Leader Name: Varg Gammir
Leader Description: A thickly built, large man with whitening hair and a long grey beard. His face is kind but weary. He has developed a gut after years as Grand Hovdirr, but the muscles in his arms and legs remain. His skin bear old scars, telling tales of many fights over the decades. His loud, booming halls often fill his palaces, and he is regarded as trusted, good-hearted charismatic leader, softened from his days of raiding. A man of eclectic taste, he has adorned the palace with the precious pieces of loot from various raiding campaigns. He is often found not wearing the royal furs of the Grand Hovdirr, but outfits from other cultures as well. While he is warm, he is not naive, and is well aware of the new perils that the state of the world now brings, and so he is both optimistic and cautious of outsiders.
Country Name: Skkoland
Country Description:
-Background: Skkoland is located in the far north-eastern reaches of Falas, isolated from the more populous western lands. In its ancient history, the first of what would become the Skkoland people were barbarian warring tribes. As these barbarian tribes grew, the constant state of warfare took a worsening toll on the population. Once contact with other groups was established, the Proto-Skkolandians realized that it was in all of their benefits to form alliances, temporary and long lasting, small and large, rather than bring each others suffering. This not only took the form of goods and manpower, but also research, as tribes contributed craftsmen, fishermen and woodworkers to build the sleek Blitxtriade raiding ships that are now signature of Skkoland. Long and narrow, Blitxtriade is able to navigate the treacherous north-eastern seas, outmaneuver larger naval vessels and quickly disembark on land to be filled with loot and then return to Skkoland before the targeted Kingdom even knows that they were raided.
The rise of a powerful central kingdom put an end to this raiding lifestyle after several long and weary battles. The Skkolanders were simultaneously coerced by military force and bribed by gold and privileges to become a pacified people. Spearmen and Berserkers turned into sheepherders and stoneworkers. The Blitxtriade was no longer coveted for its raiding power but instead its efficient speed and cargo capacity, leading to a new occupational space being filled as contracted shippers transported goods from port to port.
Now the central kingdom is withering away, and all the power it once held. The royal navy still lurks in the sea, but they are weaker and fractured now. It has been many years, but the yearning for the far seas and the glory of battle awaken with the Skkolanders.
-Terrain: Equally or more important than the land features of Skkoland is its sea. The Northeastern sea is a perilous place, with roaring waves and craggy waters. And while it is normally dangerous for larger vessels to navigate, in the later part of fall and throughout winter it is nearly impossible. This brutal sea faring climate is what forged the design of the Blixtriade.
The southern border of Skkoland is coated in mountain ranges, difficult to pass, sparsely populated and a key source of stone and certain minerals. Above that is the mixture of woodlands and plains that are more popular, and even picturesque in the spring and summer months. The densest population centers are placed around the circular river on the northwest part of the island, as well as some scatterings around the western deltas.
-Notable Settlements: The capital, Tvillingstad, is located right at the bottom of the tributary of the great northeastern lake, Lake Suprima.
The detached landmass to the West, unofficially dubbed Fjarrland, was once full of bountiful coastal villages and thus a prime raiding spot for Skkoland. However, between the relentless raids and the coastal villages's own internal problems, this area was eventually abandoned and the entire land has been annexed as a spoil. Currently it is little more than a guarded outpost, its destiny unclear, especially with the Yhillin's adjacent.
Trakk, the small island to the East, is another new acquisition. For many ages it was simply avoided, seen as nothing more than a useless swamp full of odd plants and vicious animals. Now has been colonized by the adventurous, whether they be the mages convinced that ancient magical items lay dormant deep in the island, to the scientifically minded who see the exotic contents of the island as new bold possibilities.
-Government: Skkoland consists of a union of seven clan, each with its own miniature culture and geography. To select the highest leader, The Grand Hovdirr, is selected from a pool of competitors, one to represent each clan. These competitors compete in a series of trial, known as The Rattengang, which tests "Wrought, Wit, and Will." The exact nature of these trials is mostly unknown to outsiders and are apt to change for each new Rattengang, but it is known that all Skkolanders are invited to this monumental event, the most important in the country. Whichever representative that is most collectively victorious across all three events becomes the new Grand Hovdirr. If he happens to be the Chieftain of his clan, he must be immediately replaced, as the Hovdirr belongs to new one clan, he owes his allegiance only to Skkoland the Gods.
The coronation of the new Grand Hovdirr comes about with the celebrations, feasting and festivities one might expect, but also involves the eunchization of the new leader. This is to ensure that he is no longer bound with the distracting thoughts and urges of mortal men, so that he may instead focus on leading his people. On a more practical level, it also ensures that he can not have more children, so as not to lead to nepotism in the future. When the Grand Hovdirr dies, a new Rattengang is held within the next months.
The Hovdirr leads the country as a whole, while each clans is lead by their respective Chieftan. The clans are mostly autonomous as long as they follow fundamental rules including things such as taxation and supporting the national military. (It is similar to the Federal-State system in the U.S.) National matters are handled at Council in Tvillingstad, as are major disputes between the clans. This system allows each individual clan to retain their own cultures and customs, and also allows for higher specialization, as each clan can focus on a specific field they excel in, whether that be crafting, boatmaking, agriculture and so forth.
-Culture: While each clan is distinct and proud, there are important national aspects that keep them all unified. One of the most important is the Skkoland religion, which provides the rules and rationale for the system of government, as well as scripture, ritual and holidays which are practiced throughout all clans. Sport is also highly important, as the old days of rival tribal warfare have been replaced with friendly competition. Sports include wrestling, racing, feats of strength and a couple ball based activities. Athletes are highly lauded by their respective clans as they bring great prestige.
Raiding is supplanted by agriculture, particularly in the spring and summer months. Sheep and goat are much more common than cattle, as they can weather out the tough winter months. Crops that can be preserved in the winter, particularly corn, are of the utmost importance. Fishing is also common.
The nation is averse to long term warfare, as it conjures up the warring times of old. Instead, engagements are to be ended as quickly as possible with minimal losses and suffering on all sides. The Skkolanders do not fear death in battle, as it is considered one of the surest ways to get into the afterlife. All true, honest death is considered to be such, which is why banishment is the highest punishment in Skkoland, far more than execution. Banishment is not only to rob one of their family, status and country, but also their soul.
While the family system is patriarchal, everyone including women and children are expected to be tough in order to adapt and thrive in the unforgiving environment. Resilience, and hard work is championed, as if having a sense of humor. Outsiders often find the Skkoland people disrespectful and boorish due to their penchant for pranks and bawdy tales, but in reality it is an important part of the national character. An old Skkoland saying roughly translates to "Laughter will thaw out the winter."
Skkoland has a reputation as fierce, bloodthirsty raiders, but on the homefront they are a friendly and hospitable people. Being a good host is of the utmost importance, whether that is to a neighbor or a foreign representative. Welfare and charity is similarly important; for example, part of the yearly tax is distributed to caring for the sick, the homeless and the orphaned. Because of the adherence to religion, the only exception to this general hospitality are missionaries. While anti-missionary behaviors are not officially sanctioned, community leaders are prone to turning a blind eye to attacks on missionaries.
Besides food, equipment and booty, slaves are a integral part of the raiding process, and thus the Skkoland economy. Killing of foreign civilians and surrendering enemies is generally looked down upon due to the importance of slaves. Slaves make up a large part of the manual labor force, performing duties like farming, woodcutting and mining. Life for slaves is certainly hard, but they do have their rights. Owners can be fined and even jailed for mistreatment of slaves. To increase cohesion, slaved families and communities are kept together. Slaves have holidays off and given extra food when the feast comes. After a period of twelves years, slaves can choose either to become Skkoland citizens or to return to their homeland. Slaves can also be bought back and returned earlier, usually either by their families or their home government. Selling slaves to other nations is something of a taboo topic and each clan has their own take on it, so it is generally avoided in conversation.
Starting Unit: Blixtriade