The ruined town of Jaruska is all the remains of the only secambru town. Once home to hundreds of secambru giants, most of the city is litte more than ruin and rubble. Giant sized doorways stand empty along side overgrown cobble stone paths.
The town of Jaruska is located at the mouth of the Mud Boar River. It is in a very remote part of the world and few know of its existence.
Centuries ago, the Kytohan Empire created a race of giants to obliterate the barbarian hordes of western Aggradar. This giant race were designed to be immensely powerful engines of destruction capable of tearing down the strongholds of barbarian chieftains, smash through walls and scale mountains. They wielded weapons the size of trees and rode the ocean in ships that dwarfed all other seagoing vessels. The secambru waged dozens of successful campaigns against the enemies of the Kytohan Empire. The secambru were treated brutally by the Kytohan military. There were slaves, property, and nothing more to the generals that commanded them.
When the Sundering rocked the world, the Kytohan Empire was devastated. Taking advantage of the military's weakened state, the secambru rose up against the masters in a slave uprising. A massive revolt began and in the weeks following the Sundering, the renegade secambru slew thousands of Kytohan citizens. This became known as the Giant Slayer War. Led by a charismatic leader named Kurnoth, the renegades stole a dozen of the huge giant sized war galleys and fled the Kytohan Empire, heading for deep sea.
During the trek, a great storm hit and two of the ships were lost. One sank and the other was thrown against the rocks and stranded. Months later the surviving ships landed in south eastern Qeshir.
The majority of the giants settled in the grasslands of the southwest where they had landed. The group burned the great ships that had carried them there and vowed never to return to the slavery and suffering they had endured in distant Aggradar. There, on the coast, they built a town which they named Jaruska which means "free home" in Kytai. Here, they built great stone halls, arched gates, high walls and even a few aquaducts. These constructions were a marvel to behold.
Despite their freedom, there were seeds of discord from the very beginning. Many believed that to live as they had before only prolonged their slavery. These giants believe that they should abandon metalworking, stonecraft and other practices that they had been forced to perform as slaves. For them, these were the tasks of slaves. They were now free and they wished to live free, free of the reminders of the past, free of the tasks that they had performed under the whip. A cultural shift quickly swept through the secambru. Many believed that they should embrace nature and live by hunting and gathering, living off what the land provided naturally.
Disagreement led to conflict and then open warfare. Those giants favoring a primitive existance greatly outnumbered those who wish to use their skills. Amidst much bloodshed, the group splintered into several subgroups. One group, who favored stone work and metal craft, traveled north into the Rahjan mountains where they could build in peace. They eventually became the Jarkune Giants of the north. A second group traveled east toward the great volcano known as Mount Durrodis. Their fate remains a mystery.
The vast majority of giants, those who wished to embrace Nature, were still loyal to Kurnoth. They tore down the stone halls and high gates. They abandoned Jaruska, leaving the town in ruins. Never again would they set foot on to the ruins of that town.
They migrated west into the vast open grasslands of southern Qeshir. They embraced nature and chose to live off what the land provided naturally. To this day, they continue to live as primitive nomadic hunter/gatherers.
More than a century ago, in 2566 CY, a few secambru giants broke off from the Black Elk tribe. They were led by a 8th generation secambru named Kranog, son of the then Black Elk Chieftain. These secambru rejected the ways of the brethren and gave in to an urge to take up the old crafts. Other giants joined them. These renegades were exiled from their bands. Unwelcome amongst the other tribes, these renegades stuck together, always moving.
In 2608 CY, the group settled in the ancient town of Jaruska. Over the past few decades, they have slowly rebuilt a part of Jaruska. It still has a long way to go before it will attain it's former glory. In its current state, most of it is still rubble and ruin. Those secambru who have come here to rebuild and make a home are misfits and renegades. Not a true tribe in the traditional meaning, but they still have a strong sense of community.
In 2625 CY, a magrakian cargo ship was wrecked by a storm off the coast of these lands, very near to Jaruska. The survivors saw the smoke from the cooking fires of the giants and made their way to the town. The magrakians were wary of the giants at first, but quickly found them to be welcoming. The magrakians were taken in as guests. Thes shipwrecked crew of magrakians, which included several craftsmen, helped the giants in their efforts to rebuild the town. Some of the magrakians eventually left for home, but more than two dozen stayed and made a new home in Jaruska. With the help of the magrakians, the secambru have rediscovered metalcraft, carpentry and other crafts.
The other secambru tribes disparagingly refer to the giants in Jaruska as the "Iron Tribe" because they have returned to the old ways and taken up crafts, most notably the forging of iron. They weave cloth, plant crops, cut stone and work metal. They live in buildings of timber and stone. This town of Jaruksa is the only piece of civilization in an otherwise barbaric land. The chieftain of this tribe, a 8th generation giant named Kranog, is the brother of Kaladeth, the chieftain of the Black Elk tribe. There is a bitter dispute between these two brothers as they have taken very different paths.
The Iron Tribe is als sometimes called "Lost Tribe" and the "False Tribe".
Over the past few decades, magrakian ships, having heard of this remote town, have sailed here. Some have chosen to join them. Others have found their way here as well. A few aswani from the wildlands, juenta from the Juenta Kingdoms, mytharians from the Wind Plains and even alakubu natives from the Fire Isles have found this remote town and joined. The Iron Tribe welcomes any and all who choose to come.
The town of Jaruska is an anomaly. It is composed of mostly of misfits, renegades, wayward travelers and "lost" giants. The only government is the rule of Kranog. His word is law. However, he has proven to be a just and fair ruler. The secambru giants of the Iron Tribe are absolutely loyal to him.
Some two hundred secambru giants live here along with several dozen from other races. The people here grow crops and fish the river and sea for food. Most of the people here spend their time rebuilding the town. Only about 10% of the town has been rebuilt. The other 90% is still a ruin. Jaruska lacks many things. There are no shops here, no inns, no taverns. But there is a central square where people meet to talk, to eat together and to trade.
Jaruska is a strange place... no longer a desolate ruin, but not yet a town. It is more like a vast ruin with a permanent inhabited camp in one section. The section of the ruin that has been rebuilt is an odd mix of giant sized buildings and regular sized buildings of several different architectural styles, reflecting the various cultures that live here.
Some two centuries ago, the elven Lore Master Quinlar spent five years living amongst the secambru and learning everything he could about them. He later wrote a treatise on them which is available at the Lore Masters in Ithell. Virtually everything known about the secambru came from his studies.
Years later, Quinlar returned. Fascinated by the Iron Tribe, he chose to study them. In addition to a small residence in Jaruska, Quinlar maintains an old tower on the opposite side of the mouth of the river, less than a mile of the ruin of Jaruska. From the tower, one has a good view of the river and town to the east, the vast grasslands to the west and the sea to the south.
Quinlar's vast knowledge of fauna, flora, alchemy, herbalism and healing have been useful and called upon from time to time. Quinlar is well known to everyone in the town. He is seen by many as a fatherly figure, talking with everyone and aiding where he can. He goes to his tower when he needs seclusion to read, write or study.
Every few years, Quinlar will travel back to Ithell (a very long journey) to report on his work, deliver writings, give lectures and so forth. As Quinlar gets older, these trips are becoming more rare and he now spends most of his time at Jaruska.
This website was last updated November 16, 2021. Copyright 1990-2021 David M. Roomes.