Table of Contents
Holden
Overview
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.
There are nine family clans in Holden, and the only real difference is the size, and importance, of the clan. Demographically, something like 90% of a clan-hold's population is human, with 2-3% made up of half-orcs a few half-elves, with the rest are halfling crafters.
Clan Name | Approx Size |
---|---|
Tantor | 1000 |
Howard | 1000 |
Pratch | 1000 |
Fullo | 750 |
Blen | 750 |
Escafe | 750 |
Neal | 750 |
Nim | 500 |
Hich | 500 |
Clan Holds
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.
The 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, 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.
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.
Zorfu
Zorfu is the highest stronghold, furthest into the mountains, and pressed hard up against the river. 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 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.
There is a shrine dedicated to Kurgess, and the priests encourage competition, winning gracefully and losing politely; a Shaman (or two) to make sure that the youngsters get a solid idea of their cultural beliefs, and a priest of Pharasma, to deal with the inevitable bodies, preparing 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.
Note: The Fian's Hall is in the lower section of the holding, while all the permanent staff have lodgings in the upper section. The Fian are expected to cook and clean for themselves, and to be self policing. If they are going to be important people in their clan, they need to learn both leadership and self-control. Fist fights are acceptable. Weapons aren't.
Belarum
Belarum is a Dwarven stronghold set into the side of a mountain, accessed via a steep sided inlet. At the end of the inlet you will find two stone quaysides - one houses the Dwarve’s Karve (add Link) while the other is free for visitors – however the water is shallow and the quay is short - large vessels (even longships) do not fit easily. There is a short climb up a zig-zag footpath, interrupted by small flights of stairs, making it difficult to storm the font door of the hold. The doors themselves are flanked by small towers built into the rock face, with just the right position to drop rocks and boulders on anyone foolish enough to attack.
There are double doors, a portcullis, murder holes and arrow slits, just in case anyone does get through the outer door, but these are hidden by wooden shutters painted with images of Dwarven industrial expertise, to make it more welcoming for visitors.
Most visitors come to buy masterwork, or magical weapons or armour, and don’t get beyond a reception and trade area - although there is a bunk room available, should the visitor need to stay over. Only chieftains, leaders and others of similar importance get invited into the Dwarves feasting hall. Beyond that, are the Dwarves’ living area and mines.
The mine mainly exports ingots of Copper, Bronze and Lead. However, it mints its own coins (mainly copper but some silver and a few gold) and produces enough steel to make some good quality arms and armour. They supplement their income by exporting the few gemstones (malachite, azurite, turquoise) that they find in their ore deposits. They mainly import ale, grain, cloth and luxury items.
Everyone knows that there are other exits higher up in the mountains, although their location is not common knowledge. They are mainly used for hunting, but there are rumours that the dwarves also trade with some of the less civilised races that inhabit those wild regions. Underground caverns dedicated to fungi-culture and cave cricket husbandry, give them a rounded diet, with enough of the traditional Dwarven home comforts. Overall, the mine-hold is estimated to have a population of about 300 dwarves.
As followers of Moradin, they are somewhat insular. They trade happily, and send goods to market on The Kapot, but they are a home loving group, and do not tend to set up permanent homes in ex-pat communities. This does not stop adventurers going out into the wider world, and (perhaps) stopping for a while – but the intention is always to come home to Belarum, eventually.
When the Dwarves go to market, it is a formal expedition. The sides of their Karve are lined with highly polished bronze shields, the Dwarves all wear polished bronze breastplates and helmets – and are armed with heavy crossbows and bronze axes. They are very impressive – especially when you are close to them, and realise that all of their arms and armour are top quality masterwork items. Most of the Dwarves are there as rowers and guards, but there is an experienced boat captain, and an officer to handle trade and sales - although they wear the same arms and armour as all the others.