Table of Contents
Berhof, its Geography, Economy and place in the world
Overview
Berhof is set high up on the Mountain ranges of the Telidan Spine. It is a large valley, with grasslands, woodlands and a large lake, and is home to a just about, self-supporting society. Berhof can look after itself - there is decent grazing land, arable farmland, decent hunting, woodlands for furniture and building, and lots of loose rock for fortification. Most towns and villages have a wall or palisade, although attacks from Orcs and giants are thankfully rare nowadays - however, they all still maintain a militia to turn out and defend the settlement if needed. Towards the edges of the 'civilized' area, in the thicker forests, swamps and where the mountains rise - it is more dangerous.
Not the best economy in the world - it works, but metals are scarce. However, when you count the income from the trade routes, it becomes sustainable.
Trade Routes
Once the domain of a bandit-baron, Berhof fell into decline as sea trading became more prevalent. In recent years, The Summer Market has been attracting caravans from The Tannery League, Melmond and Holden, and helped reopen the old trade routes. While it isn't massive trade, the extra incone generated for the Hall Bridges economy, and the Tolls charges at the border passes, have helped establish Berhof as a self-supporting state.
The Northern Pass
Protected by Fanjyr Station, this is the least travelled pass out of Berhof, but it is one of the most important. It leads to The Sky Path that leads northwards along the top of the Telidan Spine Mountains. The Sky Path is a long torturous route, dipping into passes and high valleys, that connects with the Dwarven Citadel of Melmond, and then on to the East Telidan States of Terrill and Degal.
It is important because of the annual Trade Caravan from Melmond - once a year, each summer, it brings iron, steel, a few well-made weapons and luxuries from the underdark to Hall Bridges, where it is met by traders from Holden and The Tannery States. This single event provides the iron and steel that Berhof needs, as well as generating tolls and taxes, which are used to support the Governor and cover the tribute-payment to the Duke of Krote, while providing a big boost to the Hall Bridges economy.
The Berhof Pass
The Berhof Pass leads to the Tannery league, on the West Coast, which is home to Berhof's disinterested landlord, the Duke of Krote. It is guarded by Castle Berhof, which also collects the requisite tolls from travellers, it is the safest and most used of the trade routes. While caravans aren't particularly frequent, small caravans bring everyday items, as well as a few luxuries - and go home laden with woollen cloth, tonic wine and barley wine - as well as skins and furs brought in by hunters and trappers. Once again, it is the Summer Market at Hall Bridges that sees more business that any other time of the year.
Adlerweg Pass
The Adlerweg Pass leads to Holden, on the East Coast of Telida. The Holden Trail isn't as long, or as dangerous, as The Sky Trail but it isn't particularly well-used either. While there are occasional small traders who make the trip, there is only one decent sized caravan a year - and that coincides with the arrival of the Melmond Caravan and the Hall Bridges market. The caravan brings copper and tin from the dwarf mines at Belarum, and returns with Iron and Steel from Melmond - paying tolls at Adlerweg Keep, both ways.
The Economy
While Berhof is self-supporting, it is at a very basic level. Most clothing is woollen, and made locally from locally produced material. Shoes are simply cut and made from locally produced leather, much of which comes from the end of season herd culls. Furniture is simple, and made from locally sourced wood - it is all very 'Country'. Farms grow cereals (mainly barley) and a range of hardy vegetables. Most farms have a few chickens, cows, sheep, and goats to for wool, cheese, eggs etc.
Internal Economy
Behof does not produce its own currency, and the most common coins bear the mark of The Tannery League, although other coins are sometimes found in circulation, particularly copper coins from Holden and coins minted in Melmond - fortunately, they all mint to the same weight and value. Across Berhof, some of the towns and villages specialize.
Kusnir, as the only settlement on the lake, has a lot of fisher folk who preserve fish for winter and sale onto Hall Bridges and other settlements. It also has the best access to clay deposits, and makes a lot of jugs, pots, plates (etc) as well as potion vials and bottle for beer wine etc. It is also home to Berhof's best known horse breeder and trainer.
Chiswell is known for its smith, and his ability to make particularly good weapons.
Gannaway is located in a lightly forested area, woodland management and trades have become its speciality. Some trees are felled for their timber, others are coppiced to produce withies, yet others are managed for their fruit and nut production. Barrel, baskets and similar items are made in the village and sent onto Hall Bridges.
Lurnslye is known for its raspberries and the tonic wine that it produces using the fruit.
Hall Bridges is the market town, and you will find a selection of trades people and crafters here. Perhaps the most important of the manufacturers is the Bridge Brewery, who make a selection of beers and barley based spirits. The Great Market, held every midsummer, stimulates the whole of the local economy, with effects that spread across the whole of Berhof. If you want 'posh' material for clothes, special shoe leather, or culinary delicacies - Hall Bridges Great Market is the place to get them.
External Economy
Behof does not have a lot to export, and consequently can't import all that much either. The economic boost from the Great Market at Hall Bridges - goes a long way to generating a cash income.
Imports: Metals, luxuries.
Exports: 'Skyline' Whiskey and Barley Wine, Lurnslye Tonic Wine, 'exotic' furs and leathers from mountain creatures, and (occasionally) well-trained horses from Kusnir.
