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2007-08-28 19:31:06
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Lands Of The Four Circles: Skavvin




Skavvin, land of the Ogar, a people larger than the tallest Human, and stronger than the toughest Gurula Etherian. However, the Ogar are a cultured and civilised people, and Skavvin is sometimes known as the Merchant Realm. It covers much of the North of the world above Futro, and these are the people they trade with most.
Skavvin's borders also extend to the South-east, to the Fang peninsula. Here, the land is constantly contested by the Inkroz forces, who keep pushing for more lands. The Fang peninsula is home to the two great Ogar fortresses Lokiro and Guvorra, in the North and South of the area respectively. Lokiro is set in place as a last stand post in case the Inkrozians take the South and head for the mainland. Guvorra is the most active Ogar fortress, with the day-to-day duties varying between protecting against Inkroz sieges, and rebuilding damaged defenses.
Where the Inkroz also bring problems are the North-western borders of Skavvin. The fortress wall of Hiffar was built here across the border, blocking the ways across the mountain passes, and thwarting the Inkrozians every time.
Another important location in Skavvin is the trader hub of Crakorta. A constant market place, this town in the North area also holds the Skavvin parliament buildings. The most important decisions of the land are made here by a democratic and thoughtful group of Ogar elders. Their wisdom and careful deliberation brough Hiffar into creation. It is there also that they suggest the best goods and services to trade, and with who the best profits can be made.
The Ogar of Skavvin are also recognised for their abilities as blacksmiths. Ogar armour and weapons are superbly made, and even though appear thick and heavy are known to be incredibly light, due to the Ogar knowledge of alloys and careful weight balancing.

Trading possibilities:
Futro: The Humans of this land are always willing to trade for goods that they don't have. Do not look at Futro as one land, but ten, with each holding a speciality in goods. For example, look to Juvuno for firearms that we can use in the Fang peninsula, and trade with them fish and other such goods that they cannot get inland. Etherguard will pay handsomely for any weapons and armour that we bring to them, but beware the trade route you take; getting a barge stuck in the middle of a battle between Etherealm and Futro will cause the loss of valuable goods and a ship. Most people in Futro will trade with us happily.
Etherealm: The Etherians are a fairly self-sustaining collective, and so any deals they make with Ogar are often for any magical artifacts we might trade with the Humans along the way, or for our strong arms and armour. But the goods they will trade in return are not often wanted by us, or others in later deals. What with the great distances we must go to trade with them, our barges won't sail to them unless we get word from the Etherians that they have valuables for us to trade.
Inkroz: The Ogar and inhabitants of Inkroz are mortal enemies. The scimitar symbol of Inkroz is banned in Skavvin, and likewise any Ogar found in Inkroz will not survive long. Trade is impossible with Inkroz, and any Ogar would be a fool to attempt it.
Whitefield Island: The Great Elves of this realm are also recognised to be superb smiths. Their styles are different to that of the Ogar, but the armour and weaponry is still as well regarded as the other. The Elves won't trade for our arms and weaponry, being too proud a race, but are more than happy to trade for other items, such as furs and leathers from rarer creatures, that our own hunters or those from another land may have aquired. The items and gold that they will trade in return are well worth the journey to their far-off land.


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