Eskarr
A humble and spiritual land of nomadic wanderers, travelling tradespeople and honoured gladiators, Eskarr has much to behold. The land is predominantly expansive grasslands to the south and forests to the north, but settlements are few and far between. It's people are known as the Skadi.
Structure
The landscape of Eskarr is a gradual gradient from arid steppes and grasslands to icy taiga and tundra, running across the north-west corner of the continent.
Eskarr is divided into 6 provinces:
- Skaran - Coastal steppes, also includes a series of islands off the coastline. Because of this, those who live in Skaran are competent navigators and seafarers. Fishing is an enormous industry and supports the majority of the trade in the province. There are sects of Veres that specialise in the worship and rituals of aquatic creatures and nautical activities.
- Atvars - Semi-arid steppes
- Isvan - Cold steppes
- Vilus - Taiga and forest-tundra
- Duras - Forest steppes
- Razmus - Mixed forest and swamp
Geography
Climate
Eskarr has a predominantly temperate climate, with the weather getting cold towards the top of the nation. Most of Eskarr is covered in steppes, though there are areas of wetlands and forests further north. Eventually, the forests turn into a taiga-like biome which grows gradually frostier until almost tundra-like.Environment
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Honour, tradition and family are the highest-held values across the entire country. While personal beliefs and cultural norms may vary based on the region, these are the core concepts that are regarded the most seriously wherever you may be. The founding of Eskarr’s provinces in ages past was largely based around a nomadic lifestyle, however as the Skadi have spread across the continent and their population has multiplied, this is no longer true for certain groups. Now, the people are considered semi-nomadic, with the option for individuals and communities to maintain that lifestyle or remain stationary in order to build a life around cities and towns.Public Agenda
The inhabitants of Eskarr are a semi-nomadic people, known as the Skadi, who value family, tradition, community and honour. A humble and spiritual folk, they carry much solemn respect for the gods and spirits that inhabit the world.
Towns and villages are very tight-knit and have a strong sense of community that binds them together. However, this can create stressful or even suffocating environments, where gossip becomes the new currency and rumours run wild.
From their origins, the Skadi have taken with them their nomadic traditions. Often as a rite of passage, or to escape stifling environments, or just to make their own way in the world, many young people are offered the chance to leave their homes and embrace the wanderer's lifestyle – at least for a while. After they have had a taste, they can decide whether they want to continue with a nomadic profession (such as trading, farming, shepherding, etc.) or return home to their family and roots, or even find a new place to settle down.
While these humble positions in life have their value and are respected in their own right, many strive for the public roles that garner the most respect and honour in society. These often include positions of leadership in the community, or becoming renowned athletes in the form of gladiators, many of which becoming something like renowned celebrities.
The honour of an individual, family, or group is held in such a high regard that it often corresponds directly to how much respect they will receive from others. In a community, when a lack of respect for traditions and spirits is observed (or gossiped about) this can lead to social rejection, shunning or even exile, so as to create the distance from the shunned parties.
Assets
Eskarr is not an especially wealthy nation, nor does it have much trade outside its own nation. The landscape of Eskarr mainly consists of wide open plains for herding, so the predominant resources of the country include grain and wool. However, Eskarr is more than just farmers and shephards. With specialties varying from province to province, the country is filled with talented bakers, fishers and crafters (including woodworking, pottery, weaving and embroidery).
Further north, there are dense forests, composed of a mix of deciduous and coniferous trees. While trees are still fairly common in the rest of the region, these areas are able to maximise their effectiveness at cutting timber and using it for the construction of buildings and vessels.
History
Thought to have been originally hailing from the eastern side of the continent, migratory groups of nomadic people made their way around the mountain ranges of Isturoth and into the limitless expanses of the west. These groups continued to spread to the far reaches of the region, all the way to the frozen north and the archipelago off the coast. Ancestors to what are now called the Skadi, these tight-knit clans and communities flourished in their new environment, many eventually adopting a more sedentary lifestyle.
In Eskarr's early days, the provinces were originally loose confederates of these nomadic clans joined together in various groups, united for the purposes of common action, treaties, defence, foreign relations, internal trade or currency. Later on, reasons of attending communal events and festivities, in addition to the odd gladiatorial arena, also contributed to the consolidation of people into camps, towns, and eventually cities.
Over the ages, there have been multiple campaigns of conquest waged by warlords and religious leaders seeking to expand their domain. While warfare was not a well-known skill to the Skadi, there were a number of battles fought over territory and people. Even today, though often through more diplomatic or strategies means, the borders between provinces are known to shift subtly.
The 6 provinces as they are, have been sculpted and moulded over time through conflict and accord. Most stretch across the entire region to touch multiple oceans around the continent, for nautical access and to avoid becoming landlocked.
Demography and Population
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Government
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Territories
The entire north-west corner of the continent has been held by the ancestors of the modern-day Skadi for as long as anyone cares to recount. It is likely the ancient Skadi had migrated from the east, through the lands to the north of Isturoth. The reason for this is unknown, but its possible that the broad, flat plains of the new lands appealed due to the potential of easy migration.
While no barriers existed between that passage and the eastern coastline, the mountains of isturoth proved to be an impassible barrier. This left the south open for expansion, until the Skadi came into contact with the hostile and mysterious deserts of the newly-discovered kingdom. Not only were the scorching sands and barren steppes a difficult terrain to conquer, but the native creatures that had dwelt there for an unknown amount of time did not look kindly upon these new interlopers.
It soon became clear to the ancients that they were not going to be making any inroads into the desert lands to the south any time soon. The remaining lands of the north-west, now considered to be the ancestral lands of the Skadi, were theirs to make their own.
Military
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Technological Level
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Religion
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Agriculture & Industry
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Trade & Transport
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Currency
Iron tokens that are carved or wrapped in leather are used for smaller denominations, while for larger denominations, salt bars are used as a means of exchange. This salt is tightly-packed and bound in straw to protect it.Education
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Infrastructure
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Family and honour.
Above: Flag representing the Fedaration of Eskarr
General Information
Type
Geopolitical, Country
Alternative Names
The Steppes
Demonym
Eskarshi • Skadi
Government System
Timocracy
Power Structure
Federation
Currency
Kalaste
Major Exports
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Major Imports
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Location
Controlled Territories
Geography
Area ~10,000,000 km2Population ~18,700,000
Average temperature
Winter: -4°C to -19°C
Summer: 19°C to 26°C
Range: -45°C to 30°C
Largest City asdfasdf
Provinces of Eskarr
Culture
Religion Veres • Ancient VeresRemove these ads. Join the Worldbuilders Guild
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