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Orbaal
[Caer Usnarl & Trading Post] [Geldeheim] [Leriel] [Quimen] [Skovheim] [Valla] [Other]
A pre-feudal state in northenmost region of Harn, formerly called Jara. The Kingdom of Orbaal was proclaimed in 686 TR after the Ivinian conquest of the indigenous Jarin. It is a very unstable realm with few rowdy and ungovernable Ivinians have enslaved many times more rebellious Jarin (about a 1:8 ratio). Orbaal is really a host of semi-indipendent squabbling clan domains, the smaller of which owe tribute to the more powerful clans, who in turn owe it to the King in Geldeheim. Some call the larger domains kingdoms, and the king at Geldeheim an overking, or pendragon, but the Orbaalese are not as formal about titles as the rest of Harn. The kings only real claim is that he has the biggest army.
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Caer Usnarl & The Usnarl Trading Post
Keep and trading post in the Anoth, north of the Fur Road-Leriel-Lorkin Crossroads.
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Clan Usnarl
Usnarl is an Ivinian Greatclan. Our homeland is the Anoth in Orbaal, where our keep lies. There is also a longhouse, acting as an inn and trading post. As any Ivinian clan, we follow the god Sarajin and live by the Ljarl, a code of honor among Ivinians. The symbol of the clan is Sarajin's great white bear, Usnarl, the only creature that can defeat Sarajin in unarmed combat. An Usnarl character is probably right for you if you wish to play an Ivinian, man or woman, with Ivinian clan life and everything else that it entails. A great number of crafts fit within an Orbaalese Ivinian clan.
Reading the Hârn Religion Team's pages on Sarajin is mandatory. Included is a Ljarlic primer which will give you a good background for playing an Ivinian character. This background is important, as Ivinians take the Ljarl very seriously. It should also help put you in the right mood for playing an Ivinian. If you want more, further motivation could be taken from the vikings of real life, upon which the idea of Ivinians was built. Snorri Sturluson's Heimskringla could be a place to start. There is of course also official Harn material that one may purchase.
Contact
If you are interested in playing a member of Clan Usnarl, contact the player of Valhakar Vali at geirhans@ifi.uio.no. Adoptions are possible, but it is preferred that you are born Usnarl, in which case everything must be arranged before submitting a character application.
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Geldeheim
Strongest fortification in Orbaal. Held by Alegar II, the third Pendragon of Orbaal.
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Leriel
The last Jarin Caer in Orbaal, the last remnant of Jara.
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Quimen
Keep in northern Orbaal, taken by the Order of the Crimson Dancer in 701 TR.
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Skovheim
Frontier settlement in the south of Orbaal, held by clan Kalmagarron.
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Clan Kalmagarron
The Kalmagarron (Clan of the Great Red Boar) is a foreign, Ivinian clan that has settled in the woodlands between Ovien Ford and Anoth Ford, where they built Skovheim as their new home. Traditionally the Kalmagarron were islanders and occupied themselves with seafaring and trading. Once they were renowned for their high quality wool, battle-axes, exotic herbs and spices, and notorious for their temper and stubborness. In 717 TR however, an early spring raid by the infamous pirate Knut Haraldsson surprised and wiped out almost the entire clan, leaving only a few survivors and the smouldering ashes of what once used to be home. The survivors, too small in number and without possibilities to rebuild, left the now desolate homelands and scattered out across related clans. Agarwaen Jarundsen, son of Wyrdsmaan Jarund Arundsson and Tarsakh Olafsen, son of Valhakar Olaf Ragnarsson, met again in the city of Geldenheim, years afterwards and decided to pick up the old tradition. Although their current location no longer gives them direct acces to the sea, the clan still lives by trade, mainly with products from Nuthela Forest. Skovheim is, what their island used to be : a home and a safe haven for travellers and traders, with the only difference that there is forest, where there used to be sea.
Whereas the Kalmagarron, like most Ivinian clans, abides by the Ljarl, code of honour among the Sarajinians, and in many other ways ressembles them, it also has customs that are less commonly known or used. The most extraordinary would be the existence of the ‘Kvinderad’ (« woman’s council »), a council, in which every married woman of the clan seats. The original meaning of this council was to provide a temporary replacement for the clan’s Thrangaad, when the men were out for a longer period of time. It rapidly developped into a permanent structure, that usually gathers one day before the Thrangaad. Theoretically, the Kvinderad has no ‘legal’ executive power and is subordinate to the decisions of the Thangraad. In reality however their influence is far greater and shows on different domains, f.e. they control most aspects of daily domestic life, watch over the clan’s treasure, have a voice in marriage politics and by times even defend the clan lands. For sake of the clan’s well-functioning, both councils need a certain agreement ; no wise Thrangaad ignores the demands of an unanimous Kvinderad.
The symbol of the clan, a great red boar, stands for some of the qualities that have marked this clan over the ages, namely ferocity in combat, persistance, stamina and unconditional loyalty to oneself and, above all, to the clan. The origins go back to tales that speak of a hunt in which one of the clan’s founders witnessed a huge red boar (later referred to as Kalmagarroon) engage into a hopeless fight with a pack of hounds in order to defend its youngsters. The creature ultimately succeeded to keep its attackers at bay long enough for its kin to flee. Its mettle would be honoured, when many years later a new clan was formed, and as its symbol the Boar was chosen.
Contact
You can reach us at : Clan_Kalmagarron@yahoo.co.uk. In case you’re creating a new character, have a little peep at the ‘classifieds’-section first and please contact us before applying.
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Valla
A small growing settlement at Lake Jardiga, held by Clan Jarlak.
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Clan Jarlak
Clan Jarlak is a small Sarajinian clan holding land at the lake Jardiga in Orbaal. They are now after a few rough years of feuds and war rebuilding their settlement Valla and are in great need of fresh blood into the clan. Unlike other Ivinian clans, clan Jarlak can't only rely upon births for rebuilding their numbers but are also accepting clanless Ivinians into their family.
The clan is, as all Sarajinian clans, living by the Ljarl, and they follow it very strictly. They think upon themselves as Jarlak's - Sarajins great white wolf, who bring dead heroes to his feast in Talagaad - servants upon harn, and devide their prayers between him and his master.
Contact
Valhakar Kayn at dgr_hed@hotmail.com or travel to Orbaal to find us in game.
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Other
Either these organisations have no fixed location, or just doesn't fit in anywhere.
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