Skygni Isle Settlement in The Broken Worlds | World Anvil
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Skygni Isle

Written by Harndred

Skygni Isle is the most remote part of the Dwarven Kingdom. Located a couple hundred miles west of the Crimson Island, and just south of Orcish territory, it is a dangerous place. If not for the tremendous wealth that the Skygni funnel back to Meranborg, the Dwarves might not work so hard to keep the isle under their control. So long as the spices & slaves keep coming, however, King Valson will make sure the colony survives.

Demographics

Town:

  ~ 80 Mountain Dwarves of the Skygni Clan   ~ 200 Hill Dwarves in service to the Skygni Clan   ~ 40 Red Dragonborn, representing the Crimson Isle and their matron's interests   ~ 65 Red Kobolds, serving the Dragonborn and seeking weak points in the settlement   ~ 200 Humans, mostly merchants and their crews, hailing from both major ethnic groups   ~ 300 Enslaved Half-Orcs   ~ 80 Elves, serving as diplomats and spies   ~ 35 assorted members of other sentient races  

Wilderness:

  ~ 400 Orcs, native to the isle, who attack explorers who stray from the settlement   ~ 100 Half-Orcs that live with the native Orc population

Government

Skygni Isle is under the control of the Dwarven Kingdom. Its current name comes from the clan which has built a settlement on the south-eastern coast. The clan maintains their settlement as a neutral trade town, where those from the Human, Elven, and Dragon empires may come to do business in peace. A 10% tax is levied on all goods coming into the town, to be paid either in product or in value. Half of this goes to the coffers of Scedelet, ostensibly as thanks that the Red Dragon Matron allows them to do business there. The rest of the tax is sent back to Meranborg. Beyond that, the Skygni don't interfere in their guests' matters except to break up fights.   The Orcish name translates simply into "Southern Isle," due to its position in the archipelago where most Orcs dwell. About six tribes once called this island home, but they have joined together in defiance of the Skygni. Chief Groxag leads these orcs in raids against merchants who leave the town's relative safety.

Defences

Two walls protect the Skygni's town from the Orcs that would attack. The inner, older wall was built with wood as a temporary barrier. As the town grew, and the clan's wealth increased, they were able to build a larger stone wall. This outer wall constantly has archers on guard against attacks. The wooden wall, on the other hand, is largely redundant, and would be neglected if not for the Skygni's pride in the appearance of their settlement.   The local forces consist largely of Hill Dwarf soldiers led by Mountain Dwarf officers. These squads are trained in archery, so they can put down raiders with minimal risk. Armour isn't very suitable to the climate, so the typical Dwarven infantry lines are rarely seen here. A few casters with powerful spells also man the walls.   Mercenary forces join in the defense of the area, either under the employ of merchants or to pay their own tariffs. These assorted individuals fight according to their individual skills, but ranged fighters are preferred.

Industry & Trade

Between the warmer climate and its proximity to the Crimson Island, there are many resources available in Skygni that can't be found in Meranborg. While the town has little in the way of precious metals, the spices that can be cultivated or found fetch a high price amongst the Dwarven elite. Due to the tariffs on incoming goods, the Skygni have also collected an assortment of rare items.   A sizable market next to the harbour holds many stalls for visiting merchants. Of note is the slave market, where captured Orcs or Half-Orcs are available for purchase. Orcs are usually only purchased by citizens of the Dragon Empire, as they can match the prisoners in might. Half-Orcs are more popular with southern merchants, particularly Humans and Dwarven visitors.   Human, Elven, and Draconic goods are also available for those interested. After the Vapgull were caught selling Dwarven weapons to potential enemies, however, the Skygni have wisely decided not to part with any of their own products.

Infrastructure

The Skygni have spent nearly fifty years entrenching themselves on the isle. Many older buildings, made from wood harvested from the island's jungle, have stood since the first colonists arrived. Though these were intended to be temporary, the Skygni have grown to enjoy their quaint aesthetic and continue to maintain them for visitors.   Within the walls is a bustling town. The harbour is part of everyone's lives, as merchant ships come and go each day. New arrivals always bring essential goods or intriguing trinkets, as well as the coin to buy the isle's goods.   The Dwarves have begun to build their underground fortress, but the soft earth has made this difficult. Retaining walls made with imported stone hold back the soil as they try to reach the solid rock beneath.   Beyond the walls is wilderness, where Orcs roam and threaten adventurers.

Guilds and Factions

Skygni Clan:

The Skygni Clan is ostensibly the most powerful group on the island. Their settlement sees vast wealth go through it, and those that would make use of the market have a vested interest in protecting the Skygni. They enforce few rules, but their taxes and peacekeeping are non-negotiable.  

Crimson Island:

Being so close to the seat of the Dragon Empire's power, there is no way to avoid the Crimson Island's influence. A notable delegation of Red Dragonborn and their Kobold servants maintains a permanent presence on the isle, ensuring their Matron receives her portion of the taxes. Being favoured servants of Scedelet, they look upon others with disdain and are only stopped from striking those they deem lesser by the Skygni's forced peace. They grow restless, and plot to take the settlement for themselves with all the subtlety expected of a Red Dragon's brood.  

Human Imperial Merchants:

The promise of neutral trade draws many unscrupulous men to Skygni Isle. Spices, drugs, and Elven goods all fetch a high price back in the Empire. In return, they bring things purchased from Gnomes, which are some of the few things the Skygni have trouble getting their hands on.  

Independent Human Merchants:

Like their Imperial counterparts, independent humans frequent the Skygni market. They bring Elven goods, and generally cause few problems.  

Elven Delegation:

The Elves sent a substantial number of representatives to keep an eye on the Skygni, due to the latter's concerning willingness to trade with Red Dragons. Ambassador Fil'eireis and his entourage make up about a quarter of the Elves present, with the rest being merchants and explorers who have no open connection to the Elven Council.  

Southern Island Orcs:

Once there were six tribes that warred against each other, but held a small harmony. The arrival of the Dwarves changed that, pushing the southernmost tribes towards the northern end of the island. Conflicts arose between these tribes, with two chieftains giving slaves to the Skygni in exchange for gifts. Ten years ago, however, a young orc named Groxag challenged the chiefs of each tribe and bested them, eventually claiming leadership over all six. Since then he has led his people in attacks against the town, striking at those who leave its protection. His followers believe he is blessed by Odin, for he is both fierce in battle and much smarter than the average orc. Perhaps unnaturally so...

History

The founder of the Skygni Clan was little more than a scout before Valla Odinson found him. Under the Pirate King's tutelage, Skygni became a legendary explorer in his own right. His heirs continued that tradition, sailing across the ocean in search of riches, raiding Gnomish settlements, never staying in the same harbour twice in a season.   That could only bring a Clan so much, however, and without a home of their own the Skygni began to decline over the centuries. Their third head, Turs Skygni, decided to change all that. He set out with his crew in search of a distant land to call his own. While the Midland Islands had long been known, their distance from Meranborg meant that none of the Clans in recorded history had ever considered it realistic to make them part of the Kingdom.   When word reached King Valson that the Skygni had finally decided upon a home, he was confused. When he heard it was on a distant jungle island that was more swamp than stone, he was doubtful. When its first shipment consisted of exotic spices and gems, he was excited. The Skygni's wealth and power has grown over the fifty years since their settlement's founding, and they bask in the King's favour.   The creation of the settlement wasn't a trivial matter, however. Turs Skygni found an island populated by Orcs, where Red Dragons flew overhead in search of prey. When they first landed, his forces struggled to create a beachhead. How they managed to drive back both is a mystery, but the most common rumour is that Turs offered some ancient treasure to the Dragon Matron Scedelet to effectively buy the isle.   Whatever deal was struck, the Skygni received support from the Red Matron's forces and managed to push back the Orcs. In those early years, all buildings were made from the lumber gained as they razed the nearby jungle. Their Crimson Island alliance provided them with support and knowledge of local plants. Their guidance helped the Skygni prepare the cultivation of the spices that would provide the bulk of their wealth, and added other treasures to the first gifts to Meranborg.   During those early years, the island had a number of dinosaur species tamed by the Orcs. The Skygni hunted them, either to deny the Orcs of their beasts or to supplement their diets. Within thirty years there were none left, but the Skygni developed a taste for Raptors and other dinosaurs, and pay highly for the chance to eat such a meal.
Alternative Name(s)
Skygniland, Southern Isle
Type
Town
Population
~1,500
Inhabitant Demonym
Skygni

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