Skarran Islanders Organization in Aerra | World Anvil
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Skarran Islanders

Hailing from the Skar Islands far to the north these whalers brave the Leviathan Sea and hunt the mighty Leviathan Whale. Trading meat, oil, and bone to the Valaskarrans on the mainland for iron, timber, and other goods their shipwrights craft the Hroth ships in the hot springs of Rollag.   So skilled at their craft only Skarrans have been able to sail directly into the Hell Gate and even their capital Bolvater (Blackwater) takes its name from the water surrounding its port. Having been soiled by the blood and offal of many a whale carcass dragged to port.

Structure

Jarls hold authority over their respective islands and the surrounding waters. Commanding fealty from the village chiefs, who in turn command fealty from Volk, Jarls gather once every thirteen years at the Jarthing.  

Jarthings.

  Once every thirteen years the Jarls come together at a Jarthing. At the Jarthing, the Jarls discuss new laws, review old laws, matters of diplomacy, and appoint or depose Jarls. Any changes are passed by majority vote among the Jarls. In the event of a tie the Jarls reconvene and discuss the issue at hand before calling for a second vote. At the end of a Jarthing, the Jarls go back to their islands and inform their Volk by public edicts of any changes of law.  

Jarl.

A Jarls authority encompasses the entirety of one of the four Skar Islands. Jarls often have the biggest fleets of ships or the most villages under their command. They carry out the rule of the Jarthing, acting as mediators and judges in disputes between chiefs. Jarls also approve Volkr who come to make a claim as Chief/Captain. Often a Jarl will only approve such claim if said Volkr has the resources to make their own ship or to settle a new village.   Jarls are appointed at Jarthings. When a Jarl dies a Chief/Captain can make a claim to be Jarl. this claim must be passed by the other Jarls by majority vote. If a Jarl has proven to be belligerent or hostile to their other Jarls, the Jarls vote to depose said Jarl at the Jarthing. Most Jarls accept the decision of the Jarthing as to do otherwise risks outright war against the other Jarls.   Jarls can also appoint Chiefs/Captains to act as temporary Jarls in the event a Jarl becomes sick, or if the Jarl dies before the next Jarthing.

Chief/Captain.

Rich Volkr can appeal to their Jarl to become Chiefs or Captains. To do so, the Volkr must be able to fund the settling of a new village, or a new ship. If the Jarl approves, the Chief/Captain enforces the Jarls rule, can make their own local laws (as long as they do not conflict with the Jarls decrees), and pays tithes to the Jarl.   Chief/Captains also see to the day to day activities of their villages/ships. Supervising construction projects, mediating disputes between Volk, and planning whaling expeditions.   A Chief/Captain can have one village/ship or several but for each addition the Chief/Captain must get the Jarls approval. During the Jarthing a Chief/Captain can make a claim to be Jarl if there is an acting temporary Jarl.

Volk.

  Volk are the common people of the Skar Islands. A single Volkr plies their trade, whether it's farming, whaling, smithing, etc and pays tithes to their Chief/Captain. In exchange the Chief/Captains and Jarls mediate disputes, enforce the rule of law, and sees to the general well being of the Volk.

History

Legends of the past.

Thogg the Drake

  Skarran legends tell that once the islands were one. During a time known only as the Abyssal War, the colossal dragon Thogg fought against Hatred. In a battle that raged across the skies, Thogg was finally bested and crashed into the island. As Thoggs body broke the island into four separate islands his dying breath became the nightly fire in the sky. Many Runecarvers and Moss Mages predict, having succumbed to Hate, that at the End of Days Thogg will rise again and burn the world.

Dravir

These elves are said to live deep within the earth with only Thoggs scant fire to warm them. The cold of the north and their aversion to sunlight is said to have leached what color Dravir once might have had leaving them bone white. It was the strange minded Dravir that first welcomed Alfor to the Skar.

Alfor the Sailor

It is not remembered, from which land Alfor called home. What is remembered, the night when Alfor beached his boat on the island of Thrangr, the Dravir welcomed him. Exchanging pleasantries they found each other strange, but bearing no ill will. As they talked an agreement was made between Alfor and the Dravir. Alfor could bring his family and settle on the shores of Thrangr for the fishing was plentiful. In exchange Alfor and his progeny would not interfere with the Dravir. And so it was, Alfor sailed humans to the Skar and they left the Dravir alone. Occasionally a Dravir party would visit a home in the dead of night and join the Skarrans, as they came to call themselves, for dinner. On these rare occasions the Dravir would speak of strange happenings beneath the earth and leave before first light.

The Bale Night

 

The Great Southern Storm

Many years had passed since Alfor first came to the Skar. His family had spread to all four islands. Villages and ships were built. All made with the rare driftwood found on the Leviathan Sea. Until one day a massive storm blew in from the south. Titanic waves crushed the Skarran rafts. Entire docks washed away on the tides. Before the storm clouds engulfed the sky, Skarrans saw a star shining to the south.

Gifts from the Sea

Seven days passed before the sea calmed and the clouds broke. When the Skarrans left their shelters to survey the damage, they were met with an incredible scene. Much had been destroyed and no docks remained. However on the waves splintered beams of timber bobbed. Legends tell the driftwood was so packed along the islands shores, one could walk across it for half a day before meeting its end. With this bounty the Skarrans rebuilt and thrived.

Hroth the Navigator

Undoubtedly this new wealth of timber had unexpected consequences. Hroth, a navigator, was experimenting with a new raft design in boiling hot spring. The design failed, but after noting the damage Hroth noted the wood had warped from the hot water and remained pliable shortly afterward. Inspired, Hroth began to design a new ship with this in mind. After a few adjustments Hroth perfected his design and soon all Skarrans began to use his ship design. These Hroth ships could weather the tides and currents better than any Skarran raft before and were three times as fast. With these ships the Skarrans ventured further and discovered the northern cliffs of Norredas and the Hellgate

A new age

 

Into the Gates of Hell

It was Captain Flok who first sailed into the Hellgate. Expertly he commanded his crew through the charging current, dodging shoals, and lead them through the white water until they were safely through. When they made landfall Flok ordered his crew to inspect the strange spindly green mountains in the distance. when the scouts returned they brought branches and word of a town nearby. Astounded at such wealth Flok and his crew raided the milling town of Auxtrum, killing many and taking as much lumber and gold as they could carry. When Flok returned to Trond on Drasr he spoke to the Jarl of what he found. Soon a small fleet of ships sailed the Hellgate and the Skarrans raided Norredas. There they settled Hellport and eventually took Auxtrum renaming it Novor.

Sturl the Traitor

After several successful raids the Nyztalene responded to the Skarrans intrusion into Norredas. Even with a successful naval battle on the Norresk river Sturl still succumbed to the Emperors promise of glory in far off lands. Though tempers have cooled since Sturl first accepted Emperor Atreus' offer. Many Skarrans still consider Sturl a traitor for defying his Jarl and proclaiming himself Jarl of "Valaskar", a title not recognized by the other Skarran Jarls.

Vortigens Expedition

With trade coming from Valaskar and even from the Svers Haussad enterprising Captains have begun to look westward. One such Captain, Captain Vortigen, launched an expedition to explore the western shores and returned. REturning with a captive Vortigen learned much about this land called Elba. Seeing the division within Elba between this Luther and Myrrdin, Vortigen left with a fleet of twenty ships to Elba and has not returned. It is rumored Vortigen is either dead or proved as much a traitor as Sturl.

A note for Players and GMs.

Playing a Skarran Islander

Aerra is based on a homebrew setting using D&D 3.5 edition rules. Humans born and raised within The Skar follow these rules in place of the standard rules for Humans.   Weapon Proficiency: Skeinn and Harpoon: Born and bred whalers, Skarrans are trained to use both the harpoon and the Skeinn Blade from a very young age.   Expert Sailors: The majority of Skarrans spend their time sailing on the treacherous Leviathan Sea. Because of this Skarran children learn to deftly sail small boats and other watercraft. This training gives Skarrans +2 to Use Rope, Balance, and Swim checks.
Type
Governmental, Senate/Parliament
Demonym
Skarran
Leader
Location
Controlled Territories
Neighboring Nations

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