them together into one, massive, shambling corpse. This creature wields massive weapons, warhammers, large axes, massive cleavers, and meathooks. The creatures often have their stomachs fully exposed, a visible cloud of plague surrounds these unholy creatures.

Skeletal giant:
These massive construct of bone and marrow are devastating giants on the battlefield. Standing at heights of 15 feet and taller, with the largest in their arsenal being 27 feet tall. These giants clamour through enemy lines, spreading random destruction and chaos in enemy ranks. These giants are adept at siege warfare as well, carrying ghouls and other smaller undead inside of its ribcage as it charges forth to destroy enemy walls. and towers, doing their damnedest to destroy the enemy.

Moderators: Miss Terel Freyya