The Skarrellands

Land of the highland heather, land of the longbroad river, green are the glens forever, hail Skarrelland!
Tales of the god-kin warriors, told on the painted boulders, sung in the bard's old stories; hail Skarrelland!
Broad is the swordsman's shoulders, great are the Skarrel warriors, Strong sound the Clansmen pipes, rolling down the glens.
Brave are the men of tartan, targe, dirk and claymore bearin', always for freedom fightin'; hail Skarrelland!

Lost is the spear of legend, now is the time of huntin', long is the search and strivin'; hail Skarrelland!
Many are the men a comin', bloody is the war a'brewin', northmen the spear are seekin'; hail Skarrelland!
Tall is the ancient Gy'nt, long gone but soon returnin', strongly the spear be singing when they come again.
Great is the King whose comin', known by the blade he's wieldin', proud is the song he's singing; hail Skarrelland!

Proudly we sing for thee, hail Skarrelland!

~Song of the Ancient Skarrells


Continent: Old Camus
Government: Clan Chieftains
Capital: Artain'ad'airdh
Flag:
Major Cities: Adairaside, Argamor Castle, Darmogheld, Donal Castle, Kirkley Castle,
Primary Races: Duneimen-Skarrells, Duneimen-Verosians (Sorans), Duervar-(Keldravar), Bamorians (Kalamak)
Primary Religion: Druid, Kalrik
Primary Products: Agricultural, Herding (cows, sheep, goats), Mining (Iron, Copper, Lead)
Allies: Bamoria, Duervar
Neutrals: Sora, Gand, Sylvanmyr
Enemies: Valderheim, Rona

OVERVIEW

Long have lived the Skarrels in the lands of Lohar. Their pipes and drums have echoed through the hills for the many millenia man has lived upon the world. Their ancient legends are kept and passed through the songs of the bards, and are painted upon the tall stones that rise from the green grasses of their country. They are children of Kalrik, god of war, who had six sons by mortal women in ancient times, and who established the first six clans. It is said that though they long ago died their blood lives on in their children, and the mighty chieftains are and will be born time and time again until the final battle comes between men and giants, between gods and titans. All Skarrels are born again, so the story goes, to prove themselves in battle, so they may be ready for this last great conflict. Those who are greatest, though, are able to abide in the afterlife alongside Kalrik himself, reveling in the glories of his halls, at least for a time. Though Kalrik is their war-god, the Skarrels are a druidic people, following ancient ways and heeding the wisdom and fortellings of these ancient holymen.

The Skarrellands once were considered most of the open highlands and plains of the land called Old Camus, but when the Ronans came, they usurped much of the west and north. These lands eventually became the kingdom of Sora. What remains of the Skarrellands are the lands south of the River Vaaish which becomes the Ardair'ach River. Also, north of the Ardair'ach River their lands extend up to Loch Dread. The exact borders between Skarrelland and Sora are sketchy and a point of constant contention, primarily because the Skarrells aren't a kingdom of their own, but instead a collection of clans, most of whom don't recognize Sora's rights to the land.

BRIEF HISTORY

In the early ages of man the Skarrells came from across the Sea of Dragons and found the lands of Lohar populated by a tall cruel race of Gy'nt Men. They were at war with the Dwarves, a men of short stature but great endurance who were much alike to the Skarrells. The Skarrells joined the Dwarves and drove the Gy'nt Men to the East, where their foe boarded great vessells and sailed away, never to return. It was the Dwares who first called these men Skarrells, a name that meant "raging warriors" in their tongue. The Skarrells were great warriors, and worshipped Kalrik the war god. The war with the Gy'nt Men had left the Duervar of this land few in number, and so the Skarrells were free to spread and populate the land. In time Kalrik came amongst them and fathered six sons. The Sons of Kalrik each set about building his own castle and gathering unto him an army, for it was destined that these brothers would never know peace amongst each other. They each named himself King, and declared dominance over all surrounding lands. Thus began the Age of the Six Kingdoms, and they immediately set about with strife. Thus it was that the high and low lands of Lohar, between the mountains and forests, in the lands of lochs and rivers, was called the Skarrellands, and broken into the Six Kingdoms. These are Arkain, Arradin, Camus, Cormac, Killain and Konnal.

THE FORCES THAT RULE

There are thirty two Skarrel Clans. Within each clan there are many tribes, which are families sharing the same patrilinial surname. The elder warriors of each tribe are called Aldermen (any man over 50 years of age). The Clan name is the the family name of the Tribe that started the Clan. It is from this tribe that the Aldermen must select their Ceannfine (chieftain), or Tighearne in the southern Skarrellands They choose from the Curadh, the young, strong, and intelligent warriors of a clan. The chief from there on is usually picked from the Tanist, heirs, of the last chief. Though the Chieftains answer to the Aldermen, they are nearly Kings in their own right. Occasional the need arises for a few clans to come together and when they do the Chieftains select one amongst them to stand for them all. He is called the Laird (Lord), or Triath in the southern Skarrellands. These united clan lands are called a Ruire (petty-kingdom).
Amongst the Skarrels there is no one King or Duke, but there are occassions when all thirty two clans must come together as one. It is in these times that they call for a Tarmachardh. This gathering of Chieftains is a tradition, and is customarily held at Artain’ad’Airdh (The Stone of the Hill). This ancient burial mound, located in the highlands at the northern edge of the Skarrellands, is surrounded by tall stones, and built atop it is an earth and timber hall overlooking a great field. It is said to be the place where the first people broke into clans, after a bloody battle. Each Chieftain must answer the call, and can bring only six warriors and his war chief with him. They must also bring their wives and eldest sons, so that each chieftain is as vulnerable as the others. These strictures have kept these traditional meetings free of bloodshed for over a thousand years. The Druids also attend this gathering, but only as observers.

The Skarrellands are actually a series of small independent kingdoms and clan-lands that share a common race, religion and society.

Clan Titles
Tighearna/ Ceannfine (Chieftain)
Tanist (Chieftain’s heir)
Triath (Lord)
Alderman (Clan elder)
Curadh (Hero)

Kingdom Titles
Ruire (petty-king, minor or dependent regality)
Leath-Ri (half-king, member of a joint rulership)
Laird (Lord)

Old Camus Titles
High King
King
Laird (Lord)
Knight

There is also a religious hierarchy within the clans. Each village has a priest of Kalrik, called a Saggyr. Each Clan has a single High Priest, called an Ard-Saggyr. The Skarrell clans are often at war with one another, but Kalrik shows no favoritism to any particular clan or priest. They each gain his power so long as they are serving his greater cause, to train warriors for the final war against the Giants. However, there are times when the clans must unite against a common foe, and when this happens the Tarmachardh may calll for a Chiarn’Caggee (War Lord; pr kee-arn ka-jee) to be chosen from amongst the Ard’Saggyr. This man will lead the clans together against their enemies. It is the only time a single man can lead the entire Skarrell race. Only six may be elected, one from each bloodline, and they are always submitted to an extreme test of both power and strength. The Chiarn'Caggee, when chosen, attains the power to ince the Mire-Chath upon the Skarrel warriors. This Battle Fury drives them into a rage that grants them great strength, expells fear, and demoralizes their enemies.

The Skarrels are also followers of the Druidic religion. Kalrik is only a war-god, and so the Druids handle almost all other affairs between man and gods. They tend the fields, heal the sick, calm the weather, or bring the rains. What more, the Druids are recognized as great men and women of wisdom and thus are often sought by those who seek knowledge and guidance. Druids are entrusted with making peace treaties between the clans, family tribes, and with other cultures, because many of the other religions of the world still hold faith in the Gods of Nature.

PEOPLES OF THE REALM

The 32 clans:
When speaking of one's clan it is not considered the surname. Instead it is added, even if it is the same as the Surname. Sometimes it is referred to as "The Clan" but other times it is simply made plural by adding an "S". Hence "Hugh Marc'Ain" would be "Hugh of the Marc'Ains" or "Hugh Marc'Ain of the Clan Marc'Ain".

Each clan claims heritage to at least two of the original six Sons of Kalrik, hence most claim to have the true ruling heir to at least on of the Six Kingdoms. The Kingdoms are gone, now, but the clans still identify the regions and borders, and still stryfe over who is the rightful heir.

The 32 Skarrell Clans are

Marc'Ain
Marc'Acken
Marc'Amus
Marc'Dougal
Marc'Ormac
Marc'Donals
Marc'Kilkarek

RELIGION IN THE REALM

MAGIC IN THE REALM

MAJOR CITIES

Its not proper to call them cities, as Skarrells tend to live in towns and villages. Their towns can have thousands of residents while villages rarely have a thousan if that many. Most are centered around an ancient castle from the Age of Kings, near the carnes of Druids, or near important watter ways and holds.

Adairaside Meeting Place of the Clans
Argamor Castle also called Argamogheld
Darmor Castle also called Darmogheld Ramsor's Castle
Donal Castle also called Donagheld
Kamus Castle also called Gheld'Kamus Sorik's Castle, now called Ironcrest
Kirkley Castle also called Gheld'Kirkley
Skarlock Castle also called Gheld'Skarlock
Upper Cambarton

MINOR CITIES

Cities below are seperated into categories by what ancient Kingdom they were founded in.

The Ancient Kingdom of Argamor: Begun by Argamor Marc'Ain
The Ancient Kingdom of Darmor: Begun by Cormac of Darmor
The Ancient Kingdom of Donal: Begun by Donal Marc'Arradin
The Ancient Kingdom of Kamus: Begun by Kamus Kalrikson
The Ancient Kingdom of Kirkley: Begun by Killain of Kirkley, who was also called Kirk Killain.
The Ancient Kingdom of Skarlock: Begun by Konnal Skarlock

Arkain, Arradin, Camus, Cormac, Killain and Konnal.

Aberdraeg The southernmost city on the River Draeg
Achmoor a lowland field and moor
Adairaside Along side the river Adair
Albandside Town on the side of Loch Alband]]]
Aldercraig Old rock
Ashtonfirth Ashe town on the ford or inlet
Benallton Mount burn town
Bendraegburn Dragon Mountain burn
Brackenburry swampy burrows
Brannaghbury Brannagh's Burrow
Coveton Town on Baldwin Cove
Cynbelton Town of the King or Chieftain
Draegaton Town on the Draeg'ach River
Dunarra Fort for Arra
Dunkennly Fort for Kennly
Eaodton Town on an Eaod
Farrleathan distant long hill side
Fennlennick Field of Lennick
Glastonmoor Glaston's moors
Glenhilloc A hill and glen
Glenkirk A glen belonging to the Kirks
Gyntsburrogh Gy'nt's Burrow (giants' graves)
Hannockfen Hannock's field
Inverardair at the mouth of the Ardair'ach river
Inverroheim at the mouth of the Roheim River
Lower Cambarton on the south end of the Cambar River
Polstonbury Polston's Burrow
Scathercroft Shadow Croft, bordering the Plains of Wind, deep in Soran lands.
Stoneburrough Stone Burrows
Torfayir Skarrel village deep in Soran lands.
Wendovermoor winds over the moor
Wyraton Wyra's Town

LANDMARKS

Adler'Kell Old forest in the south west, bordering The Draeg'ach River.
Aeowyn's Falls The falls at the base of Loch Greyven, entering Loch Alband
An Abyssal Mor'o'Dheas The Great Abyssal Sea, South East of Lohar.
Baldwin Cove A cove in the barrier mountains to the east.
Cainarrden A Forest in the southern Skarrellands, bordering the Cambar River; means "Carn Guardian"
Cambar River A large inlet extending up into the southern Skarrellands.
Draeg'ach River From Loch Trinevarn where The River Vaaish and the The River Ardair form into a river flowing south and out to sea the Mordh Sea Loch.
Eaod Domhain Lake of Lords (see also Eaod )
Eaod d'Gaile Lake of Steam, a small volcanic lake east of Tomanfirth (see also Eaod )
Eaod Laethan Long Lake (see also Eaod )
Inver Adair Inlet of Adair, connects the sea to the River Adair
Inver Toreach Inlet of Thunder (or Torik )
Loch Alband Lake of Alband (see also Loch )
Loch Loran Moon Lake, located in the heart of Cairnarrden, and connected to the sea by the Cambar River.
Loch Toreach Lake of Thunder (or Torik ), connected to the Sea by the Inver Toreach.
Mordh Sea Loch Sea Lake, or Inlet, of the Great Sea Mordh
Oxterninch arm pit island (in path of woryk)
The Scaurfallows In the south-east, a vast area of barren, weathered cliffs, in the Path of Woryk
Siondaite Weather beaten
Skarlok's Field A haunted war field just below Glenhilloc, where the dead were never burried.
Suthers'Kell Suther's forest
The River Adair or the Adair'Ach River. This river goes south west from the Guardian Mountains and ending at Loch Trinevarn. It is also connected to the sea by the Inver Adair
The River Roheim The river formed from Loch Alband and joining the Cambar River going to sea.
The River Vaaish The River of The Dead, warriors who die of old age are sent down it
Tomanfirth Burial place of legendary Skarrel warriors, held within Soran territory.

LEGENDS

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Links:
Realms
Skarrels

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