Skold

Skold is a war-torn and barbaric island to the north-west of Deadwater Bastion, It is known for a tribal society and due to this, has no recognized national capitol.

People and culture
Unlike its neighbors, to the south, across Deadwater Bastion, Skold's populace is spread out thin into small tribal communities, similar to Harvthenia in a way that clans make up cities, unfortunately, very few of the settlements in Skold have friendly relations with one another. In Eastern Skold, along the coast of Deadwater Bastion, are a few larger cities however which have an uneasy alliance forged by common goals and common enemies.

Eastern Skold

 * Eastern Skold is the large stretch of land between the Fishspine Mountains and Deadwater Bastion, it is a long but very thin piece of land that makes up 100% of the countries civilized society, the area itself is aprox. 2500km long, but only about 200km wide. It is ruled by the Deadraven Clan out of their clanhold in Krakenfjord.

Mountain Folk

 * Collectively, those who live in the central highlands of Skold are known as the Mountain Folk, it primarily consists of small hunting and logging villages who constantly bicker between one another and sometimes massacre or capture each other when able. The mountain folk consist primarily of Orcs, Humans, and Half-Orcs.

Dwar​ves

 * Along the western coast of Skold is a mass length of ocean-side cliffs and crags, these areas are known to be homes for the dwarven people, several hundred different dwarven clan-holds and keeps are found along the western coast with the occasional human fishing village, the only major non-dwarven settlement in the area is a city known as Nervii's Reach.

Blackscape Islanders

 * South of Skold is a large island known as Blackscape Island due to the high concentration of black crystalline sand found throughout the island, the exact cause of this is not known, but it makes agriculture impossible on the island, however it seems to attract a different kind of creature known as as Skoggle, a large crab-like creature prized for it's sweet meat, the people of Blackscape are generally fisherman or skoggle-farmers.Skoggle.jpg



Society
The people of Skold are amongst the most primal of people in the Deadwater Bastion region. And amongst organized countries on the Siv Continent, it is the least advanced, preferring what is known as the "Simple Path" by philosophers in Eastern Skold. A path that has few rules and even fewer orthodoxes. But the people are happy with the simplicity of things in the Icecrag.

Customs
Skold has no national customs, making it the only nation as such. Though most small villages tend to have their own customs, but none are recognized outside of their village.

Language
Just about everyone speaks the Orcish tongue in Skold, in fact, fewer people know the common tongue than the Orcish tongue throughout the nation. Another common language is that of the Dwarves, being the most 'civilized' of Skold's denizens, they tend to be turned to in times of need when the "Simple Way" cannot help them. Such as the building of ships and large structures such as castles.

Geography
Skold is a large peninsula sometimes referred to as an Island due to the few land-bridges that connect it to the rest of Greater Siv It is bordered to the north by Remois, Carteleneau, and Vigor, three fairly small countries on the Greater Siv continent. To the west it is bordered by The Vast, and to the south-east it is bordered by Deadwater Bastion. To the north-east, across a small strip of water known as Dagon's Abyss it is bordered by the island country of Kittersborough. Finally, to the south is Blackscape Island, recognized as part of Skold's Nation. Skold has three land bridges to the north that connect it to the three countries that were mentioned previously.

Bodies of Water
The Deadwater Bastion is a large salt-water lake that borders Skold to the south-east, it is the primary trade-way of Eastern Skold's civilization.

The Vast borders Skold to the West, and to the South of Skold's Uplands.

To the north-east is Dagon's Abyss, a small bay that seperates Skold and Kittersborough

In the northern region of Skold are three large lakes, and three small lakes known collectively as the Wind Seas. Individually they are known as: Sylphinspring, a large lake that separates Skold from the majority of Remois and Careleneau; West of that is a slightly smaller lake known as Wyrdroineneau's Spittle named for the green dragon that hunts in the region; South of that lake is a large lake known as Iron Lake, a lake known for it's high concentration of Iron Ore in the area. The Smaller lakes, Two of which north-west of Iron lake are called Steelhaunt Shallows, and Winterberry Lake. The third smaller lake is to the west of Wyrdroineneau's Spittle, it is known as Dragonsleep, as it is known to be the location of Wyrdroineneau's Lair.

In the southern region of Skold is Beak Lake, a small lake that makes up the heart of a valley known as Beak Valley, renown in the country for its temperate climate and fertile soil.

South of Beak Lake is a large lake known as Cold Lake, it is generally avoided due to it's concentration of basilisks.

To the south-east of Cold Lake, near the coast of Deadwater Bastion, is a small lake known as Sphere Lake. It, much like Beak Lake, is an unusually temperate area for Skold.

Far to the west of Cold Lake is a tiny lake called The Eye of Felix, it has religious significance to the Dwarves in the area, and is tied to the belief that Felix, the Flame Shaper, cursed the Dwarven deities that slew him by stealing all the warmth from the nation of Skold, in part, giving the nation the unusual weather it endures today. This is partially due to the fact that the area around The Eye of Felix, is known for its extremely warm and humid weather.

North of The Eye of Felix is Crane Lake, a small salt-water lake that connects to the Twin Bays through the Shieldharden Dam.

West of Crane Lake is a Small Lake known as the Silent Lake, it is surrounded by a forest that is uninhabited, even by wildlife for some unknown reason.

The Twin Bays are found on the western coast of Skold between Southern Skold and Upland Skold. They gain their name from their unusual shape, mirroring one another almost perfectly, though the northern one is somewhat wider.

Deserts
Skold has no deserts. But a similar area known as the Shrublands is found in it's north-western reaches, this vast Tundra Region is largely uninhabited except by dinosaurs.

Mountains
Skold is known throughout the continent of Siv, and the Continent of Greater Siv for it's mountains. Mountains that spread longer, and climb higher than the majority of mountains found in the world. In fact only two mountain ranges are known to be higher than the Fishspine Mountains in Skold, those are the Shadowsand Mountains south of Ghembold, and God's Land, in the heart of the Greater Siv continent, the latter has never been explored by a mortal, but it is assumed that they are higher than the Fishspine.

In addition to the Fishspine Mountains that stretch north-to-south from Remois to Southern Skold, a range known as the Gargoyle's Wall stretches west-to-east from the coast of The Vast, to the area around Krakenfjord.

Plains
Western Skold has a large region known as the Gorgon's Head that lies to the south of the Twin Bays between Crane Lake and The Vast. It is a large, and lush grassland glittered with frost. Though compared to the Nation of Skold itself, it is a very insignificant stretch of land when it comes to size.

Further west of that still, across from Stoneheart Bay, is another peninsula and a couple islands that consist primarily of grasslands.

There are also a few large vallies west of both Cold Lake and Beak Lake, which are used for farming, though primarily for tuber produce such as potatoes and beets.

Lastly, a large valley is found off the south-western coast of Skold known as the Hidden Valley. The majority of the hidden valley makes up the country known as Skills, which is quite a prosperous paradise compared to the rest of Skold.

But even combined these numerous grasslands make up less than 10% of the nation of Skold, where the remaining 90% is primarily mountainous highlands and bodies of water.

Rivers
The Tiger River is a large river than runs from the southern edge of Cold Lake, and south to the Blackscape Straights, it is a popular channel that connects Western Skold to the Deadwater Bastion. And is one of the only two channels that connect the eastern and western reaches of Skold without the use of flight, or perilous hiking trips that typically end in the death of those brave enough to test nature's wrath.

Jildensmois River is another channel that connects the west and the east, though to get to the head of the river, found on the southern coast of Sylphenspring from the western coast of Skold requires one to travel through the Bloodstone Pass, which, in-and-of itself is a month's journey on foot. Luckily there are many settlements that welcome a traveller's gold along the way so it is generally considered to be safe.

Cities
Many of the settlements that can be considered a "City" are found on the thin stretch of land that makes up Eastern Skold. Krakenfjord being the largest, it is renown for having experienced shipwrights that rival the building of the dwarves. Krakenfjord is spread over the surface of hundreds of small islands found at the mouth of Dagon's Abyss.

The dwarves have large underground settlements on the western coast. But the title for most significant settlement on the western coast is fought over between The City of Gold found in the country of Skills, and Nervii's Reach found on an island in the middle of the Twin Bays. Both of which rival Krakenfjord in size, and exceed it in wealth, both of which are human cities.

Provinces of Skold
Sylphensea: Sylphensea has a heavy cultural influence from Remois to the north, and is often confused by outsiders as a province of that country due to its isolation, but it is well in the territory of the Skoldi Borders. Characters starting here have +1 to diplomacy checks, as Remois is one of most influential diplomatic states in the world.

Eastern Skold: This province holds the majority of Skold's organized society, as well as the majority of its human population. Characters starting here have +1 to attack rolls against humanoids, as conflict is in their blood.

Outer Crimpool: A cold moorland on the south-eastern corner of Skold. This land is home to a savage subgroup of society dedicated to blood magic and voodoo. Characters starting here have a +1 to the DC or +1 round to the duration for any spell or ability (whichever is more appropriate to the spell or ability in question) involving the use of blood. (Not including sorcerous bloodline abilities, but rather abilities that involve the use of blood as a tool, such as Rage and Boil Blood.)

Blackscape Island: This island is known for an acrid black sand that covers much of the Island, it's appearance in some parts has been compared to the Plane of Shadow. Characters starting here begin play with Acid Resistance 5.

Isle of Ash: This small Island is named after a much larger island in the southern end of The Long Sea. Travellers from The Long Sea who settled these islands supposedly named the island in order to feel more at home, and due to similar characteristics. Characters starting here have Cold Resistance of 5.

Skills: Skills is a legendary province that denies all stereotypes of the people of Skold. The people here are complete opposites of their savage bretheren in the rest of the country. Skills is famous as the alleged home of the God of Wealth. Characters starting here have +1 to two crafting skills of their choice.

Turf: Turf is an odd peninsula found on the western coast of Skold. Much of the land is a deep swamp plagued with hydras. Characters starting here have +1 to swim.

Twinlands: These lands are home to another more civilized sect of society found in Skold, known as the 'Twades'. That specialize in performances and art. Characters starting here have a +1 to performance checks of any kind.

Inner Crimpool: Inner Crimpool, much like its outer counterpart, is a society of savages dedicated to the macabre use of blood in all manner of things. Inner Crimpool is considered a holy land to these people and outsiders are often killed and sacrificed on sight. While characters from this province have the extraordinary ability to sense a lifeforce from up to 30 feet away, they tend to dislike other people and suffer a -4 penalty on all Charisma-Based skill checks in exchange for the Lifesense Ability. (Allows you to "see" a life force up to 30 feet away through any manner of obstacle except for a few select materials such as bloodstone. This is treated as blindsight regarding the detection and perception of living creatures.)

Nervii's Reach: A small island city that declared it's independence this city is the gate of trade from the west. Characters starting here have +1 to two profession skills of their choice.

Perydin's Stretch: This long province on the underbelly of upper Skold is one of its few agricultural areas. Characters starting here have +1 to perception checks due to the high cliffs they are used to looking over.

Gemwater: Gemwater is an interesting province, it is known for its cultivation of pearl-bearing shellfish. While these pearls aren't its only resource, Gemwater has a high density of precious stone mines. Making it one of the richer nations of Skold, second only to Skills. Characters starting here begin play with 1d6 gemstones.

Dragonwater: North of Gemwater, Dragonwater is a similar province to Gemwater as it has a high occurence of precious gemstones and minerals. However this does not only attract the people of Skold, but it's beasts as well, namely the large number of dragons that inhabit this province. Characters starting here have +1 to ac against Dragons.

Outer Kromston: Much like Sylphensea, Both Outer and Inner Kromston are isolated from most of the country of Skold. And thus have been heavily influenced by the countries to the north. The people here tend to somewhat civil in comparison to other provinces. Characters starting here have +1 to heal checks as Kromston has focused much of its resources on medicine, as it is often found treating the wounded people from the warring countries to the north, Vigor and Cardeneau.

Inner Kromstone: Inner Kromston, while isolated from Skold is home to a shamanic people who worship the spirits of the land. Divine casters of the Wilder-Wyrd who hail from this province have +1 to the DC of all spells.

Navy and seafaring
Skold is by far known for having the best Navy in the Deadwater Bastion region, sadly, the navy is not unified, but should it ever find common ground and unify, it could be a navy powerful enough to challenge all of The Vast. Skold ships are generally named for frightening sea creatures, and oceanic deities.

The Unification and Division of the Orcs
In the year 225 the orcs of Skold were unitied under the leadership of a charismatic orcish blackguard named Shadowdragon, the Reaper, and all the orcs of Skold took his clan name, Viriskaan as their own. It was his fierce strength in battle that unified them, as he single handedly went from hold to hold and challenged the leaders only to lay ground for the largest army the continent of Siv has ever known. Though while it was not his goal to do so, the remaining orcs from each clan he challenged began to follow him around the nation, if only to gaze upon his prowess in battle as he conquered warlord after warlord. This march lasted for three years until finally, Shadowdragon was bested in combat by a Dwarven Paladin named Serge Sundersoul, but Serge's Goal of ending the endless violence brought about by Shadowdragon's undertaking backfired, as the moment Shadowdragon fell, all the orcs that were following him turned on each other resulting in the bloodiest battle ever known to happen in Skold. Though through these odd circumstances, the four years in which Shadowdragon marched were the most peaceful years in Orcish history.

The Mithril Colossus
Betwixt the Mainland of Skold, and the city of Nervii's Reach is a small island that marks the barrier between the two twin bays. This island has a large mithril sculpture of an unknown dwarven king. The date of it's erection is not marked in any history book, though there is legend that inside this statue and underneath it, is a long-lost dwarven city known as the Hollow Ingot. Over the years, the statue has been defaced by pirates and miners who wanted to strike it rich with the vast amounts of mithril from which the statue is constructed, but many of these people end up as a pile of bones before their pickaxe even makes contact, as some kind of ghostly force watches over the ancient civilization. Any hope that a venture to the island may be profitable is outweighed by the sheer number of human and dwarven bones that surround the beaches of the mysterious little island.

The Tower of Bel-Ha-Reh
Off of the coast of Skills, is a small island, due south of the City of Gold, and upon this island is a massive tower. This tower is oddly shaped but the tower and island itself have a religious significance to the people of Skills. It is forbidden to lay foot on the island as it is said to be the home of the God of Wealth, a nameless god revered by the people of Skills and said to be the source of their prosperity. The people of Skills reinforce this believe with the tale of Joseph the Usurper, who is said to have broken into the tower in ages past resulting in a year-long famine for the people of Skills, as their gold and jewels turned black and crumbled, but this is often passed off as a legend, but even as a legend it does a good job of diverting tourists from visiting the tower.

Notable Inhabitants

 * Serg Sundersoul (Dwarf, Paladin 19) (Vanished/Claimed Deceased)
 * Baron Golden Eyes (Sun Elf, Alchemist 10, Transmuter 12) Ruler of the City of Gold, Peb-Bel-Ha-Reh