The World Of Khoras - Civilization - Nations

Falkir Clans.jpg (20074 bytes)

"Never salt another man's food; never water another man's whiskey."
- Grumman Proverb

Proper Name The United Clans of the Falkir
Ruler No central ruler - see below.
Population 6,317,500
Demographics Grum 60%, Human 20%, Elven 10%, Dwarven 5%, Ogre 3%, Saurian 1.5%, Baenite .5%
Adjectival/Demonym Falkiran/Falkir
Languages Grumman 70%, Northern 30%
Capital City None
National Colors Varies by clan. Examples include green and brown, green and gold or green and orange.
Year Founded 1309
Currency Mixed. All currencies accepted. A great deal of trade and barter is carried as well.
Natural Resources Sheep, cattle, wheat, barley, hops, oats, cotton, flax, podge berries.
Manufactured Goods and Major Exports Foodstuffs, salted beef, wool and wool products, ale, textiles, linen, clothing.
Wealth Average
Government Type Provincial
Government Stability Stable
Allies Khenshire, Jannerus
Enemies Duthelm
Technology Level Dark Ages
Primary Religion Mireldokar
Other Religions Imarus, Barrinor, Sarreth, Daramis, Farzak
Climate Temperate
Approximate Land Area 1,520,000 square kilometers
Arable Land 35%
Terrain Hills

Description

The Falkir Clans is an area of younger, more rebellious grumman clans. This area sees a little more action than the other grumman nations due to its closer proximity to the War Vale, Duthelm and the Rukemian Empire. Bandit raids and skirmishes on the eastern border are common. Hence, the Falkir Clans maintain respectable militias. This region is known for its taverns, ales and gaming houses.

Geography

The Falkir Clans reside in the Falkir Hills in eastern central Ithria. This region is extremely hilly and rough in the southwest at the foothills of the Sentinel Mountains. Toward the east, the hills turn gentler and flatten out to grasslands. This region is dotted with many small forests. Hunting, fishing and farming are all carried out here. Lots of plant life and livestock, but very little in the way of dangerous wildlife.

The Great Stone

On the broad grasslands to the east, in between the Falkir Clans and Duthelm, there stands a tremendous rock jutting out from the fields, seeming very out of place. This 60 foot boulder is known as Unuloth in the Eastern tongue, but commonly called simply "The Great Stone". It is known to the ogres and orcs of Duthelm as Aurokoth... the Great Pebble. This stony landmark serves as an unofficial marker that denotes the border between the Falkir Clans and Duthelm.

Notable Fauna and Flora

Like its sister nations, the Falkir Clans are rich with livestock. Occasionally, farmers must deal with a large cat or pack of wolves attacking their herds. On rare occasions a pack of burrow hounds or a sentinel scorpion will wander down from the mountains. In such cases, the farmers usually call for the village militia to drive away the beast. The grumman lands grow a variety of good tobaccos and culinary herbs. The most well known of these are firestar pollen, kelfarian red leaf and rhen wheat.

History

During the Age of Rebirth, a series of clan wars erupted in Khenshire in 1309 CY when eleven clans rebeled against Khenshire. One of the rebeling clans, the Hearther Clan, was wiped out during this civil war. After twenty years of war, ten clans, led by the Gruffwind clan, broke away from the Khenshire area and moved eastward in a great migration. They settled the eastern hills in 1330 CY. Each clan claimed a territory and founded a town. The region was named Falkir, an old grumman word which means "freedom" and eventually came to be known as the Falkir Clans. These ten clans lived in peace for centuries.

In 2310 CY, one of the clans, the Sayune, took to the worship of a demi-god (some say demon) from the nether realms. This entity was known as Jyroga and that he taught them the ways of dark magic. Jyroga assumed mortal form and walked among them. The other Falkir clans opposed this religious movement and the mysteries it taught, some of which involved the sacrifice of animals, communing with spirits and sinister spells. Jyroga proved that he was very influential and held much control over his believers.

When diplomacy failed, the Falkir Clans were ripped apart by war in 2317 CY. The other nine clans stood united against the Sayune. Despite being outnumbered, their black magic proved powerful. Three years of feuding ravaged the Falkir Hills until Jyroga himself was slain. The other nine clans sat in judgement. The Sayune were banished - the entire clan driven out of Falkir Clans. The remaining clans burned the Sayune villages, razed the shrines of Jyroga and toppled his statues.

Government

No central government exists. This nation is divided up into nine clans. Each clan is divided into several villages and ruled by a council. Each village sends a representative to this council. Membership is for life.

Legal System

The legal system is defined and maintained by the council. Each clan has a different legal system, but all are similar.

Military

Unlike the other two grumman nations, the Falkir Clans must deal with the real threat of unfriendly neighbors... mainly Duthelm. For this reason, the Falkir Clans have a standing armed force called the Border Guard. This military consists of grum from all the different clans. The Border Guard is sworn to protect the Clans region from invasion from Duthelm. They also keep a watchful eye on the War Vale and for creatures wandering down from the Sentinel Mountains. The Border Guard is divided up into three main forces: the North Guard, the East Guard and the South Guard. The Border Guard maintains a string of small forts along all three borders, spaced a day's ride apart. In total, the Border Guard consists of 2,800 soldiers divided up between 24 forts.

Economy

Very strong and stable. Due to the centralized location and strong social atmosphere, much trade passes through the Falkir Clans. The economy is especially strong in food, drink , garments and jewelry.

Culture

The Falkir Clans are known for numerous alehouses, gaming establishments, foods and beverages. Hundreds of small taverns, inns, shops and such can be found here. This includes many specialty shops. Festivals and parties are common here.

The Falkir Clans have the traditional Four Season Festivals typical of the grumman nations. In addition, once each year, the Falkir Brewfest is held in all the major towns. The popular Brewfest brings people from neighboring nations to sample the latest ales.

Magic

Although the grum are not generally a folk known for their magic, the Falkir Clans have more magic than either Jannerus or Khenshire. There are several well known grumman wizards, but no grand magic schools here.

The orchards of the Falkir Clans

Towns

Name Clan Name Population Notes
Stoutwall Gruffwind 28,800 A heavily fortified city that sits nestled among the foot hills of the Sentinel Mountains, just northeast of the Baen Desert. This small city guards the border from the creatures that inhabit the mountains and desert.
Edgefield Harfoot 25,400 This small city lies in the middle of the Falkir Clans, in the middle of the largest valley and on one of the streams that flows into the Six Fork River.
Ale Creek Goodwine 21,300 Lauded for its many fine breweries and pubhouses.
Phaegin Springhill 18,600 Known for very good hunting in the area. This small city has a fine inn and a guild of hunters.
Farrow Huffcask 15,700 This town lies to the east and sits on a small lake that has excellent fishing.
Shady Grove Oakgard 13,500 A quiet farming town that is rumored to be the base of a group of bandits that prowl on caravans passing throug the region.
Crullen Vale Greenbruck 9,400 Western city known for its pastries and vast colorful fields of crullen berries.
Fox Burrow Bushburrow 6,300 This village borders the War Vale and produces fine leather goods and garments.
Dromin Ashbrund 4,200 This small town lies north of the Falkir Hills.

Villages (Less than 1,000 population)

Bangert, Bardwick, Bowden, Brookdale, Dale of Oaks, Duran's Mound, Farhill, Flynn, Karoo, Keif, Mora, Rainbow's End, Thorny Hill, Ubren's Mound, Westlake

Travel and Distance

Falkir has a network of well used dirt roads winding through the hills. The roads are good condition and mostly level. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse
Edgefield - Dromin Dirt Road 357 km 16 days 12 days 7 days
Edgefield - Phaegin Dirt Road 432 km 19 days 14 days 8 days
Edgefield - Fox Burrow Dirt Road 377 km 16 days 12 days 7 days
Edgefield - Stout Wall Dirt Road 250 km 11 days 8 days 5 days
Dromin - Shady Grove Dirt Road 316 km 14 days 11 days 6 days
Dromin - Phaegin Dirt Road 387 km 17 days 13 days 8 days
Dromin - Southfield Dirt Road 491 km 21 days 16 days 9 days
Phaegin - Farrow Dirt Road 314 km 14 days 10 days 6 days
Fox Burrow - Farrow Dirt Road 217 km 10 days 7 days 4 days
Fox Burrow - Ale Creek Dirt Road 246 km 11 days 8 days 5 days
Ale Creek - Stout Wall Dirt Road 531 km 23 days 17 days 10 days
Stout Wall - Crullen Vale Dirt Road 291 km 13 days 10 days 6 days
Shady Grove - Crullen Vale Dirt Road 300 km 13 days 10 days 6 days
Shady Grove - Fiest (Khenshire) Dirt Road 764 km 33 days 25 days 14 days
Stout Wall - Dragonroost Castle Dirt Road 334 km 15 days 11 days 7 days
Ale Creek - Thule (War Vale) Dirt Road 518 km 22 days 17 days 10 days
Farrow - Crossroads Dirt Road 381 km 17 days 13 days 7 days

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