Scara Brae

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Capital Scara Brae (City)
Form of Government Monarchy
Ruler(s) Queen Valeena
Legal System Civil Law
Official Language(s) Tradespeak (Common)
Population Approximately 800,000
Religious Type No official religion
Literacy 50%
Technology level Late Medieval
Major Imports Ore; Wood; Spices
Major Exports Exotic Fish; Wheat
Natural Resources Wood; Iron; Plynt; Grains; Sea Food
Scara Brae is one of the regions of Althanas, and one that was created to help ease newcomers to Althanas into roleplaying, especially the rp style of Althanas.


Starting from the Northern portion of the small island, Scara Brae is a miniature version of Corone in most senses. A large mountain range, the Windlancer Peaks runs the width of the northern portion of the island, splitting the dangers of Neverscale Beach from the rest of the world. Where the mountains touch the sea there are a number of coves and naturally created caves used as havens for pirates and social-dissident refugee’s. The most infamous of these natural coves is the Hooligan’s Grotto. Deep in the mountains, not hidden yet not easily accessed is one of the most majestic natural wonders of the Althanas world, the Mountain Tear Falls. Small rivers run from the mountains to the plains of Scara Brae, the largest of which is known as the Sess-Terria and named after the Sess-Terria Hold which rests in the mountains directly along the rapid-like banks of the river as it exits the Windlancer Peaks.

At the center of Scara Brae is the Valeena Lake, a massive lake that takes up the majority of the middle of the island. The lake is known as much as a resort location of the nobility as it is a place of serenity and peace. From the lake runs another major river, the Beaver River which runs into the depths of the Brokenthorn Forest. The Forests are another major mark on the land, absorbing the entire southwestern corner of Scara Brae.

The most outstanding features of the island’s geography, other than the mountains to the north, the Valeena Lake in the center, and the Brokenthorn Forest of the Southwest are the plains that cover the island. Horse ranches and farmlands cover the majority of the nation, allowing the military to always be fully stocked and trained on the finest warhorses of the island as well as bringing in an abundance of food for the people.

Finally, the smaller island to the far Northwest corner known as the Liviol Sanctum makes up the dominant geographical locations. The Liviol Sanctum is a mysterious, beloved, and enigmatic point of interest for the nation, as well as visiting outsiders.

[top]Places of Interest

  • Scara Brae (City)
  • The Zirnden - A well known ring-fighting promotion where gambling and other illicit acts abound.
  • The Dajas Pagoda - A proving ground where entrants pay a fee to challenge the hierarchy of legendary warriors
  • Goblin Cove
  • Valeena Lake
  • Brokenthorn Forest
  • Neverscale Beach
  • Liviol Sanctum
  • Tear Falls Mountain

[top]Racial Structure

Scara Brae is a nation of diversity, as it has been said, the island is a mirror image of Corone. The general populace of the nation is nearly 45% human and mostly dominated by the race. However, the majority of the island is other races, 20% dwarven, 20% elven, and 15% other races. Despite diversity, and a long history of it, Scara Brae’s important political and noble positions have long been held by the human population. The rest of the island’s people have been heavily vested in protecting and keeping the island’s perfection. The dwarven people live in the Windlancer Peaks and the elven population dwells within the Brokenthorn Forests and the Liviol Sanctum. However, that is not to say that the cities are not also filled with the diverse community.


For a small, independent island nation Scara Brae is economically sound. The coast is dotted with small villages that subsist on their fishing trade, which is almost completely traded within the island. Delicacies from the sea are the chief export however, all sorts of large fish and rarely found aquatic life are sent to the mainland as well as Corone. Likewise, there is very little surplus of edible crops that make it outside of the nation. Wheat harvests are at an all-time high, and there is quite a large amount of excess that is exported from the nation.

The natural resources of the island of Scara Brae are, for the most part, protected from over harvesting by the crown and nobles. In the Brokenthorn Forest there is a supply of Oak and Yew, both of which are kept within the nation for use. The Windlancer Mountain Range has a good supply of iron and plynt, and the Brokhert Farmlands produce wheat, corn, and grains.

Major imports for the small nation are higher tiers of wood from Corone, higher tiers of metals from Alerar, and spices from Fallien.


There is no truly established religious beliefs for the nation, however most tend to follow the Codex of Thayne Lore. Due to the diversity of the small island, and the influx of adventurers and how often new people come and go, the environment allows for all types of religions to be practiced. However, at the heart of the religious past has always been the ever-present Thayne, one always worshiped slightly more than another due to the royalty’s preference. Currently, the temple of the city of Scara Brae is dedicated to Y’edda the Wild, though in the past it has been dominantly held in honor of Khal’jaren the Sage and V’dralla the Fair.

Other deities worshiped include those from Corone, which influenced Scara Brae so much in the beginning of the nation. The gods from Corone, Wyron deity of harvest, Am’aleh deity of the sea, and Trisgen demigod of strife and war each have their own place. Each Baron seems to hold a different god at heart though, claiming them more as a religious link to connect with the people.

  • Baron Richard DuBoue :: Am’aleh of the Sea
  • Baron Aeric Eauruta :: V’dralla the Fair
  • Baroness Illia Entadaa :: Y’edda the Wild
  • Baron William Valeena :: Hromagh the Strong
  • Baroness Vallery Brokhert :: Jomil the Hermitess


[top]Absolute Monarchy

Scara Brae is governed by a form of dominant monarchy. The Queen or King is in complete control of all things that run through the country. There is no constitution, law, or civil idea that overrules the decisions of the monarch. However, Scara Brae has been fortunate over the years. The Queen, as it stands, has always been kind and gentle, delving little into the workings of the society and instead concentrating on the morale of the people instead. Though the idea of creating a different form of government has arisen, it has always been cast down.

[top]Aristocratic Representation (The Duchies)

The lands of Scara Brae are split into five different duchies. Each duchy is run by a Duke or Duchess. In those duchies are the main towns, each of which is controlled and run by a Count (acts as mayor). Currently the Duchy of Scara Brae is given control of the outlying lands, outside the walls of the town. The other Dukes/Duchess’ split their time between a symbolic parliament in Scara Brae and their own lands. The barons of each town, including Scara Brae, remain in the cities at all times and act in the Duke/Duchess’ steed if the parliament is assembled.

[top]Duke Richard DuBoue

The Duchy of Richard is small, encompassing little land. It is along the southernmost tip of the island. Though it is small the responsibility for bringing in the bounty of the ocean is left upon it. A rather impressive fleet of fishing ships move to and fro from the port town of DuBoue (named after the noble who married into the Valeena family). The small village surrounded by a very unimpressive wooden barricade.

Baroness Weis Irianna acts in Baron Richards place when called upon.

[top]Duke Aeric Eauruta

The Duchy of Aeric surrounds the important town of Scara Brae itself. The barony is the eastern most of the five and also encompasses the most land. A small group of war vessels rest off its harbors, sometimes patrolling, and a massive amount of trade vessels travel from Scara Brae to Corone. Interspersed between the two types of ships are barges, large passenger ships used to transport citizens and visitors from island to island, or perhaps to the mainland.

Baron Ferrian Zalinhar is the Baron of the town and mainly keeps track of the Watch.

[top]Duchess Illia Entadaa

The Duchess controls the western portion of the island. Her barony holds two towns of little note, Uthia and Olme, both of which border the forests of Brokenthorn. The Duchess Illia is the chief exporter of all woods produced on the island.

In her steed Baroness Iaryen Vitola watched the forests edge and the people.

[top]Duke Willian Valeena

The Duchy of Willian is at the northwestern part of Scara Brae, where the mountains cross the bay and continues on to the eastern tip. The stronghold of Sess-Terria Hold rests at the base of the mountain, a dingy town of miners and smiths. The Duchy of Willian is the supplier of almost all ore for the island.

Baron Painae Girard acts as the mayor and Watch Captain of the hold.

[top]Duchess Vallery Brokhert

Duchess Vallery is quiet and keeps a slight reign on her barony. She is a person of isolation, living in a small quiet village at the center of her duchy. The Duchy of Brokhert is the east-central barony of the island and is covered by plains. They are known for horse and cow ranches, as well as small farm holds across the lands.

Baron Harry Brokhert roams the barony with his small band of soldiers because of the lack of an established Watch in the barony.


[top]Knights of Scara Brae

The Knights of Scara Brae were a little known part of the island compromising of twenty knights who supplied their own weapons and armor. The government originally gave them a home and missions, as well as compensation for their duties with free rooms and board. Over time the Knights became stronger, used to ward of the constant attacks made by the goblins. Their fame was little to nothing in the older days, until Sir Pallotan Narriplion better known as “The Red Halo”

Under the leadership of Sir Narriplion the Scara Knights became something far superior then a simple defensive shield against goblins. In the island of Scara Brae they became legends. The uniforms of the knights were changed to crimson plate-mail. Their weapons were decorated with the Red Halo symbol, as was their armor. But what spurred them most was the monarchy’s backing that allowed anyone able to prove themselves to join (not just the wealthy).

With the retirement and possible passing of the Red Halo the Queen and Scara Brae has been left with a powerful shield against all attacks. Not only are the Knights known for their strength, but also their benevolence. Another leader of the Knights is still being sought, and legends say that the next to follow will wield the same blade as Sir Narriplion once did.

[top]General Military

  • 200 active Knights of Scara Brae (not acting in Watch houses)
  • 2800 trained infantry (2000 footmen, 800 archers)
  • 1000 cavalry units (800 light, 200 archers)
  • 15 Warships (10 docked around Scara Brae, 5 patrolling island)


For over 300 years the Valeena royal family has ruled Scara Brae. The first to set up a monarch in the unlawful lands was an infamous adventurer by the name of Ekonill Valeena. After a few years of surviving with only a few friends and the land, he happened upon a small, unorganized settlement. There, he managed to lead the unlawful people well, and set up a small port that soon brought some of the most adventurous of travelers to their island. Over the years, Ekonill and his group of friends, which were now considered his knights, watched as the small settlement grew into a rather prosperous village.

Soon after Ekonill died and his eldest son, Authlain, took the throne, a group of powerful Ai’Bron monks who claimed they had run away from Corone arrived on the shores, seeking shelter and a new home. The throne immediately took them under their wing and watched the monks flourish. The amazing healers soon constructed a superb hospital, which utilized magic more than tools in their operations, and brought more people to their land.

Many kings and queens took the throne over the following centuries. With each ruler, more and more people came to set up their own shops or do business with the quickly-growing island. People came and went, sold and bought, fought and quested, but never lost their lively spirit. Strangely enough, despite the traffic the island got from the many adventurers who sought it out, the island was never really recognized amongst the other regions of Althanas, and it remained isolated to an extent. Only a few trade runs to neighboring shores were ever required, due to the fact that the island was very self sufficient.

King Tayjus, long descendent of King Ekonill, helped to fix all and any trading and transportation problems by hiring foreign machinists and scholars to develop a set of airships which made commuting to and from the island much easier. However, with the method of transportation came more crime, and King Pinestum was murdered; his killers were never found.

Thus, began the reign of Queen Ballari Andra Valeena, daughter to King Tayjus Valeena. She was appointed her position due to the fact that there were no other princes and princesses ahead of her or behind her in line for the throne. It didn’t take her long to adapt to the lifestyle, and she was already being considered one of the greatest rulers ever to have the throne of Scara Brae in only a decade. The crime rate in the city went down, and everybody was happy.

However, the Queen was faced with the decision of opening up a new training center at the Dajas Pagoda; the idea was brought to her by a man named Max Dirks and his associates, Yari and Kade. After a few meetings with the three men, they eventually won her over, and she allowed the program to start. Soon after, she started to hear complaints about how poorly the three men ran the place, and how much of a “rip-off” the program was. Still, she could not gather enough evidence to justify shutting it down. Thankfully, the men who ran the establishment eventually abandoned the Dajas Pagoda, and the queen was allowed the freedom to shut down the establishment and move on with more pressing issues.

Over the years, more issues have developed. The woes of the world have not met the shores of the small island, however the island itself has problems of its own. The Scara Scourge has not just risen to be an almost unrivaled underground hallmark of the island, but something of a powerbase itself. The Knights of Scara Brae and the Watch have had their hands full attempting to thwart devious plots and devices meant to expand the gang’s nearly unrivaled power. In many instances, the plans of the Scourge have been put into place through the play of intrigue in the lowest and highest levels of influence throughout the country.

[top]The Scourge

[top]Brief History

The Scourge is an enigma within Scara Brae. People know it exists, but do not know how it came to be. Centuries ago, white hands painted on doorways turned red, and finally, into the current symbol the Scourge use today and it simply came to pass that the criminal organization operated within the city and without question.

The current Master has taken the organization to new levels of efficiency and discipline, replacing vigilante thieves, murderers and assassins with scurrilously (but dubiously) moral agents of the Hand, who operate under order and are never failing in their approach to their tasks. They are now officiated assassins, stealing and killing only what they are paid to take; nothing left in their wake except a parchment and symbol, and perhaps a smattering of blood.

Truth be told, the Scourge rose out of the ashes of the devastation left in the wake of the war against the Innari and the Sorcerer Cordeaux, militant looters and black market traders hoping to take advantage of the economic and political, and ultimately spiritual lull in the people of the island when it was at its weakest. Within a century, the lose knitted gangs came together under a single banner and aim – to cause chaos and to tear out the feeble heart of the city guard as it tried to restore order and rebuild the city free of taint, corruption and the seeds of evil magic had implanted in the heart of the island.

When the hierarchy system that still exists today came to pass, the first Master, Seneschal Tyrone was ‘elected’, the Scourge had already infiltrated and taken seats on the council, the royal house and several positions of power and influence in the Guilds-man Circle. The only long standing place it has never been able to touch is its long-standing rivals, the City Guard, and the Thieves’ Guild. It is no secret to the citizens of Scara Brae that the Scourge and the Thieves’’ Guild are at war, constantly vying to destroy one another to take monopoly over the underhand dealings on the island once and for all.

In recent years, with the establishment of concrete bases and the rise of a moral code of operations, the Scourge has taken on a sense of spurious glamour. Whilst people do not trust the Scourge and its agents, any more than they would a dagger in the back, they no longer fear their reach for only those who have done wrong should run from shadows and flinch at sounds in the night. In a strange twist of fate, many look to the Scourge as a silent, unofficial policing force, criminals run weary of reprisal, and nobles sleep soundly at night for if they are assassinated without the mark of the Scourge, it shall be the Red and White Hand that comes flitting through the night to stave off their murderer’s advances.

[top]Places of Interest

There are many hiding places used by the Scourge across the city, named House Havens or Bolt Holes. There are three of notable interests, which is the main bases and armoury of the Scourge. One is said to be hidden in the Numarr Slums, beneath a tavern, the other beneath a fountain figurehead in Market Square, and the third is only accessible from the Master’s Office itself, as it contains the vast repository of artefacts, both powerful and ancient, and the chronicles of the Scourge in a vast library. It is said, in legend, that the bodies of the previous Masters lie eerily in the flesh on a long row of tombs, their pale faces illuminated by ancient, ever burning candles in a vigil to darker days. The Scourge have one openly known place amongst the citizens, where messages can be left for assignments to be submitted; there is a large Oak tree, as old as the city itself standing in Martin Province to which there are a thousand pieces of paper pinned or glued or held in place with minor cantrip. Anything left here will come to pass if deemed worthy of note or moral judgement by the unseen agents who maintain a careful watch over the ‘Message Tree.’

[top]People of Interest

Only two faces have names in the Scourge. The Master and whoever serves as his Hound.

  • The Master: An old war veteran who came to power following the previous Master’s Death at the hands of a Thieves’ Guild attempt on his life. Whilst the dagger did not strike deep enough, the poison on its tip sufficed to claim his soul in three days of agony, ended at last with the current Master’s own blade to the gullet. He is an officious and logistic, cold calculated man who has brought the Scourge back from the grave to be almost business like in Scara Brae. He has seen the shifting sands of time and opportunity and remodelled his empire to suit its new world. His name, some say, is Cardoon; others know him only as the Hammer, the Master, or the Artificer. He is almost undeniably the greatest swordsmen and assassin in the Scourge at present, but he never puts himself in harm’s way, choosing instead to remain in the gold lined fortress of his office, commanding his agents to do the bidding of the people with chalked hands and a pallid expression shining out from behind his scars and moustache – if indeed the description given in whisper is his to own at all.
  • The Hound: The Hound of the Scourge is invariably the most trusted agent of them all. Whoever the Master choses as his protégée will ultimately succeed his power should he be killed, or heaven forbid die of natural causes. At present, the ‘Silent Swordsman’ is the chosen, a powerful and raucous individual who is known and feared across the city – his appearance portents doom and death for whoever sees him and his blade ends contract and friendship with precision and silent death. Only those in the Thieves’ Guild know his true name, or his true identity – something they perpetually try and change to ruin his chances of becoming the next leader. The Hound must never fail his assignments, and if he does, he shall fall from grace to return to the ranks of agents and obscurity – his bite must be eternal, his loyalty unwavering, just like the roving war hounds on a field of carrion, relentless, savage, feral.
  • Hierarchy & Operations: The Scourge operates on a three tier hierarchy system. Those at the bottom are called neophytes, and are taken under the tutelage of an agent. The middle tier is the agents themselves, with no distinguishing rank between one over another. The higher tier is the Seneschal, the Master and his hound.

    The moral compass of the Scourge has changed greatly, and so they only assassinate those who would receive the death penalty from the Guard, and only steal what is not the current ‘owner’s’ to begin with. Occasionally, the gluttony of the rich is re-distributed to the poor, and it is the agents who find the assignments from the Message Tree, or undo the lawless damage of the Thieves’’ Guild on instinct.

    Agents and Neophytes use a variety of methods, and it is these many backgrounds that allow diversification and specialisation within the Scourge. All wear black clothing, except the Hound, who wears little at all, and all leave a red hand on a paper or cut into the skin as a calling card. The only common weaponry used is a single, double-edged dagger with a steel blade and iron pommel, which is used to carve the recesses to paint red or white; and to offer blood to the Master in the Senescent Ball. An agent is demoted to a neophyte if ever he loses his dagger, and becomes an agent when he is given this treasured item from his mentor.
  • Entrance into the Scourge: Whilst other factions and groups have conventional entry methods, the Scourge do not seek open applications. If you have become a paragon of twisted virtue, a vigilante undermining the royal house and giving back to the people, or simply an officious assassin or bounty hunter, you will get a visit from an agent who will plaster a White Hand on your person or home. It is a universal fact that when this happens, you should seek the Message Tree and be given a once in a lifetime opportunity to join the Scourge as a neophyte. When standing by the tree following your invitation, you must speak the ancient proverb, and pray:

    A white hand is life.

    A red hand is death.

    Scourge shall come to those who do not greet the day with balance.

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