JohnB's Games

Role-Playing, my way.

User Tools

Site Tools


consolidated:easttelida:start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
consolidated:easttelida:start [2025/05/07 17:11] – [Overview] johnbconsolidated:easttelida:start [2025/06/01 15:47] (current) – [Holden] johnb
Line 1: Line 1:
 ====== East Telida ====== ====== East Telida ======
 +
 +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't trade much with the main cultural blocks.
  
  
Line 23: Line 25:
 ===== Holden ===== ===== Holden =====
  
-{{ :consolidated:hann_empire:easttelida:holden.png?200|}}Holden is the most southerly of the three main holdings, and can be reached from Berhof via the Adlerweg Pass. A large saltwater inlet dominates the valley, it reaches most of the way up to the river, with spur-lie inlets on each side.  Over time, the areas between the inlets have become clan-based territories.     +{{ :consolidated:hann_empire:easttelida:holden.png?200|}}Holden occupies a large saltwater inlet, with spur-lie inlets on each side that have become clan-based territories.  It is the most southerly of the three main holdings, and  the best connected for trade.  It has land trade route to Berhof, with onward connections to The Tannery States and Melmond, and is in easy sailing distance of Porters Bar and Port Elizabeth, as well as the other states along this coast.
- +
-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 is home to the clan’s fishing and trade boats, along with the majority of the clan’s crafters.    Villages, overseen by clan lieutenants, and hamlets radiate out across the land, they farm barley and root vegetables as well as run flocks of sheep in the hilly land.  There are generally chickens and a few cows for eggs and milk, respectively.   +
- +
-The town, and most villages, will be served by a wise-man/woman dedicated to The Old Lords.  When a person dies, their body is exposed, often atop a burial mound, before the bones and skulls are interred.  Only chiefs, and some high ranking clan members, are buried complete.  The burial mounds are overseen by a priest of Pharasma. +
- +
-About 10% of each family clan are ‘under arms’ although most are equipped with nothing more than padded armour, spear and sling.  However, the Chief’s retinue, normally 1-2% of the population are much better armed, with studded leather, large wooden shield and battleaxe – these are normally high ranking clan members.   The hunters, another 1-2%, are armed with a short bow and dagger and have leather armour.  During battles, they act as scouts and skirmishers, in peace time, they patrol the borders and bring in game.  There is an eclectic collection of bows and crossbows kept at the Chief’s castle, that are used to defend the town and castle walls, should the need arise.  The chief often has a steel sword, shield, and metal armour – often a chain shirt.  Spearheads, arrow heads and crossbow bolts are normally made of bronze.  Swords, Axes and Daggers are steel. +
-   +
-There are nine family clans in Holden, and each of their holdings follows the description given earlier -  all that really changes is the size importance of the clan.  Demographicallysomething like 90% of a clanhold population is human, with about 5% made up of ++half-orcs| (1/2 orc shildren with clan blood are accepted into the clan)++ a few half-elves, with the rest made up of halfling crafters. +
- +
-^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 and Zorfu.   +
- +
-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 is ‘chosen’ by the clan chiefs, and is often a high ranking member of one of the clans, and is more of an arbiter and enforcer rather than a high king.   Something like 40% of The Kapot’s population are halflings -  traders, merchants, crafters  and (perhaps most importantly)  ship builders. +
- +
-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.  While armed with their traditional weapons, The Host all carry a slashing short-sword, known as a machete, as a sign of their rank. +
- +
-The Dockyard is significant, as it  enables trade along the East Telida coast, as well as down to Port Elizabeth and Porters Bar.  It also contains the Holden shipyards, that makes all the watercraft used by the clans.   +[[pathfinder:off-the-shelf:ships_boats:easttelidayard|East Telidan craft]] are clinker built, open vessels with single square sail, and multiple oars.  +
- +
-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.  Known as The Fian, they  live by hunting, trapping and raiding the monstrous tribes of the area. Led by a small, permanent, force of RangersScouts and Barbarians, their madcap raids are feared across the region.  It is a dangerous life, and many recruits do not survive -  but those who do go back to serve in their chief’s retinue or as a clan hunter.  The very best go to serve in the Holden Host, and may go on to become a Clan Lieutenant and (possibly) chief.   +
- +
-There is a temple dedicated to Kurgess, and the priests teach the basics of their faith, encouraging competition, winning gracefully and losing politely.  There is always a Shaman (or two) based here as wellmaking sure that the youngsters get a solid idea of their faith, and treat the natural world with respect.  There is also a priest of Pharasma, to deal with the inevitable bodies, and prepare them for the journey back to their clan lands.  +
- +
-Zorfu is often ‘on edge’ and full of hormonal teenagers, raring for a fight and to test their mettle.  While the priests and permanent staff keep a lid on things, many behaviours are tolerated in Zorfu, that would not be acceptable at home.  What happens in Zorfu, stays in Zorfu. +
- +
-==== 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, an acts as a single small town. The dwarves here are not wealthy, but mine and smelt both tin and copper for export as well as a few gemstones such as malachite, azurite, turquoise. It also has the traditional underground caverns dedicated to fungi-culture and Cave Cricket husbandry and a population of about 300 dwarves+
  
-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.  However, their military are known for their heavy crossbows,  hand axes and bronze armour.+[[Holden]]  
  
  
consolidated/easttelida/start.1746630712.txt.gz · Last modified: by johnb