Birthday Berhof Neighbours

NOTE: This page has a map and overview of the whole region.

The Berhof Pass to the southwest leads to the Tannery league, on the west coast, which is home to Berhof's disinterested baron. The league's initial agreement was signed at Tannery Island and was, originally, a trade and mutual defence agreement between three neighbouring states. Now, The Tanney League has grown to incorporate nearly all of the small states in the West. Each of the Tannery States has its own rulers and laws - and they are all slightly different. The one thing they have in common is a mutual set of extradition, trading and defensive agreements, which are managed through the rulers of individual states via the Tannery Council based on Faran Island.

Think standard fantasy setting - with a civilised heartland.

Erastil, Sarenrae, Pharasma are the main deities of the Tannery League however Abadar, Iomedae and the Green Faith all have regular followings.

Details of The Tannery States and their neighbors along the westcoast of the Telida Peninsula can be found here

Adlerweg Pass
If you travel through the Adlerweg Pass you come to Holden. Set along a massive fjord it lacks the agricultural heartland of The Tannery States and consists of a number of small strongholds in small mountain valleys. Their leader is called The Kapo, who is elected for life from one of the minor members of the various noble families. The Kapo controls the only sea trading town and manages it on behalf of the Chieftains. Tthe 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 front-line defence. The Kapo can also call a special levy onto all of the strongholds, if it is required to really secure a state - or to take back its territory. Holden is very rustic and there are no great centers of culture, it is just a group of small strongholds clinging together for survival. However, it is racially diverse - primarily human with halflings, dwarves and a stronghold run by a halforc.

Details of Holden and is neighbors along the east coast of the Telida Peninsula can be found here.

The Northern Pass
Beyond the Northern Pass the path continues for miles, an old and barely used trade route, that eventually leads to both Terrill and Degal on the east coast. However, that is a prodigious journey through incredibly hostile territory and is no longer used for commerce between the principle states. However, there are a number of small settlements along the route that use the path for trade amongt themselves.

Melmond is the first proper settlement you come to through the pass and the largest for many miles. It is a small walled town that has been built around a dwarven mine. They send an irregular trade caravan to Berhof and beyond.

The Dwarves mine iron, smelt it and export it as ingots, furthermore they have a thriving community of smiths who also make weapons, armour and other finished items, to order, and for export. As with most Dwarven strongholds, they have underground caverns used for fungiculture and Cave Cricket farming. The Dwarves live underground and are ruled by a Clan Chieftain.

The surface community live in a small town that has grown up inside the Outer Ward of the Dwarven Gatehouse - it is known (imaginatively) known as The Town. While it is technically under the chieftain’s control he allows the surface dwellers to manage their own lives - so long as there is no threat or disturbance to his people. There is an Inn and various small businesses, mostly intended to support Hunters and Trappers. They export treated furs and skins as well as various leather goods.

The Dwarven pantheon is the main religion, although many of the surface dwellers follow The Old Lords – but the Green Faith, Erastil and Desna all have their followers. Melmond has a population of about 1000 – approximately 600 Dwarves and 400 surface dwellers. However, many of the hunter trappers spend weeks at a time away from home working animal migration routes or trap lines.

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