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consolidated:easttelida:start

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East Telida

Overview

There are three main 'states' along the east coast of the Telida peninsula and they share a common core philosophy - although it manifests in different ways. It is belived that all three states were creted by migration from the Telidan Mountain Spine - but the truth of that is lost i the mists of time. While there are differences in approach all three, follow a philosophical core based on the The Cult of The Old Lords, tempered by Pharasma’s fatalistic Circle of Life and the competitiveness of Kurgess.

Holden

Holden lies to the east of the peninsula and can be reached from Berhof via the Adlerweg Pass. It is lacks the agricultural heartland of The Tannery States and consists of a number of small strongholds set along the side of a long, saltwater inlet called the Howden Sound. Their leader is called The Kapo - and is elected for life from one of the minor members of the various noble families. The Kapo controls the main sea trading town and manages it on behalf of the Cheiftains, the Kapo is also responsible for the small standing army of Holden and uses it to quickly reinforce strongholds as they need it. However, each stronghold is expected to have their own forces for frontline defence. The Kapo can call a levy onto all of the strongholds, if it is required to secure a state - or to take back its territory. The stronghold all have fishing boats and other vessels that the use for trade to communicate with each other.

Holden is very rustic and there are no great culture centres, it is just a group of small strongholds, with tribal mentality, clinging together for survival. However, it is racially diverse - primarily human / halfling it includes a Dwarven stronghold and stronghold run by a halforc warlord.

While The Old Lords, Pharasma and Kurgess are the most respected gods, Cayden Cailean, Gorum, Gozreh and the Dwarven pantheon also have followers. While all classes can be found here, Rangers and Barbarians feature heavily and there is a higher proportion of Druids, Witches and Oracles than you might expect. Bronze is more common than iron, so light and leather based armours are prevalent, with bronze studded leather and wooden shields in common use. Likewise, most single use weapons, arrows, bolts, darts, javelins use bronze, while 'occasional' combatants are liable to have bronze weapons. However, regular combatants and nobles all have (at least one) iron/steel melee weapon.

Think Celts meet Vikings. A short description of the main holdings are shown below …

  • 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. It is home to the Island Brigade, the elite forces of Holden who are deployed to protect Strongholds or Holden interests. The Kapot makes its living from the sea, it is both a trade centre and fishing port. The island Brigade is the best equipped unit in Holden, and they all have steel weapons and armour. It has a population of about 800 people.
  • Tantors Hold, set in the rolling foothills of the Northern Shore, is one of the quieter and largest strongholds. Lord Trantor rules the holding from the small fortified town, but even in this quieter area all the outlying villages have their own simple fortifications. Its economy is based on Cereal farms, fishing and flocks of sheep. The town has a population of about 1000 people, although there are another thousand people, mainly human, spread around the holding in villages.
  • Howards Keep is another large (and largely peaceful) strong hold, set on the Southern Shore, almost opposite Trantors Hold. Here, too, Lord Howard rules from his small fortified town, supported by a number of fortified villages, with an economy is based on cereals, fish and wool. The town has a population of about 1000 people, although there are another thousand people, mainly human, spread around the holding in villages.
  • 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 orc / half-orc / human population. They live by hunting, trapping and raiding the monstrous tribes of the area. Its guerrilla forces of Rangers and barbarians are feared across the region, and it has a population of about 500 souls.
  • 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. It has a population of about 400 dwarves.

However, there are smaller holdings, with populations ranging from a dozen people to 2-300 people. Most make their livings through some combination of hunting, trapping, farming, and fishing. There will always be some sort of local fortification, and the residents are both hardy and prepared to defend their land.

Terrill

This needs reworking -

Make this a lightly forested, hilly region, with scarps and rocky outcrops. Not good for horses. Use semi-barbarian tribe, mainly based in the forested areas - hunting in the forests, using forest farm techniques as 'agriculture light'. They have static camps, and home territories - and skirmish along their borders.

Need to find something (other than pigs) that are natural woodland creatures - perhaps minimal deer, or something similar, for herds that are moved around through the forested home region for grazing.

Find a couple of jungle tribes to base their culture on.

Degal

This needs reworking

I think I want to change this to horse barbarians. Tribes of nomadic barbarians, each with a 'home range', Hunter gatherers supplementing their diets with horse meat, mare's milk cheese and blood 'sausage'. They trade with tribes of Wen (Neanderthal humans) in the surrounding hills. There needs to be an externally run trade-post somewhere on the coast, and another up at the pass that leads to Melmond (for steel weapons). They women forage while the men hunt from horseback. Perhaps some sort of cross between (the old media perception of) Native American Indians and steppes barbarians. Maybe put Hawking / hunting with birds in as a common activity.

https://image1.slideserve.com/2110054/steppe-culture-l.jpg

Keep it as a plains/steppe area, lots of flat space - with room for horses to run … The Iragols (Iraqoi / mongol mashup)

consolidated/easttelida/start.txt · Last modified: 2024/04/21 12:31 by johnb