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:
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.
- 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
Relevant Nobility
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.
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.
Guilds
History
The Noshvin Ishkibites (500 - 900)
The Audrelian Ishkibites (900 - 1400)
The Yervintel Ishkibites (1400 - 1700)
The New Ecclesian Ishkibites (1700 - Present)
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.
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.
Founding Date
1728
Alternative Name(s)
Kammingfost
Type
Town
Population
1,200
Inhabitant Demonym
Kamminfosters
Location under
Owning Organization
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