What follows is a little insight into the life and times of a little place I call home.
Who am I? My name is Albar Fullerston, at your service, owner and operator of this little tavern
and inn, the RedBrick Inn at the heart of everythin Jarrah. As some tell, you hear a lot from
behind the bar of a tavern. I haven’t always been a barkeep. There was a day when I was out there
wandering and adventuring with the best of them... but those times have past. Now I keep company
with the next generation of wanderers, the brave, the bold, and mostly the lucky! Bravery and bare
faced boldness will only get you so far – you have to have a little luck tucked up your sleeve,
else you’ll end
the way of many new wanderers – dead, or worse, prisoner or slave, heading on some
hoard ship to bally-hoo knows where. Anyway, enough of that. Also among my many patrons I have a
chance to bend the ear of the odd sailor, merchant, city guard and commoner. There's a lot going
on here at the top of Skagin, and there’s plenty more happening outside of its shores. A lot
more! There are plenty of places to go off and find your fortune, or you can always earn an
honest barr from the Sea Watch as a ships guard, protecting the merchant ships as they traverse
the Northern passage from west to east, down to Jarrah on the island of K’rk. Then there’s always
money in Vega. It’s a dirty town, too much skulldugery if ya catch my drift. Some young'uns try
their hand at the mercantile business, most don’t make it. Then there’s the real adventurous
types, poking around the back waters, like the Iron Swamp, or Murder Forest, in the hope of
recovering lost treasure. Course you could al- ways chase the legendary hoard of the Golden Eagle
Legion. But anywhere you go, always keep an eye out – all that wilderness aint empty of any
creatures willing to sup you up for their evening meal. Then lets not forget the Hithhini – those
elves are
a scary and untrustworthy lot! You could always try ya hand at working for the Dwarves over on
the Dundas plains, in Smorgin, if hard labour is your lot. Any- wheres and anyways there’s plenty
of places to poke around and find a bit of excite- ment, just remind yourself of ya P’s and Q’s
should ya bump inta any of them Dru- id types – they are a secretive bunch, but far as I hear
tell, they come through in a pinch – if you’ve a mind to follow that religious stuff. And take
care travelling past Varkuss, can be nasty folk if you get onta the wrong side of them first.
Whatever you do remember ta sample the sights and sounds, and pretty woman, of the Sar Kien – they
can be all hoi paloi but there’s none prettier or know there way around treating a gent right –
wink. Can’t say I knows much about Eagin or the folk on that land cept that they seem decent
enough, those I have run into. Well I better be off
and serve the rest of my patrons – cant lollygag here all day – that beer need filling ?
Chronology of Skagin and Eagin
1350 BR First Thixian refugees arrive after the fall.
1325 BR First town, Jonthiem, is established on the western coast.
1300 BR Influx of more Thixian refugees, causing an expansion into the interior of the
island.
1279 BR Discovery of the Lakes District and first skirmish with the Hithini
1276 BR Diplomatic ties are broken when Thixians break treaty by burning off forest where
northern end of Iron swap is today
1268 BR Battle for Doon Lake
1260 BR Doon Fort completed
1258 BR Thixian scouts find way through Serpentine
1250 BR Last influx of Thixian refugees arrives in Jonthiem, then decide to brave the
North West passage around the top of the island and settle on the plains named Dundas
1248 BR Second Hithini-Thixian war as a result of the colonization of the Dundas
1212 BR Burgraf Kulman sues for peace on behalf of the Thixians – he offers his
family as peace bond (he becomes known as Kulman Kuhini (elf friend))
1212 BR ~ Peace and prosperity for both races. Influx of Halflings, Gnomes and Dwarves
1108 BR
1108 BR Thixians are tricked by Drugar into third war with the Hithini
1082 BR War ends when Keltarn (great great great grandson of Kulman) sacrifices
the Golden Eagle Legion against the evil priests of the Drugar, ending the war
1081 BR~ Known as the Long Peace. Hithini becoming more and more concerned about
the
522 BR proliferation of the other races, close their borders to all but the
dwarves
988 BR Rauros established by Dwarves, various pacts made between Hithini and
Dwarven nation by 522 BR Thixians and Halflings settle most of the southern eastern
coast line
521 BR Thixians on the eastern coast war amongst themselves over Kingship, the
losers remove themselves to Ea- gin, becoming the Three Kingdoms; Bracch, Donvar and Marchland,
collectively known as the Eagin
518 BR First of the southern Kingdoms is established, named after its founder
King Kirk the fourth
517 BR Second southern Kingdom is established, named in honour of their fallen
Queen, Sar Kein
402 BR Fourth war between the Hithini and the foundling Kingdom of Swvay. The
King of Swvay is able to engage the services of the Giant chieftains of the Northern forest and
with this increased number defeat the Hith- hini, driving them back across the Doon Lake.
388 BR The Hithini decide to call forth the power of nature to ensure their
safety, the forest known as Hithini the Hopeless becomes their salvation and prison, anyone
entering will wander aimlessly and die of starvation or thirst, unless they are befriended by a
Hithini, who can lead them out.
298 BR War erupts between K’rk and Sar Kein.
292 BR The mainland is lost by K’rk, a stinging blow that will lead to several
campaigns to regain this land.
287 BR K’rk launches an offensive against the Sar Kein and wins back half of
the land lost
283 BR Sar Kein retaliates and drives the K’rk army back to the sea
281 BR Both forces dig in for the Forty Years War
241 BR K’rk’s magicians strike a major blow to the Sar Kein effort with the
creation of the Tanglethorn forest, magi- cally created to attack anyone who tries to pass through
it
239 BR Sar Kein hits back by unleashing monstrous creatures north of the Razoar
239 BR Sar Kein hits back by unleashing monstrous creatures north of the
Razoareventually take up residence in the
Travellers
239 BR Many people who had originally inhabited the embattled land move west
and settle the land, establishing Bo- den and Jorn.
237 BR The battling between the two nations reaches its climax as both sides
reach fever pitch, both sides using indis- criminant spell users, laying waste to vast areas of
land.
235 BR The war between the two nations is called to an abrupt end when a large
group of Druids appear and capture the majority of each army, their leaders and threaten to lay
waste to each kingdom. Seeing the power of these unknown folk both sides parley for them to join
them. The druids show their power by removing the curse from Tanglethorn and healing the
surrounding land, saying that they could easily do the opposite within each Kingdom’s territory.
234 BR A years negotiations with the druids and the leaders sees that both
will cede the lands they fought over to the
Gnomes and the druids will have representatives in each Kingdom to ensure the peace.
233 BR The last remaining refugees from the K’kr-Sar Kein war relocate to the
tip of the western peninsula and estab- lish what will become Vega
233 BR ~ The Bright Peace is celebrated. In its 233rd year the Peace is celebrated by
the Joining of the a Prince of K’rk and princess of Sar Kein. All dates from this point are
1 BR marked as RU (Re-unification)
1 RU ~ K’rk rulers decide that diplomacy and mercantile strength will be the way
to go to gain
148 RU control over the Skagin. They undertake a protracted plan that will see
four generations of rulers enact the plan. By the end of this period there are strong ties between
K’rk, Sar Kien, the Eagin and Dwarven nation. When K’rk decided, as a crowning achievement, to
bring the Hithini into the alliance the other nations balk at this and the alliance starts to
splinter.
147 RU ~ Over the course of the next 45 years the nations start to disagree and move
further apart
192 RU Seeing this opportunity , Vega starts exploiting its geographical position
to become a major port and thus un- dermine the power base of K’rk
203 RU K’rk send assassins to weaken the leadership of Vega only to have those
assassins destroyed by the Vegan’s own assassins.
207 RU After many years of quietly living in the Northern forests the giants
move into the Swvay Forest and start way- laying folk. This is the start of the Swvay-Giant war
207 RU In response to the invading giants the ruler of Swvay entreats the
leaders of all nations to help. None arrive.
Vegan fathers offer assistance, but with a price attached. The Swvian King accepts and a small
part of his coast is handed to the Vega for services
214 RU The end of the Swvay-Giant war sees the giants retreat back into their
forest. It is also the first sighting of a
Hoard ship.
231 RU Current date
The Lands of Skagin
The islands of Skagin, Eagin, K’rk, Gotlund and Godspeak make a small archipelago north east of the
Thixian continent, approximately 3,000 miles distant. This means that travel is usually undertaken
by sail ship and can take anywhere from just over a
month to as long as two months, depending on the time of year and weather. Thix was
the homeland from which most humans have come from to call one of these small isles their home. A
few other nations, the Shek Hong, the Gaur also have several for- mer or current citizens living on
the islands, mostly Skagin. A few Valtions from the far north make Gotlund a way point in their
nomadic travels, hardly ever coming further south. Golg are also seen, but most believe these
original inhabitants to be almost ex- tinct, mostly eking out a living on Gotlund or Godspeak. The
total area of the islands comes to slightly less than 2100 square miles. As stated before most
inhabit the main island of Skagin, approximately 70 %, while the island kingdom of K’rk would have
the next most populous number, at about 20%. Eagin has about 15% and the remainder are found on
Gotlund and Godspeak.
The People
Several races as well as immigrant humans and aboriginal Golg call these islands
home. The Dwarves drive the industry of resources in iron, gems and other metallurgy. They hail
mainly from a small area on the Serpentine in the capital of their people, Rauros. Their product
finds its way to the rest of the islands down the Running River and to the harbour of Smorgin on
the Dundas plains in the east of Skagin. The elves or Hithhini as they call themselves, live within
the forest of Hithhini on the western
slopes of the Serpentine, almost opposite Rauros. The elves stay mainly within the boundaries of
the forest and the forest itself is guarded with many protections. The elves have very little to
do with most other races due to the many wars they have ex- perienced at the hand of immigrant
humans. Elves seen outside of Hithhini are usually held in high suspicion. Half elves exist,
usually choosing a road of traveller, as they do not fit in human society nor the elven society.
There are no towns or communities where half elves congregate. Next there are the small people, the
Halflings. These
wee folk can be found throughout the island except within the heart of the Varkuun Empire, which is
very human centric. They do have one community, in Tumby, oppo- site the southern shores of the
island of K’rk where they congregate where it is said the rich and powerful come to buy the tasty
treats and morsels prepared by these small folk.
Game notes; Character Races; Humans:
Humans are central to the game story, having been both saviour and fallen angel through the long
history of Barra. Humans gain no special abilities, no changes to their attributes. They can be one
of seven cultures;
Thixian: Equivalent to the Caucasian people of Europe around the early medieval period. The Kingdom
of Sar Kien reported states they are the most pure blooded of the
people on Skagin.
Shek Hong: Equivalent to the Chinese of the Han Dynasty around the middle period (50BCE). Gaur:
Equivalent to the Axsumite Empire at its greatest height.
Valtion: Equivalent to the Finns of the late Dark Ages.
Skagan: The standard race that has evolved over the Ages centuries on Skagin. Equivalent to
Caucasians of the late Dark Ages
Dwarves:
Dwarves have the standard bonuses or penalties within their gaming system. The Dwarves of Skagin
have evolved into two distinct cultural races; the Mountain Dwarves of Rauros and the Hill Dwarves
that settle in the lower areas and plains around the
Serpentine in the Dundas plains. The former have a more stiff structure in their day to day life
and dealings with other races (and sometimes Hill Dwarves who they see as
almost another race) and the latter have a more relaxed culture, adopting some of the values and
customs of those they live alongside. In either case an agreement with a
Dwarf is a binding contract that either culture would see end in a fight should you choose to break
it!
Halflings:
Halflings, or the Wee Folk as they are commonly known, when created are without change in the
gaming system of choice. The Halflings, if the option is used, come from Stout blood. Their culture
is only witnessed with any openness in the small township of Tumby, on K’rk. Here their love of
life, food, music and fun is on display and can be enjoyed (of course any traveller would tell you
to take care of your pockets- but this is good advice when travelling anywhere).
Elves:
As stated elsewhere elves are seldom seen outside of the Hithhini. They tend to be suspicious of
all other races except the dwarves. The elves that hail from Hithhini are of High Elf stock. Some
do seek adventure outside the safety of the magical
perimeter of their forest but usually go to great care to disguise themselves as much as possible.
Half Elves:
Half elves have a sorry lot on the island of Skagin. Seen by the elves as a reminder of all of
their woes with humans, and by the humans as spies for elves, or at the least trouble makers that
are best chased out of town.
Gnomes:
A small race that is mostly over looked. Enjoy the peace and quiet of nature. These people live in
the land between the people of K'rk and the Sar Kien. Those from K'rl treat them fairly, that can
not be said for the Sar Kien.
Non Character Races: Golg, Giants, Giantkin, Gnolls, Bugbears, Drugar, Trolls, Demons, Devils, Fey,
and
Kalish (Undead)
Religion:
On Skagin there is but one religion, that of Gaia. Her priests are the Druids and they min- ister
to young and old and all in-between.
The Druids tend to keep to themselves for the most part, travelling about the countryside to look
after Gaia's earthly flock. They are able to pass through the Hithhini veil without issue and are
tolerated, if not welcomed by the elves therein. It matters not what race, as long as the Druid can
prove they are of the faith the elves will treat them with respect. The Druids status does not stop
there. They have walked the corridor of many a Kings castle, and have been seen in all the
kingdoms. They appear to have free rein over where they may go. To become a Druid one must travel
with an ordained Druid until such time the Druid believes that the initiate has proven his or her
mettle. Once this has happened they are sequestered to Mount Vala where their training and testing
begins in earnest. If any have failed no one has seen these folk, for all that are seen leaving the
Verdant valley are Druids, and those on Druid's business.
Once ordained each Druid is given orders according to their talent and ability. Many are
sent into cities and townships to witness the goings on there. Others are sent into the wilderness
to ensure that it remains untouched. It is whispered that some of the more powerful Druids stand
behind many rulers’ thrones, being council and conscience. There are several days that hold special
holy significance. First is the new year, marked on sum- mer solstice. Here folk give thanks to the
year past and offer prayers for a fortuitous oncoming year. These holy days are marked throughout
the islands with a two day cele- bration. In Vega there are great gladiatorial fights. In Jarrah
there is a great boat race. In Var the plains are set up for jousting and knightly endeavours that
attract many knights and fighters to try their hand for handsome prizes. In the Dwarven towns, the
time is marked with solemn prayer followed by raucous drinking and merriment. Not much is known how
the Elves of Hithhini mark this occasion.
While the religion that follows Gaia is the one that permeates all of the islands some oth-
er religions are introduced from time to time as missionaries or settlers bring with them- selves
part of their culture and beliefs. These religions, while they exist, have never been able to gain
a foot hold in mainstream life.
Living in Skagin
Days and Nights.
Skagin's days are 24 hours long. During the summer months, around solstice, the days are about 16
hours long while in the depths of winter they are about 8 hours long. Six days make a Skagin week
and five weeks make the month. Each day can be broken into six periods. The dark hours, between
midnight and about an hour before dawn. The dawn period, usually lasts for an hour each side of
dawn. Next is morn, followed by highsun, which lasts about an hour, the time one takes for their
mid day meal/break. Highsun lasts roughly from the high- est point the sun reaches in the sky for
about a half dozen count of ten. The afternoon fol-
lows until an hour or so before sunset, dusk, which moves through to an hour or so after sun- set.
Lastly come evening, which brings us back to midnight. These time periods are marked in the larger
towns and cities by the ring of bells at the change of periods, except for midnight.
The Kannum Calendur.
All of the islands under Thixian rule use the Kannum Calendur. This is based on a twelve month, 360
day year. Each week has six days, Leedey, Undey, Torsdey, Midsdey, Holydey and Endweek. Usually
Holyday is a half day
work, the other half worship or community minded work is carried out. Endweek is also a
half day of work (for most) followed by a half day rest.
Seasonal Festivals
There are five major island wide festivals. The first is Springs day, traditional held on the last
Torsday of Icebreak. Communities come together to celebrate surviving winter and talking about
planning for the rest of the year. Next comes Monarch's Day, at present set on the third Leeday of
Lightfall. This is more celebrated in the cities and larger towns, but smaller communities take
this day to celebrate their lieges health and goodwill, as well as to have a
day of rest after all of the spring planting has been completed along with the animals birthing of
young. As this time of year is usually quite plenty with foods etc., most smaller communi- ties
have little to fear in the way of being preyed upon by bandits, raiders and the like. Next comes
the biggest celebration. Summer Solstice, New Year. This is a two day festival held on the last two
days of Hisun, while Nemis is full. The events, pageantry and celebrations
vary from area to area, the more rural use it as a holy time, inviting Druids to come and preach,
to bless etc. for a prosperous new year. In the cities grand and elaborate parties are planned and
in Vega a gladiatorial event is in its 15th year. It is said to be an especially fortui- tous event
to be wed or start a new venture when Naruila also falls full. Following in autumn comes Autumn
Harvest /Trades days. This is a three day mix of business, celebration of a good harvest, or
wheeling and dealings to ensure that communities can gain enough foods and equipment to see them
through the next winter. These days see the biggest and busiest markets in Skagin. The event
usually falls on the fourth week of Leafall, starting on Undey. In the main centres this is also
the last time for the year that any jousts or like events take place. The last day, Night of the
Dead, is a night of remembrance of those that have come before. It is whispered that on this night,
when Nemis is in her new moon, the veil between living and dead is at its thinnest and one can talk
or be visited by their ancestors. If Naruila also falls dark on or near this night many people take
this as an omen of ill and usually double their efforts to cleanse their houses of bad spirits or
be blessed by Druids to ward against such things.
Seasons and Climate:
Winter in Skagin is especially hard. Snow blankets almost all of the island and many in- land
rivers freeze over. From around the end of Shadowsun / the beginning of Whitedowne snow starts to
fall. It does not start to melt until the beginning of Ice- break. The winter season usually starts
with many heavy wet periods, following on from late autumn. Temperatures range from around 23
degrees to 38 degrees, the higher being at the start and end of the winter season (which takes in
the months of Shadowsun to Darkwhite).
Following this period Skagin enters springtime (Icebreak to Lightfall) where tempera- tures range
from 48degrees up to 65 degrees. Spring is accompanied by many light showers and an incredible
spurt of growth in all manner of flora and fauna. Tempera- tures climb further during the two
summer months of Sunfall and Hisun, averaging around 72 degrees during both months. Summer is
usually a dry time, but there is an odd rain fall. Lastly comes autumn. During the earlier months
crops can be harvested before the rough autumn weather sets in. Temperatures range from64 degrees
down to 38 degrees. The weather in the latter months becomes very unsettled and inclem- ent. Such
things as hurricanes, fantastical electrical storms are common this time of year. Winds can become
stronger as well. This is usually the cut off point any ships risk coming to the islands. Any late
comers are usually resigned to the fact of wintering over in Skagin. Such a journey home would test
the mettle of the best sailors and their master. Autumnal months are Reapwind, Leafall and Kōte.
Flora;
Many species of plant life exist on the islands. There is the common pine, birch, ash and oak. Some
of the more special flora is the steelwood, a tree that only grows be- tween the Iron swamp and
Hithhini so little of this is logged any more. It is said that steelwood once was present in all
forests of Skagin. Doontown is said to have been built out of the wood. It has amazing properties.
The wood itself is hard to fell and re-
quires great effort. Once cut and dressed it is painted with a lye and lime mixture which
appears to interact with the wood itself, making it almost as strong as steel and virtual- ly
impervious to fire. Other sought after wood lies deep in Bloody forest, the Karght wood, a timber
whose grain is said to be more beautiful than gold, the Reltree, whose many herbal remedies come
from its various parts. Among the flowers and bushes the Bre bush is known to help fend off
parasites and heal burns when one steeps it in wa- ter and made a poultice of. The ender flower is
known to help ease digestion and flatu- lence while the nocturnal Starbloom is sought after for
many of its purported magic properties. Unfortunately Star bloom is only known of in two locations,
Hithhini and the Travel Woods. Hags root, found in the Tanglethorn is said to be an in- gredient in
poisons and paralytic compounds while Ragpetal is reported to be behind a major drug business in
Vega. Lastly there are rumours of a mythical tree, that the Dru- ids hold most high, the Mallorn
tree. Some of its reputed properties are that a weapon made from the wood harms evil creatures on
touch, that it can heal all harm, physical, mental or spiritual from someone laid in its
heartbough.
Fauna;
Most common animals exist on Skagin. Some of the more notable exotic creatures are found offshore.
The Kraken, a giant squid that can worry ships is known to hunt the waters around the northern and
western points of Skagin. In the Coral sea are the playful Keal, related to the open sea seal. A
coral diver's superstition suggests
that if one is surrounded by Keals you are safe from predators and have a better than normal chance
of finding expensive coral. The Sea Hawk is a common predator of the skies and taken as a good luck
charm if one nests in or around your home. Of note
are the creatures that exist in the Iron swamp and the Travel Woods, particularly near the
Travellers themselves. Creatures of gigantic proportion, such as spiders and other insects can be
found near the Travellers. In the Iron Swamp strange creatures that have arisen out of the mixing
of magic , such as the baleful catobelpus, inhabit said swamp. Lastly Tanglethorn is said to be the
lair of several dragons, dark fey and other creatures of dark intent.
Government.
Most of the islands are governed under various monarchies. There is the House of Kursk in Var, King
Oom of the Giants of Bloody Forest, King Barigold of the Dwarves, last intelligence had King
Qualentar and Queen Isil within Hithhini. On Eagin lies the Kingdoms of Bracke, Downes and Bodo. On
K'rk King Freiberg the 1st rules from his Coral Throne, while in the southern Sar Kien Taiaro the
Great sits on his Iron Throne. Boden and Jorn officials are elected. At present Mayor's Cagliari
and Licatta respec- tively hold their posts. For the small people Chester Derby is speaker and in
Smorgin a triad of merchant houses, the Silver Wheel, holds the reins of power therein. . In the
smaller communities that dot the northern extension of Skagin people tend to self-govern and elect
a speaker in times of need. In Vega the three cities each have a leader and they form the council
along with another 'elect' personage, at present
this person is one Master Banda, it has been surmised that he may have learned sev- eral
campaigning tactics from Assassins.
There are several laws that govern all of Skagin and Eagin. When in any of the major cities and
town all people are expected to have weapons peace knotted, which is checked on by various
watchman, although most people travel with knives and dag- gers etc for their personal protection,
hidden under garments. Druids are held in re- gard so due courtesy is observed.
Urban versus Rural;
The standard differences apply between urban and rural life in Skagin. There are minor differences
in several places where their industry would demand this. In Smorgin and Jarrah are large ship
building yards. In Jarrah is also the Eastern Fleet. Jorn is known for its fine fruit wines that it
makes and Boden for the exquisite woven cloth, made of spi- der silk and other materials. Tumby is
known as a place for gourmands. Rouros is the fountain hood of whence almost all of the ore and
metal work originates in Skagin. Ve- ga is well known as a businessman's delight and downfall. It
also caters for all manner of dark and illegal doings. Var is the capital of where a lot of wood is
produced for use around Skagin. On the southern coastline of Sar Kien are small Naval settlements.
The Dundas plains are home to many wandering herdsman and their families who, come Tradesman days,
head to Smorgin to trade
for the oncoming winter. Lastly Trondheim, on the north western coast is home to many whalers who
produce many products from whale meat to oils and other items.
Language:
While the majority of folk speak common on Skagin there are a number of other lan- guages that are
heard or in print. From Sar Kien Thixian is spoken as the courtly tongue and all official documents
are written in this script. In Rouros dwarven is the only
tongue one hears and dwarven script used. In the Hopeless forest, Hithhini, elvish script
and spoken tongue is used. In Var, especially Doon town there are a few people who al- so use this
language, a result from days when ties were closer. In Tumby halfling refrain from using their own
tongue in public, but in private they use their native tongue. Shan- ty is a sub language of common
used by sailors and sea salts all. From the 'non' human centric world giant, troll and fey is
spoken by their respective races while Gutteral is spoken by the gnoll, bugbears who infest the
islands. The Golg learn common to inter- act with the humans otherwise they use their own language
and pictographs for re- cording their stories and culture.
Coin and Commerce.
As stated elsewhere commerce abounds all over Skagin. Each Kingdom has its own coinage, but all
accept Dwarven Barr as a default universal coin. Some places will give equal and some devalue the
barr standard, depending on the current economic cli- mate within their city or town. But at least
its money that can be spent. Most king- doms businesses do not accept others coin, instead a money
changer / lender is sought to change the money into kingdom coinage, for a price. Again depending
on the current economic
climate the exchange can be quite harsh, better to stick with barr when you can get it! Below are
the various kingdoms coinage;
Value Sar Kein K'rk Var Elf
Dwarf Copper Crown Plug Bead -
Centi Silver Eagle Silling Decimus Leaf
Deci Electrum Mark Bluue Half -
HalfBarr Gold Falcon Korin Crown
Star Barr Platinum Royal - Royal
Crescent Quantbarr
25gp Medallion Medallion -
Money brokering charges can be anywhere from 1 to 40%.
Geography
Mountains:
The island of Skagin is split in half roughly by the Serpentine, a mountain range that starts in
the south, just north of the Travellers and ends on the western front of Mur- der Forest, where the
forest meets the Iron swamp. In the south it starts as easy roll- ing hills then builds until, at
its peak, stands at around 14896 feet tall ( 4.5 miles). These peaks are under constant snow and
ice and only through lower passes can trav- el between east and west be safe. Of course since most
of the west side ends up in Hithhini territory safety is still an issue Another line of ranges,
called the Travellers, surrounded by the Travel Woods lies at the south end of the Serpentine.
These then lead on to the smaller ranges known as the Night Mountains. The tallest peak in the
Travellers stands around 12,349 feet (3.7 miles) and about 8,500 feet (2.6 miles). To the east of
Night Mountains lie the Razoars. This range appear to rear their peaks in defiance of the plains
that surround them and stand at their highest around 2,500 feet. Their surface is bare rock with
only the hardiest of lichen and moss growing on them. They travel west and east, ending where the
Tanglethorn starts cutting Sar Kien off from the Southern Protectorate plains of Krk. Deep in the
Yulewood, to the east,
lie several ranges of low rolling hills, gaining some 300 feet above the floor of the for-
est at their highest. On the island of K'rk itself lie the Krk hills which travel north to south
from the bottom to almost 3/4's of its length. Far to the north, within the Sway Forest lies the
Giant Troll range. These hills average about 800 feet in height and mark the western border of the
Varkkan empire. To the east and far north of the Sway for- est lies the Devil's Spread, a series of
low hills formed from underground pressure and which comes many thermal streams and pools. Lastly
in the northern section of the Bloody Forest lie the Sanarjarlford Range of mountains and hills
where the King of Gi- ants resides. They range from a few hundred feet upto around 5000 feet for
some of the mountain peaks. At the southern end of this range lies Mount Vala. This is said to be
the northern home of the Druids. The Verdant Valley as it is described is a small oasis of peace
and tranquillity amongst the harshness of northern Skagin
Forests:
The largest forest today would be the Sway forest. It covers about 1/8th of the island and is home
to many humanoid species . The Bloody forest is its northern most exten- sion. In a southerly
direction is what is commonly called the Hopeless Forest, Hithhini in elven. It lies south of Lake
Doon and the Iron Swamp, directly west of Rauros and extends some 80 miles west of the Serpentine.
The Hopeless forest once reached a much greater distance, all the way to the western coast, but
constant deforestation by successive waves of human immigrants have whittled it down to the size it
is at pre- sent. In response to this the elves have placed a charm on its perimeter. Anyone enter-
ing without their leave is said to wander within its eves, lost , until they die of starva- tion or
by some animals attack. Further south from Hithhini lies the Old Mill Forest,
one of the remaining stands once connected to the Hithhini. Covering less than 450
square miles it is said that at current rates of felling it too will disappear within a cou- ple of
centuries. Directly east and south of the Old Mill lies the Travel woods. Herein lies creatures
made monstrous, giant sized of many species, particularly insects and the like. Below and to the
south further lies the Night Forest. This gentle forest is known for the good fey and magical
creatures that dwell within – but still that does
not mean if you intrude in their domain you won't be dealt with. To the south and east
further are the Lemon Woods, where ancient groves of fruit bearing trees have formed a great
forest. Within the eaves of this wood setting, some say, lie the southern place
of power of the Druids. Further to the east lies the gentle Yulewood. A large stand of aged Oak and
ash. This forest is known as a bountiful hunting ground for all manner of game and many nobles come
here for just that purpose. To the east and north lies the Tanglethorn. This jumble of closely
wound briar and wood is a place most people avoid. Rumour has it that dragons have been seen or are
known to lair within its thorny confines. The Town Forest on K'rk island is a small woodland that
follows the course of the K'rk hill range. It is a pleasant enough place with few but natural
preda- tors. Travelling over and back onto the mainland the Greenwood joins the northern portion of
the Travel woods and onto the southern end of the Dundas plains. Herein lies many creatures, both
fey and animal. To the north and on the western border of the Dundas plains lies Munda Forest.
Lakes and Rivers
The largest lake on Skagin is Doon lake. Its borders are defined by the Iron Swap to the east, Doon
town on its northern shore and Hithhini on its southern shore. One river, Shriling Rv. exits the
lake in the west to travel towards the ocean. Its first city to pass is Var, the capital of the
Varkkan Empire and then down to Thrist Lake, past the town of Jontheim and Uilja, carrying onto
Jarret's Lake, past Samahlon and out into the ocean A short river of some 15 miles travels from the
base of the Travellers to the ocean, simply known as Travail Rv. From the southern reaches of the
Night mountains runs the pure water of the Platt river to the ocean at Boden. Continuing in an
anti- clockwise direction the river Standby flows from the Razoars to the southern coast, while the
Dogg river travels the width of the Sar Kien kingdom and empties itself into the Oven swamp. There
are many small streams on the island of K'rk but the biggest
is on which cuts the capital of Jarrah in two. The Knights River empties into an estu- ary . Within
this estuary lies the island known as Regent Isle. And this then leads onto Kingsport. Travelling
back onto the mainland once more the river Cascade breaks
from the Running River through the Greenwood. The Running is the main thorough- fare used to move
goods between Smogin, Axehead and Rauros.
There are many rivers and streams leading off the western slopes of the Serpentine leading into the
Iron Swamp. If these were ever named, only the Elves remember them. Lastly issuing from Mt Vala in
the Verdant Valley runs the river Valis.
Plains
There are two great plains on Skagin, in the west , the Southern plains, with Hithhini as its
northern border and the Serpentine its
eastern. These plains have been used for centuries in raising crops and cattle. They are dotted
with many small hamlets.
To the east and north lies the Dundas plains. They are home to bands of nomadic
herds folk.
Swamps
There are two swamps on Skagin. The Oven swamp, where the river Dogg empties
in Sar Kien, is home to many usual creatures of this type. It is also known to become extremely hot
during the summer months. The other swamp, The Iron Swamp, lies to the north and is home to much
treasure and many fantastic creatures. For many cen- turies battles between various factions were
fought on the land here. Finally the Dru- ids stepped in and sunk the lands, so that no one could
have it. When it sunk the magics that had been used seeped forth and created many fantastical
creatures. Also a treasure of past heroes lies to be found, if one is bold (or stupid) enough to
seek them.
Around the Island.
There are several reefs, Deadman's Doom and Dead Reach, that surround the island of
Skagin that make navigation impossible.
Due to this the southern entry into the Coral sea can only be tried by small row boats or those
fitted with step up masts. Further
around the coast to the west and north lies Olaf's Curse, another reach of reefs that are used by
the many Hoards to waylay or trap
passing ships.
Coral Sea is really a vast pond. It does not get much deeper than 300 feet and in places one can
walk out a great distance, provide
you wear the correct gear. Several trenches have been carved, and maintained to allow for the big
ships to travel safely to Jarrah from Smorgin
To the north of Dundas Strait, some 165 miles in the Skagerrak lies the island of Gotlund. It is a
mainly barren island that several Golg and some hermits call home. They live by harvesting seaweed,
hunting various sea birds and catching fish. To the east of Gotlund lies Godspeak, some 120 miles.
This small island has a single feature. A peak that rises some 2,ooo feet above the ground. There
are many rumours about this place, most say to avoid it at all costs.
To the east of Skagin lies the island of Eagin. On this island live three small kingdoms of
Thixian descent.
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