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

Remove these ads. Join the Worldbuilders Guild

Kamminfost

The servants of Ishkibal are the most organized and hierarchical of all of Lunar cults in the Kingdom of Hain. While paladins of Ishkibal are welcome in the Uvaran religion, Ishkibal also has his own hyper-specialized cult and warband known as the New Ecclesians who serve him above even the Uvaran gods. Kamminfost is their stronghold.   Kamminfost is a small valley cradled by large mountains, a defensible stronghold walled entirely across. North of it, the mountains recede to become bountiful farmland; South, it is all narrow mountain passes and Prism mining towns. Kamminfost is the mediator, the place of exchange where the ores of the mountain-holds flow down into the valleys of Hain. Many merchants stop here, making this small town unusually prosperous and craft-oriented. The prosperity of Kamminfost largely services the cult, which controls the valley with an iron grasp. The New Ecclesians are disciplined, hierarchical, and radical warriors who see the rest of the world as decadent and corrupt; they are harsh overlords who devote their entire effort towards maximum militarization.    As a town, Kamminfost is odd. The town is broken into three pieces, with farmland and pastures in between, but it works economically as a whole commercial town rather than a series of smaller agricultural villages. The military road and wall network keeps the parts of the town united and connected, as does the robust commercial culture. Culturally, this is very much a part of Graefsher as a whole.

Demographics

1,200 humanoids live in Kamminfost, using broad definitions. The population is divided between several small sub-settlements with space between them, as well as a 200-person monastic warband that sometimes leaves the town for some venture or another, so the population can be lower depending on when you visit or what you define as "true" Kamminfost.   Outside of the warriors, there are around 300 Prism or prism-adjacent miners and craftsmen who live here; the rest of the 700 non-warband residents are a mix of Humans, dryads, and Starspawn.   In terms of religion, roughly half of the populace are Ishkibal cultists and half are Uvaran, though the line can often be porous. The most devoted Ishkibal cultists tend to be those who stay in the castle-town, while the rest of the population is largely Uvaran with some minor venerations of the Moonless God.

Government

The government of Kamminfost is led by the Ecclesia of Ishkibal, a rigid cult to the Lunar God Ishkibal that is entirely apart from the great religious structures of The Kingdom of Hain. The Ecclesia has many ranks divided over three general categories:
  • Penitents, who serve as the base level acolytes or servitors of the cult; many of the local enserfed townsfolk are Penitents
  • Crusaders, also called Hunters, who are part of the Warband
  • Ecclesians, who occupy the upper levels of the cult. Only Ecclesians are allowed to vote on issues or hold officer positions. Ecclesians are almost always also part of the Warband, and graduate from the Crusaders
The Ecclesians elect a leader for life amongst themselves, who is known as the Speaker. The Speaker leads the warband and the cult, and is treated as the liegelord of the land legally. Beside the Speaker is the elected Provisor, who is a steward of sorts who focuses on the management of the town. The Provisor selects around ten Castellans who act as the local administrators, enforcers, and the like.   The current Speaker is Lord Eindren the Devoted, a fairly competent human man known even within the cult for being absolutely loyal to the God Ishkibal even just as a person. Lord Eidren is competent in almost all areas of rulership; he is a skilled strategist, an accomplished monster-hunter, a capable administrator, and an effective diplomat. He is rather introverted, and prone to trusting his men for better or for worse, but he is still a charismatic paladin who is well-versed in court etiquette and rhetoric. In fact, his diplomatic skills are one of the few things preventing Kamminfost from accidentally picking fights with all of their neighbors.   Eindren is a skilled man in matters of trade and war, but he is extremely traditionalist in his approaches - he is suspicious of virtually all non-divine magic and new technology, even by Hainish standards. He essentially refuses to allow non-divine casters on his land, and the very idea of building a windmill on his land would irritate him. He is deeply nostalgic for the ancient cult practices of a more radical and violent time, and he yearns to adapt some of them to 'restore the strength of warriors to our decadent age'. He is no fan of the modern age, or even of Stildane in general, and yet he always manages to twist that sentiment towards 'redemption' and 'self-improvement' in a way that only ever makes him seem more genuine and inspiring (rather than insane and insulting) to new recruits.

Relevant Nobility

Lord Eindren's overlord is Herzog Tralsha DeLantreg, a learned master of magic and scholarship known for her temper and her frequent fights with other nobility. Lady DeLantreg is Lord Eindren's only consistent ally, as she feels that having a zealous warband in her pocket is a useful political tool. Lady Traisha is on good terms with her own liege, Elector-Princess Kardelia Hunain.      The neighboring lords - Graf Izvenka of Yeinshtotten and Graf Kara of Morntoln - both have relatively shaky relationships with Eindren. Lady Izvenka is happy to trade and play nice with Eindren as long as he keeps an open trade policy and lets her project a little influence. Whenever he creates a new toll or incident, she is quick to seek retribution. Lady Kara, meanwhile, is generally rather threatened by the constant warband movement through her territory, and considers the cult's faith to be dangerous and unpredictable. She likes Eindren as a person and considers him good to his word, but considers the cult to be dangerous and wants it gone.

Defences

Kamminfost is essentially a large fortified position facing the Northern lowlands, with each part of the town supporting a different defensive node securing the entire width of the valley. The Western edge of the valley is held by Castle Kamminfost, the main citadel of Kamminfost and the center of the Cult Sanctuary. The Castle is built into the mountains, and has a network of tunnels and secret passages.    On the eastern side of the valley, Fort Noshvet is a small fortified hold that directly overlooks the Great Gate and main road. This fort is much smaller, but not insignificant. Between Fort Noshvet and the Castle is a large wall cutting across the valley, intersected by a Middle Gate. Overlooking this middle gate is a tower with ballistae and a cluster of Hainish fortified gardens at the base - a mix between civilian sanctuary and defensive position against attacks along the wall.    Defending the Southern side of the valley are the mountains, and the prisms who live there.

Industry & Trade

Kamminfost is an unusually craft-oriented town for its size; most small towns have a much greater agricultural emphasis. The largest industries here are metal work, stone work, and textile work, though there are plenty of other workers - bakers, cobblers, soapmakers, carpenters, candlemakers, painters.    Most of the industries of Kamminfost are not guild-organized, but are semi-informal and mixed with work as day laborers. Many people are miners, part-time-farmers, or work seasonally on construction teams.

Infrastructure

Much of the infrastructure of Kamminfost is built with military use in mind; water and health projects like the town cisterns service the fortifications, while the rest of the town self-organizes and relies mostly on wells. The main roads are well-kept by the Castellans, but side paths are largely left to local coordination that can be mixed. Most sewage is buried in latrines underneath houses or outside of town.

Districts

The Great Gate: The first of the three fortified towns, connected to the Cult Sanctuary by a wall. The Great Gate sits on the road connecting the prism territory of Yeinshtotten with the greater lowlands, and is a mixing between a mining town and a trading town. This is the commercial hub of Kamminfost, and the part most visitors go through. Eastmost part of Kamminfost. The majority of townsfolk here are miners, service workers, minor artisans, or petty merchants, but a small handful are wealthy notables.    The Cult Sanctuary: The Cult Sanctuary is a castle town to the West of the Great Gate, connected by a wall and a road. This is the administrative and military hub that runs Kamminfost, where the most prestigious artisans, priests, warriors, and clerks live.    The Towermill: The Towermill is the Southernmost part of town, a residential cluster surrounding a hill tower that serves as a defensive position overlooking the area between the Gate and the Sanctuary. This is an artisanal part of town, largely devoted to common craftsmen and farmers. A mill here services the farmland of Kamminfost as well.

Guilds and Factions

The Cult of Ishkibal: The New Ecclesia of Ishkibal rules the town and seeks to project religious and political influence. This group is militaristic and intense, and considers all forms of Ederstone influence such as Starspawn to be inherently polluted and in need of redemption. Only humans are born without sin, and even they must work disciplined lives to defend their purity. The cult has many aligned families and groups here, and seeks to expunge the influence of all other groups from their territory.   The Uvaran Temple: The Uvaran temple operates two temples in Kamminfost: a large temple in the Great Gate and a smaller one at Towermills. These temples occupy a grey area in terms of Hainish religious authority, as they are only half sworn to two different 'Rosgen' (religious leaders in the hierarchy). This gives them more autonomy than usual. While the head priest of the Gate is more or less willing to play along with the Ecclesia, the head priest of the Towermill temple is deeply opposed to the Ecclesia as a landowning power.   The Yeinshtotters: The neighboring county of Yeinshtotten, a grouping of very productive prism-holds, basically drives trade here in Kamminfost. It should not be surprising that the Graf of Yeinshtotten has a great deal of influence here, then. Many of the miners here have kinship ties to the mountains to the South, and many merchants work closely with the Graf; many in the Gate district are loyal to her. This faction mostly just wants to lower tolls and trade barriers and to protect the mining communities.   The Gentry: There are four large knightly estates to the North of Kamminfost that are sworn to support the cult in times of war. These knightly houses each have their own small warbands and retinues, and operate small fortifications that serve as the first line of defense for the town. The estates of these knights feed the town, provide wool for weaving, and provide seasonal labor; they are also mostly self-governing. These knightly families are heavily taxed by the Ecclesians, and are not above using politics to try and pressure their lord into backing off. One of the four knight families is also sworn to Ishkibal and seems to be trying to worm their way into Ecclesian leadership; another dabbles in Ishkibism but is mostly Uvaran; the other two are entirely Uvaran and have more in common with their Northern neighbors than their liege. These latter two families are fostering a relationship with the Uvaran priests of Kamminfost, particularly the dissenters of Towermills.  

Guilds

Not everyone has a guild in Kamminfost; most professions have too few craftsmen to warrant formal organization. There are three bakers (two of whom are related even if they wanted to organize, they lack the head count to be granted status. There are only five guilds here. One is entirely a political construction, and two of them are more vehicles for work organization than large artisan associations. So that leaves only two of the five guilds staffed with more than five full craftsmen.    Smith's Guild: There are a surprising number of metalworkers here in Kamminfost, cult and non-cult. These smiths are given status and prestige by the Ecclesians regardless of their religion, and together they operate the most powerful guild in Kamminfost. The Smith's Guild operates a large Guild Hall in the Castle Town, and can be rather exclusive. The guildmaster is a woman known for her incredible focus on her work and her total obliviousness to everything else in the world.   Mason's Guild: There are only a handful of fully-trained masons in Kamminfost, but there are many people here with experience on maintenance crews; both groups share the same guild. This is the organizational body for gathering work crews to repair the fortifications and infrastructure, or expand it. Surprisingly Uvaran, as the trained masons are all educated in other towns or cities and the guild makes an effort to send promising apprentices away for training as well. Despite religious differences, loyal to the Ecclesia as an employer. The guildmaster is known as a pious woman of incredible (and perhaps unreasonable) caution. Has a colorful and open Guild Hall in the castle town.   Grocer's Guild: Grocers, or agricultural merchants, are the most common form of small-merchant. While there aren't many well-established grocers, this guild supports and regulates the activities of smaller part-time grocers. The Grocer's Guild is known to be conservative and to play the role of mediator in town; recently, however, the guildmaster and largest grocer in town has become irritated with several of the Castellans and seems to want to mobilize the guild in a more ambitious direction. The guildmaster is a talkative and friendly man, but a proud one prone to grudges. His brother is the miller of Towermills, and the two are close. Has a large guildhall with lots of commerce at the Gates.   Weaver's Guild: The Weaver's Guild is the largest guild, representing all textile workers in Kamminfost. They don't just weave; they sew and they spin as well. The Weaver's Guild's spinning houses are notorious sites of gossip, and the Weavers as a whole are known to be a little rowdy. The guild is angry, and has been angry for some time, with the Ecclesians - the cult has never respected them, and is quick to tax or compel them. Everyone remembers the event a little over ten years ago, when the Cult tried to abolish the Guild and the weavers took to protest - the Graf of Yeinshtotten intervened on the Weaver's behalf and prevented a massacre, humiliating the old Speaker and forcing him to step down to be replaced by Speaker Eindren. The Weavers certainly remember, and have only grown more seditious. The guildmaster is a funny old man (fond of humor and gossip) who deeply wants to avoid conflict but also understands that he cannot rule the Guild as an autocrat. Has a large, but exclusive, guild hall in Towermills.   Mercer's Guild: This is the cloth-merchant's guild being groomed to replace the Weaver's Guild; it really doesn't have enough people to warrant guild status, but it is a powerful legal entity with rights to regulate all wool and cloth transactions in town. Mostly, this is the Boffintobbler family wearing a guild-shaped hat and doing the Ecclesia's bidding in exchange for political and social power. The Boffintobblers are the closest thing that Kamminfost has to a 'Burgher' family, although they are not titled as of yet. The Boffintobblers run caravans from the mountains, own the nice hotel in town, and generally act as middling merchants on the rise. Already, the Mercer's Guild has constricted and monopolized much of the Weaver's trade, choking the guild leadership. Many expect that they will try and make another power grab when the ailing Weaver's guildmaster dies or retires. It is worth noting that while the Mercer's Guild seems to be a tool of the Ecclesia, it is not especially loyal.

History

The Noshvin Ishkibites (500 - 900)

Kamminfost was originally built by a group known as the Noshvinchull, the followers of Noshvin, who emerged as a group during the collapse of the Empire of Andrig in the early 500s ME. Their leader, Saint Noshvin, was a powerful paladin of Ishkibal, who embraced his God's most radical doctrine and believed that the collapse of the political order heralded a new age of 'Lunar absolutism'. They were a mix of 'pure humans' determined to 'maintain their purity' and Starspawn 'seeking purification'; they maintained rigid species-hierarchies. His followers pledged themselves to Ishkibal alone and pledged to wage endless war on all chaos - and all who were polluted by chaos were refused to seek forgiveness. These cultists were seen as dangerous bandits by many Hains, but Saint Noshvin's disciplined warriors cut through any who stood in his way. Upon reaching the valley of Kamminfost, Noshvin conquered and subjugated the small number of local residents and integrated them into his cult. Together, they built a war hall and fortifications, and readied themselves for the coming age of war.   The Noshvinchull assisted the Hainish federation in their early wars against the Kivish, and that was enough for them to be left alone for a few centuries. They regularly squabbled with their neighbors, but this was not unusual for local warlords at the time. The fortifications and warrior-class grew, and the Noshvinchull conquered more and more of the surrounding people. Eventually, this attracted the attention of the Kivish, who destroyed Kamminfost-hold before the end of the First Empire. The Cult of Ishkibal would have been eradicated if their God hadn't given them sacred knowledge of hidden passages and paths of escape. Nonetheless, the Scouring of Kamminfost basically marked the end of the Noshvinchull independent government.

The Audrelian Ishkibites (900 - 1400)

After the first Kamminfost was destroyed (along with the cult leadership), the remnants of the cult had to recruit more from "local stocks" - somewhat moderating their strict species-hierarchies. The cult fell on hard times, living nomadically along the fringes of their former lands while facing hostility from local warlords that had moved into their territory. In the 920s, after the local warlords were weakened by Mageplague and Kivish wars, the new Cult of Ishkibal (led by a paladin named Audrelia the Reborn) attacked the locals and reconquered the valley at the core of their old territory. Audrelia's new regime was far better at diplomacy than the old cult, and was able to secure their position through peace as well as war. When the Kingdom of Hain stabilized in 1002 ME, Audrelia's children (the Audratoza family) were recognized as feudal lords of Kamminfost.   The Audratozas may have secured their lands, but they didn't have an easy answer to the Mageplague - their lands were still heavily depopulated. They also had to play by the new rules of the Kingdom of Hain. Rather than pick fights with the other lords, the Audratozas focused on developing their lands and restoring their cult. They prospered under the patronage of the Lunar God. When the Kingdom of Hain began pressuring the Audratozas to participate in the creation of the new faith of Uvara, they refused - they knew that their cult was too small to get any meaningful theological concessions and that they would be subsumed by the Cult of Ustav in the process. Instead, the lords of Kamminfost grew more radical in their separation from the rest of the world (except for a legendary land of "Ishkibane", the great kingdom of Ishkibal across the ocean in the lands of Dusk). This generated some discomfort with their neighbors, that occasionally contributed to local land and resource conflicts. The lords of Kamminfost began feuding and riding out once again.   The Cult of Ishkibal grew in size rapidly in the late 1200s and early 1300s thanks to their extreme militarism. To stop their bickering, the Kings of Hain made them Margraves - border lords who had a military responsibility to protect the edges of the kingdom from foreign invaders and monsters. This very effectively diverted the Lords of Kamminfost away from their petty wars, and they thrived in this role. The Cult of Ishkibal raged at the rise of the Second Empire of Kizen and helped lead the charge against them. While the Third Scouring (the wars against this empire) was not the worst for Hain as whole, the Kivish strategy included the destruction of Kamminfost once again as a way to stop the Margrave's forces. Kivish vanguard forces hit Kamminfost with speed and force, and were able to burn the castle and lands before retreating. As expected, the Cult of Ishkibal fell back and even began feuding with their neighbors (who failed to come to their aid and seemed ready to poach their lands). The Cult's refusal to stop attacking their neighbors led to their titles being stripped, and their borderlands fell out of their control entirely in the late 1300s and 1400s.

The Yervintel Ishkibites (1400 - 1700)

The Audrelian Line was destroyed by the Third and Fourth Scourings, but a new Ishkibite paladin rose to lead the cult: Binzen Yervintel, an orphan-turned-paladin known for his charisma and zeal. Yervintel and his warriors fought well during the Fourth Scouring, and petitioned the monarchy to be named leader of the cult and lord of Kamminfost. As the cult had already stirred a rebellion against the occupying Uvaran lord (who was no friend of the monarch himself), it was seen as a stabilizing and expedient choice to promote Binzen to Burgrave of Kamminfost.   It was expected that Yervintel and his line would be politically isolated as both a commonborn and a surly cultist - but the Orphanlord and his successors were surprisingly tactful and effective. They focused on building a close relationship with the nearby prisms of Yeinshtotten - whom the cult had previously sparred with - and used that relationship to fortify their holdings. The Orphanlord positioned himself and his cult as the mediators and lowlands representatives of the isolationist prisms in the mountains, and invested in their lands. At the same time, he worked to make the road through Kamminfost the best-kept way to enter Yeinshtotten for merchants; as the prisms prospered and traded, so did Kamminfost. The Yervintel dynasty thrived from 1455 to 1680 - but they also grew complacent and less militaristic. Some in the cult grew frustrated that their brotherhood now cared more about building walls, hosting heathens, and double-checking ledgers than they did hunting or warring. The most skilled and radical Ishkibal paladins left for other towns or lands, and the cult's military fell to an ordinary level of Hainish warband quality. This actually suited them just fine for about two centuries.   The Fifth Scouring of 1680 - 1750 destroyed Kamminfost again. The fortifications that the Yervintel had invested so much in did hold impressively at first and proved self-sustaining enough to be immune to waiting-out, but they were not perfect. Kamminfost's fortifications were entirely focused on one direction: attacks from the lowlands. Each layer of defenses allowed the defenders to fire down on the lines below, meaning that even when Kivish groups unexpectedly crossed the nearby mountains to puncture them from the side, they were driven out quickly. However, this meant that, if attackers were able to strike at Yeinshtotten and attack from behind, the entire defensive layout would crumple. And that is exactly what happened - the Kivish mounted an ambitious mountaineering attack on a prism town with a vanguard force, opened a path into Yeinshtotten, charted a course through the mountains, and struck Kamminfost from behind. The Ishkibites realized what was happening, and charged out to try and face the Kivish at a good defensive position in the montains - which they hoped to fortify and hold indefinitely. The cult was scrambling, though, and bet on them having a discipline and skill that was simply not present anymore. The Kivish turned the mountains against them, and massacred the Ishkibites. Not only did the Ishkibites fall that day, but all of the neighboring garrisons they had invited inside their keep also did; it was a devastating blow to Hainish power in Graefsher. Kamminfost's defenses were torn down and the people were led away in chains. Only a handful of cultists escaped using the same ancient paths their ancestors used, carrying the cult's relics with them. These cultists survived as bandits in the wilds for decades, hiding from the Kivish and keeping their legacy alive by any means.

The New Ecclesian Ishkibites (1700 - Present)

The Cult of Ishkibal survived, and by the God's patronage returned in number after the war. In 1728, they fought alongside the prisms of Yeinshtotten to liberate their old lands; when the Hainish knights rode in, they found the small cult of Ishkibal rebuilding their ancient shrines in the wreckage of old Kamminfost. The Cultists of Ishkibal, calling themselves the New Ecclesians, petitioned for renewed overlordship of Kamminfost and were denied by the monarchs of Hain. The new feudal lords, the Yeinkarmen, were sworn to grant the cult safe haven, patronage, and religious freedom instead - the cult would be allowed to operate like a normal Lunar cult.   Despite the New Ecclesia's reduced political position, they flourished under the Yeinkarmen family. At first, this was a mutually-beneficial relationship; from 1728 - 1780, the Ecclesians served as the loyal guards and administrators of the lords, and helped expand their lands and power. In the 1780s, though, the new lord of the Yeinkarmen became suspicious of the cult and their power, and the new cult leader was ambitious and easily-angered. The two clashed, and their relationship deteriorated. When the lords began trying to reign the cult in, the cult demanded royal intervention (as they claimed their cult autonomy and privileges were being infringed) but were denied aid, for the Yeinkarmen family were allied of the king. The New Ecclesians conspired with the king's enemies in response. When the Yeinkarmen hosted loyalists at Kamminfost to plan a campaign against rebels in 1800, the New Ecclesians launched a minor coup and captured the loyalists and the castle; they delivered their captives to the rebels in exchange for sole feudal lordship of Kamminfost.   The rebels won their civil war, and granted the New Ecclesian cult their title. The cult did reasonably well in the 1800s, fortifying their land with prism aid and focusing on trying to rebuild what the Yervintels had made. But, in the early 1900s cult militarists interrupted this restoration, arguing that the failures of the Fifth Scouring were a direct result of the failures of the cult and that returning to the Yervintel policies would only repeat those failures. The cult tried to simultaneously militarize and sustain its relationships, but ultimately did neither particularly well. Ultimately, radicalism won out, though Kamminfost has decently fortified and formed trade relationships thanks to their prior policy. Ever since radicalism won out entirely in the 1980s, though, the lords of Kamminfost have become diplomatically isolated and generally disliked. They will need to find some way to use their power, or they will find themselves starved of resources and surrounded by enemies.

Points of interest

Sepulcher of the Saints: The Sepulcher of the Saints is the holiest site of the God Ishkibal in the realm of Hain. It is the tomb of the old Saints Noshvin and Audrelia, and the sanctum where advancing paladins of Ishkibal are called to swear oaths and receive blessings. Even those outside of the New Ecclesia honor this place as sacred, and many Paladins of Ishkibal who do not accept the cult's authority still come here for blessings and oaths. In the Castle town.   The Iron Damsel Hotel and Saloon: The Iron Damsel is the nicer hotel in town, where visiting merchant caravans stop to do business and where the local gentry often stays. The Iron Damsel has two parts; the pricey and exclusive inner sanctum and hotel, and the front saloon where anyone is allowed. This creates a moderated space for class mixture, useful for the poor to find opportunities and the elites to find agents. "Mercer-naries",  goons hired by the hotel's owning family, guard the place. This is the seat of power of the Boffintobblers, the only merchants of any relevance who live in Kamminfost. At the Gate district.   The Temple of the Tripartite Divine: A Temple to Ustav, Kragen, and Silsta in the Gate District. The largest and most illustrious Uvaran temple in town.

Tourism

Few people come here for entertainment - the visitors are here for work, be it as paladins or merchants or seasonal workers.    The Great Gate's market is permanent, and serves as the main commercial space for trade. For visitors hoping to stay here, there are a few options. 
  • The Hotel is an option for those with status. 
  • Poor visitors in the Gate district can seek out the Feather-and-Anvil, a miner's tavern 
  • Those hoping to stay in the Towermills district can stay at the Rosen Down, a small bar with some rooms
  • At the Castle Town, the Pilgrim's House is an option; they cater mostly to Ishkibal's paladins visiting from abroad, and are known to severely upcharge those who aren't agents of their God.
On the Stildanian Calendar, All Moon's Day is a notable event: riders from the Cult visit many surrounding lands that week, and often bring back trade or gifts. The local All Moon's feast is rather grand as well, uniting the religious communities.   Kragintern, the harvest festival, is a big holiday here - with two rival parties, the farmers and the miners.   The Holiday of Ishkibal, Demon's Bane, is a huge festival here. This is especially true for the Warband, who ride out each Demon's Bane on a great hunt against monsters, bandits, or beasts worthy of hunting. The band returns to share their prey with the townsfolk in a great celebration.

Architecture

The majority of houses are squat, square buildings with steep gable rooves of thatch. Most buildings are wood, though stone buildings are more common here than elsewhere. Large basements are common. Many buildings have large yards for animals or gardens. Some houses have detached kitchens, to avoid fires spreading to the main house. Two story buildings are not uncommon, with the first story serving as a shop or a work area, but buildings very rarely have a third story and many are just the one floor.   External décor varies by religious affiliation. Uvarans favor colorful, bright houses; Ecclesians prefer darker-hued houses with white and black highlights or designs. For the many townsfolk who give reverence to both, how you paint your house is the ultimate deciding factor in which 'team' you are.

Geography

Kamminfost is a small valley (less than a mile across) pressed closely against the Yeinshtotten mountains. To the South, the land slowly rises into a plateau that provides the easiest access point for most of the mountain passes and holds; to the North, the land opens into a larger valley.   Kammingfost's fortification and settlement covers most of the smaller valley, serving as a massive wall and tollbooth for any seeking easy passage into Yeinshtotten. This means that it is a reasonably long walk between the town's "districts", with some farmland and pastures between them.    The northern area, the wider valley that covers the Northern fringe of Yeinshtotten, makes up the Barony of Kamminfost - a region about 10 miles across by 3 miles across. Four knightly estates of varying sizes occupy most of the Northern barony, and they do most of the governing.    Further North, the Barony of Kamminfost connects with a larger valley area, known as the County of Morntoln, which is larger and more agriculturally productive. Kamminfost is the largest town in the combined valley region, though.

Natural Resources

Iron and lead are found in the surrounding hills, and are mined and smelted here.
Kamminfost.png
Founding Date
1728
Alternative Name(s)
Kammingfost
Type
Town
Population
1,200
Inhabitant Demonym
Kamminfosters
Location under
Owning Organization

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!