consolidated:easttelida:start
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| consolidated:easttelida:start [2025/05/07 10:14] – [The Kapot] johnb | consolidated:easttelida:start [2025/06/01 15:47] (current) – [Holden] johnb | ||
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| ====== East Telida ====== | ====== East Telida ====== | ||
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| + | Note: East Telida appears in the main section of the site as an independent culture, and as an adventuring area. It is certainly Neutral to the Hann Empire (and Vice Versa) and shares many cultural elements, but it is uncivilized and dangerous and doesn' | ||
| ===== Overview ===== | ===== Overview ===== | ||
| - | The eastern coast of Telida is mountainous, | + | The eastern coast of Telida is mountainous, |
| There are three main sounds, Holden, Terrill and Degal, that are connected to the Telidan Mountain Spine by mountain pass, and have some connection with the outside world. Other sounds do not have that connection and rely on coastal sea trade. | There are three main sounds, Holden, Terrill and Degal, that are connected to the Telidan Mountain Spine by mountain pass, and have some connection with the outside world. Other sounds do not have that connection and rely on coastal sea trade. | ||
| - | Each of these Sound-Clans clan is composed of smaller, family based, clans sometimes known as septs, however there has been enough intermarriage that there are blood ties between all the smaller clans. | + | Each of these great clans is composed of smaller, family based, clans sometimes known as septs, however there has been enough intermarriage that there are blood ties between all the smaller clans. |
| - | The Sound-Clan | + | The great clan is led by a chieftain, called known as The Kapo, who acts as business leader, arbiter and general. |
| - | The economy | + | Each area is self supporting with an economy based on fishing and farming |
| - | Each family-clan will have a few warriors serving as the Chief' | + | Each family-clan will have a few warriors serving as the Chief' |
| - | PC class characters are often Shaman, Witches (Nature Patron), Oracle (Nature Mystery), Rogue (scouts) or Fighters, Rangers and Barbarians built for wilderness or marine warfare. | + | PC class characters are often Shaman, Witches (Nature Patron), Oracle (Nature Mystery), |
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| ===== Holden ===== | ===== Holden ===== | ||
| - | {{ : | + | {{ : |
| - | + | ||
| - | Each territory has a fortified coastal town as the clan's main holding, with a castle that serves as a residence for the clan chiefs. | + | |
| - | + | ||
| - | The town, and most villages, will be served by a wise-man/ | + | |
| - | + | ||
| - | About 10% of each family clan are ‘under arms’ although most are equipped with nothing more than padded armour, spear and sling. | + | |
| - | + | ||
| - | There are nine family clans in Holden, and each of their holdings | + | |
| - | + | ||
| - | ^Clan Name^Approx Size| | + | |
| - | |Tantor|1000| | + | |
| - | |Howard|1000| | + | |
| - | |Fullo|750| | + | |
| - | |Pratch|1000| | + | |
| - | |Nim|500| | + | |
| - | |Blen|750| | + | |
| - | |Escafe|750| | + | |
| - | |Neal|750| | + | |
| - | |Hich|500| | + | |
| - | + | ||
| - | There are three anomalies – Kapot, Belarum | + | |
| - | + | ||
| - | There are three anomalies – Kapot, Belarum and Zorfu. | + | |
| - | + | ||
| - | ==== Holden Kapot ==== | + | |
| - | + | ||
| - | The Kapot is the seat of Holden’s leader, The Kapo. It is a small town set on an island at the mouth of the Holden Sound. | + | |
| - | + | ||
| - | The Kapo’s Castle is home to the Holdren Host, a group of seasoned clan warriors and scouts, who serve as the Kapo’s retinue and bodyguards - although they all expect to return to clan lands at some point and server as a lieutenant to their own clan chief and, perhaps, eventually follow him as the family leader. | + | |
| - | + | ||
| - | The Dockyard is significant, | + | |
| - | + | ||
| - | The Market is the largest in Holden - with crafted items from the clans and dwarves, as well as imported items. | + | |
| - | + | ||
| - | ==== Zorfu ==== | + | |
| - | + | ||
| - | Zorfu is the highest stronghold and furthest into the mountains, it guards the mouth of the Adlerweg Pass and is the last (semi) civilized place that trade caravans see as they enter the mountains. It has a strange history and (in the past) has been completely Orcish at times, and completely human. Now it is ruled by a Half-orc warlord and has a mixed half-orc / human population, with hardly any halflings at all. Zorfu has a population of about 200 souls. | + | |
| - | + | ||
| - | Zorfu is the training ground for the clan warriors and hunters. | + | |
| - | + | ||
| - | There is a temple dedicated to Kurgess, and the priests teach the basics | + | |
| - | + | ||
| - | Zorfu is often ‘on edge’ and full of hormonal teenagers, raring for a fight and to test their mettle. | + | |
| - | + | ||
| - | ==== Belarum ==== | + | |
| - | + | ||
| - | Belarum is a Dwarven stronghold set high up in the mountains, accessed via a steep sided inlet and a climb. It is mainly built underground, | + | |
| - | While they trade with the people of Holden, and export their goods via the markets in The Kapot, the Dwarves of Balarum and followers of Moradin, and are therefore somewhat insular. | + | [[Holden]] |
consolidated/easttelida/start.1746605696.txt.gz · Last modified: by johnb
