BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Grönstad

Orrian Capital of Agriculture

Grönstad, or the Green City in the Orrian tongue, is the capital of Dyrke Clan's territory and the southernmost city in Orri. Grönstad is considered the second wealthiest city in Orri because of its rich soil and temperate climate that allow for prosperous farming and the raising of livestock.

Demographics

  • Humans, Orrian: 97%
  • Half-Orcs: 2%
  • Other: 1%

Government

As the capital of Dyrke Clan's territory, Grönstad hosts the jarl's seat of power. The jarl rules over the clan as a whole, delegating leadership of smaller towns and villages to lendmenn.   A jarl rules until they die, or until they abdicate their throne voluntarily. The latter scenario typically occurs if a jarl grows too old to lead, or if the the masses deem a jarl unfit to rule, resulting in riots, threats of violence, and in some cases, assassination.   When a new jarl must be chosen, any Orrian may put their name forward as a candidate, but they must be able to amass supporters to back them. The candidate who can convince the greatest number of people to support them wins the throne, by what was traditionally a threat of force. Candidates can plead their worth in any number of fields; in Dyrke Clan, most jarls seem to win favour by being knowledgeable about agriculture and demonstrating swift action in times of need.

Defences

Because they are situated so far inland from Orri's accessible ports, the risk of foreign invasion is very low for Dyrke Clan. Any hostile force would first have to move through Prata or Hurrikaani territory, which is no easy feat. As a result, there is little need for any kind of fortified battlements or other defensive structures.   However, like all Orrian clans, Dyrke Clan is regularly faced with attacks from hostile wildlife, especially because of the livestock they raise. Because of this, Dyrke farmers are as competent in combat as any other Orrian, able to protect their animals from the like of wolves, bears and other predators.

Industry & Trade

Though Dyrke Clan did not need to rely on trade to survive, its economy thrived in the traditional Orrian barter system. Each of the other clans was eager to trade with Dyrke for their crops, wool and alcohol. Once foreign exchange became commonplace in central Orri and international currencies began to see use, Dyrke became financially wealthy as well as well-stocked with foodstuffs and supplies. Most of their business is conducted with Prata Clan, who can sell Dyrke goods in Åbenhamn and also deliver foreign products back to Dyrke Clan.

Infrastructure

Most of Dyrke territory is flat, green land, so there is little need for anything more than simple dirt roads between settlements. As the primary exporters of crops and grains, barns and windmills are commonplace. Dyrke villages tend to host a lower population density since so much space is devoted to the sowing and reaping of harvests.

Assets

Before foreign merchants began trading with Orrians, Dyrke was, in many ways, the richest clan in the country. Their temperate climate allowed for bountiful harvests that ensured their stock-houses were always full. In the event of disaster, they could survive a considerably long time off of their surplus stores alone. Furthermore, the less self-sufficient clans were eager to trade other goods for Dyrke's foodstuffs, giving Dyrke Clan access to the metal goods, fish and lumber they did not have in abundance.

Guilds and Factions

Few international factions make it far enough into Orri to establish outposts with the distant clans. The same is true for Grönstad, with the exception of some mercenary and monster-hunting organizations, who have found some work in Dyrke territory by taking care of particularly dangerous predators in the area.

History

The Lost Clan

In the year 0 BDB, Boda was killed by her brother Ashra, and great shards of her celestial body plummeted toward Cynos. The impacts launched ash, debris and dust into the air sufficient to blot out the Sun's light and send the whole planet into an impact winter.

Jarl Edard Smidh.
The dramatic change in climate took a toll on all of Orri's inhabitants, but none more so than Dyrke Clan. For centuries, the Dyrke had relied on their prosperous crop fields and livestock for their livelihood. Once the continent was plunged into an endless winter, traditional agriculture was no longer possible.   Unable to work, the inhabitants of Dyrke's smaller villages and hamlets left their homes and united in Grönstad under the leadership of their jarl, Edard Smidh. Smidh did a commendable job of rationing the food stores, and for several years Dyrke Clan survived meagrely in their capital. Many Dyrke left the territory altogether, migrating to Prata territory to seek new beginnings where other work was available. Smidh allowed them to leave, but refused to depart Grönstad himself, as he was fiercely committed to his home and his clan. In the year 7 ADB, Smidh died, and those who had remained in Grönstad with him finally left their home for good and assimilated into Prata Clan.   Over the years, Dyrke Clan would fade from memory, and become known as the Lost Clan.

Architecture

Grönstad is the largest of the Dyrke settlements, its structures built primarily of wood and thatch. The temperate weather lessens the need for insulation, so hide door-flaps and tents are not uncommon. Very little is built of stone in Grönstad, since the Dolkpunkt mountains are too far from the capital to be harvested efficiently.

Geography

Grönstad is built atop a large, gentle hill on the eastern coast off the Orrian Sea. Buildings and residences are built along winding roads that lead to the longhouse at the top of the hill. Except for the coast to the southeast, the hill is surrounded by farmland for several miles in all directions.
 

Proceyya's Spite

Grönstad was chosen as the initial settlement for Dyrke Clan because of it's fertile land, it's slightly elevated vantage point over the region, and what settlers thought was convenient access to the sea. The small gulf that would become known as Proceyya's Spite looked to be the perfect spot to build a harbour. Unfortunately, much to the settlers' dismay, the gulf was host to violent currents that carried ships harshly off-course and thrust them into collision with the Dolkpunkt mountains to the south. The gulf was completely in-traversable by boat, even for seasoned Orrian sailors. In part because families had already begun to settle in Grönstad, and also in part to preserve their dignity, Dyrke Clan elected not to relocate, instead naming the gulf in defiance of the Orrian Goddess of Wind and Sea, Proceyya and resigning to forgo marine transportation entirely.

Natural Resources

Like the rest of Dyrke's territory, Grönstad's soil is rich and fertile for agriculture. It's harvests are bountiful, and it exports large amounts of crops, grains and animal goods to the other clans.   It has access ocean water from the east cost, but the dangerous currents of Proceyya's Spite prevent marine transportation from this point.

Grönstad

RUINED SETTLEMENT
7 ADB

Type
City
Population
6,000
Location under
Owning Organization

images.jpeg

The jarl's longhouse in the center of Grönstad.
 
South Orri
The southern region of Orri, inhabited by the mostly-human Orrians and their Great Clans.
South Orri, before The Impact.

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!