1. Locations

Skiltona-Rath

(Skill-Tone-Uh Rath)
Skiltona-Rath header image

If your quarry flees, leave no haven!

In the northern regions, just east of the Great Rime River and nestled in the foot hills of the central Ardenroots lies the crumbling remains of a Caern-Rath. Built upon its skeleton are the many huts and homes of the skilti who have taken over its remains. This is not a practice uncommon to the Skilled-Ones as skilti will frequently co-opt old, ruined or crumbling caern-raths for their own use. However, Skiltona-Rath is the largest of these make-shift war camps.
Run by a moot of skilti band leaders, powered by the dispossessed, the misanthropic and war-hungry, Skiltona-Rath sits like a faded jewel to the feudal ways of the Inis. Filled to the brim with mercenary heroes and warriors ready to leap at the chance to be paid for slaughter and mayhem, it is said that not a summer goes by where the horns and drums of marching armies are heard sweeping southward to some new battle.

Government

Government

A loose democracy of Skilti band-leaders who convene over matters of governance only in times of need, otherwise they commit to a strict set of rules to ensure something close to cohabitation.

Demographics

The village of Skiltona-Rath covers an area of approximately 7 acres, with a total population of 400 people. The village has 4 gang leaders. The peace is kept by the general populace.

Daoine, Fwoarians who traverse the land for lumber and pelts or as hired blades to handle beasts and fey who are out of control and even some Dustlings, who keep an eye on the Skilti to ensure they only excavate mineral rich areas that are agreed upon.

Industry & Trade

While Skiltona-Rath has many master woodsfolk and hunters among their ranks, the true trade of the settlement is mercenary work. Drafted by contract by many different factions over the years, Skiltona-Rath has a reputation of sellsword and coinarchers of peerless skill, if one can afford them. A series of furriers and tanners centered around a derelict rath perched precariously on an ancient caern. The perimeter wall is large enough in diameter to house most of the entire population, however it has begun crumbling in many places.

Districts

Districts

There is little organization to the layout of Skiltona-Rath or the six square acres it sits upon. Most notably are the Four Thrones where the band leaders and their closest followers live within the decay of an ancient Rath. The Butcher's Pit is where the Búistéir Mór meet to slay beasts they capture. The Skilti Market is a haphazard array of markets and stalls for explorers, scouts and rangers.

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Guilds & Factions

Unlike other places on the Inis, Skiltona-Rath is home to a weird mixture of bands who have their own customs and cultures.

  • The Unknown; Wynn's misfit band of disgraced Lughlinn who are willing, even eager, to die and regain some semblance of honor. Wynn himself abstains, sacrificing all pretenses of regaining any honor he may have to see that his warriors may instead.
  • Unknown; Madox's wild and skilled hunters. Known for turning any kill into an almost ecstatic performance. They specialize in the hunting and killing of Fey-beasts and monstrosities for a steep price. Often they are seen in pairs, but here in Skiltona-Rath they band together for respite and to share their tales.
  • The Unknown; a band of Skilti which is a corp. of female-only warriors of mixed tribal descent. They aren't specifically misandrist, but they will not allow men to join their ranks. Some say they consume the flesh of those they kill.
  • Erimasarlu from the Belatsunat Edifice, positioned to make sure that all accords with the Skilti are kept in good faith. What other things they may plot is unknown, but they seem almost desperately secretive and refuse any entry into their underground dwelling just outside of town. They are not above being paid for extra espionage work.
  • The Unknown; a band of disgraced or exiled lughlinn, expert hunters, and veteran scouts all of which are peerless with the bow and capable of sustained and withering fire. Despite the sheer volume, all of their arrows are known to find their mark.
Geography

Hinterlands with a forest so thick that you need a torch to see by most times. Most rivers in the Inis connect to the Great Rime river which flows from the Ardenroots. They are situated near a more wild forest by the Ardenroots and so have a plethora of herbs and hides that other areas do not. They also have access to the mineral deposits that the Digir tend to hoard in other places. Altercations with the Digir were common because of this.

History

Named because it was built and ruled by Skilti who had amassed power and wealth. At some point the Caern-Rath was abandoned or decimated in AoA 2561, or so the last known records claim. Some time later the three largest bands of Skilti returned in AoA 2783 and rebuilt it, although they never really managed to actually build anything.

In AoA 2790 a huge battle broke out in the hinterlands of the Ardenroot between the Dustlings of the Belatsunat Edifice and the skilti bands of Skiltona-Rath. As no other caern-raths were involved, documentation is sparse, but tales from the skilti themselves describe it as an awful bloodbath. In order to preserve their number, the Dustlings offered the skilti bandleaders a deal; since the altercation was caused by mineral rights disputes, they would give up a number of mines and quarries to Skiltona-Rath. In return, the skilti would leave all other mineral deposits alone and allow a small garrison of Digir to make sure the skilti abided by the terms of the accord. There still remains a large gathering of Dustling agents in Skiltona-Rath.

Skiltona-Rath was little affected by the Fomorii invasion, yet as they played pivotal roles in the Coalition of the United Inisa's efforts the Maneaters came back fairly wealthy in coin and loot. In contrast, while the organization still remains, many of the 12th Hours found absolution in death.

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