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consolidated:easttelida:start [2025/06/01 13:10] johnbconsolidated:easttelida:start [2025/06/01 15:47] (current) – [Holden] johnb
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 ===== 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 a 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.
  
 [[Holden]]   [[Holden]]  
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-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.   
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-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. 
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-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. 
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-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.  Demographically, something 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. 
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-^Clan Name^Approx Size| 
-|Tantor|1000| 
-|Howard|1000| 
-|Fullo|750| 
-|Pratch|1000| 
-|Nim|500| 
-|Blen|750| 
-|Escafe|750| 
-|Neal|750| 
-|Hich|500| 
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-There are three anomalies – Kapot, Belarum and Zorfu.   
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-There are three anomalies – Kapot, Belarum and Zorfu.   
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-==== The Kapot ==== 
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-{{ :consolidated:easttelida:kapot.png?200|}}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, but is more of a mayor or president rather than a high king.  Next to the Kapo’s Tower, is the hall of the Holdren Host, a group of seasoned clan warriors and scouts, who serve as the Kapo’s retinue, bodyguards and enforcers.  They all expect to return to their clan lands, at some point, to serve as lieutenants to their own clan chief.    
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-The harbour is guarded by four small towers, but the shallow water means that only Coasters, Keel Boats and Longships can berth here.  Larger ships must anchor off-shore and unload cargo and passengers by boat. To the west, is the commercial jetty, warehouse and Inn (The Crab Inn).  The boat builder and the Kapot’s Longship are on the eastern side of the harbour.  The Market, and the crafters behind it,  brings together merchants from Holden and abroad, with a wide range of goods for sale. 
-A couple of lodging houses provide accommodation for fishermen and dock workers,  and a few  farms , who run stock across the island,  supplements the fishermen’s catch. 
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-==== Zorfu ==== 
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-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.  
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-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 Rangers, Scouts 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.   
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-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 well, making 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.  
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-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. 
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-==== Belarum ==== 
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-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.  
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-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. 
  
  
consolidated/easttelida/start.1748776212.txt.gz · Last modified: by johnb