Skerritt (scare-it)
The kingdom of Skerritt is located in the southwestern part of the continent of Ayndrinor. It shares its northern border with the Toldrun See, across two rivers. The western edge of the kingdom is the coast of the Yaegar Ocean, and the eastern coast is on the Gulf of Viskii. The remainder of the kingdom's borders in the northeast consist of the Legobar Mountains and their peaks.
The kingdom had only been a unified entity for about 600 years before The Smiting, though it was fairly modest and did not have many researches or practicing mages. After The Smiting, it took a few centuries of warfare and diplomacy for the towns and cities of the are to refound some semblance of the previous kingdom, though they chose not to inherit the historical lineage and mark the founding of their kingdom from the Second Age date, 491.
Structure
The nation is headed by a monarch, though the title is not hereditary. When one monarch dies, the mayors and representatives of the kingdom's towns and cities convene a moot to elect the newest monarch from among the various noble families in the kingdom. The monarch oversees the whole kingdom and specifically the capital city of Southby, though they are assisted in both capacities by councils of other nobles and influential citizens.
The various outlying towns and cities are headed by mayors who come from among each city's nobility or influential citizens who rose to the level of nobility. These mayors report to the kingdom's council in Southby and receive guidance and advice from the council. Most towns have councils that assist their mayors in running things, usually made up of various nobles and guild leaders.
The various outlying towns and cities are headed by mayors who come from among each city's nobility or influential citizens who rose to the level of nobility. These mayors report to the kingdom's council in Southby and receive guidance and advice from the council. Most towns have councils that assist their mayors in running things, usually made up of various nobles and guild leaders.
Demography and Population
Historically, Skerritt has been predominately human, with a few halflings and a small subset of surface dwarves. Following the Deep Hall Overthrow and the subsequent crackdown of followers of the old gods, many dwarves fled the See and headed to Skerritt (and also to Oestbernia north of the See). In the almost five centuries since, the dwarves have assimilated into the culture and fiber of Skerritt's being. They were welcomed warmly by their southern neighbors as they fled persecution, and Skerritt continues to see harmony between its human and dwarven populations which make up the vast majority of Skerritt's citizens.
The harmony between the two races has suffused to the point that several monarchs of Skerritt have been from the displaced dwarven faction, and it is quite common for human or halfling monarchs to have at least one trusted dwarven advisor. These dwarven representatives in leadership positions have often overseen incursions into the See to try to take back parts of the old dwarven lands, but these raids are by no means distinctly dwarven ideas led by dwarven generals. The people and leaders of Skerritt see the dwarves' ongoing struggle against their former homeland as their own struggle, as the dwarves have truly become a part of Skerritt instead of some temporary refugees. Indeed, many dwarves who fled Forgsberg and their descendants have called Skerritt home and have no desire to go back to their former home or try to reconquer it.
The harmony between the two races has suffused to the point that several monarchs of Skerritt have been from the displaced dwarven faction, and it is quite common for human or halfling monarchs to have at least one trusted dwarven advisor. These dwarven representatives in leadership positions have often overseen incursions into the See to try to take back parts of the old dwarven lands, but these raids are by no means distinctly dwarven ideas led by dwarven generals. The people and leaders of Skerritt see the dwarves' ongoing struggle against their former homeland as their own struggle, as the dwarves have truly become a part of Skerritt instead of some temporary refugees. Indeed, many dwarves who fled Forgsberg and their descendants have called Skerritt home and have no desire to go back to their former home or try to reconquer it.
Military
Skerritt has a sophisticated military, though not quite as advanced as the forces of the See. They keep a series of four forts along the borders with the See and the mountains, though their forts and forces have limited use of gunpowder weapons. Skerritt also employs a large and varied navy, consisting mostly of merchant vessels and their armored escorts that travel in packs through the oceans. Without the cannons of the See's navy, Skerritt's forces are not nearly as powerful, but this also makes their ships smaller and faster, able to outrun most enemies.
The soldiers at the frontline forts are a combined force of conscripted individuals and volunteers - both from within the kingdom and mercenaries the kingdom pays to ensure the border security. Skerrittese raids into the See have been rare and often met with limited success at best. The forces are much more effective at defending Skerrittese lands and people and repelling invading forces.
The soldiers at the frontline forts are a combined force of conscripted individuals and volunteers - both from within the kingdom and mercenaries the kingdom pays to ensure the border security. Skerrittese raids into the See have been rare and often met with limited success at best. The forces are much more effective at defending Skerrittese lands and people and repelling invading forces.
Foreign Relations
The kingdom of Skerritt has been at war with their northern neighbor, the Toldrun See, for almost 500 years, stemming from the Toldrunite uprising and the ensuing Dwarven Civil War. Following these events, the See began to send Inquisitors across the border to hunt down exiles and heretics who had fled to Skerritt. Skerritt staunchly defended their new citizens and fought back the Inquisitors. Since that time, there have been regular raids back and forth by both nations, and each has constructed a series of border fortifications to protect themselves in the ongoing war.
Skerritt also has somewhat sour relations with the kingdom of Oestbernia, stemming from that kingdom's ongoing support of the See. Other than this, Skerritt enjoys cordial or friendly relations with the other nations of Ayndrinor and its surrounding islands. Some of them, like The Dale, are close trading partners that regularly interact with Skerrittese interests.
Skerritt also has somewhat sour relations with the kingdom of Oestbernia, stemming from that kingdom's ongoing support of the See. Other than this, Skerritt enjoys cordial or friendly relations with the other nations of Ayndrinor and its surrounding islands. Some of them, like The Dale, are close trading partners that regularly interact with Skerrittese interests.
Founding Date
491 2A
Type
Geopolitical, Kingdom
Capital
Demonym
Skerrittese
Government System
Monarchy, Elective
Power Structure
Federation
Economic System
Mixed economy
Controlled Territories
Neighboring Nations
Comments