Ironcliffe Connighclan Estate

These lands, the towns, settlements and peoples within them are Clan Ironcliffe's ancestral territory and trust. 

The Connighclan, or Clan-hold of Clan Ironcliffe traditionally stretches from the northern banks of the Nordjeim all the way to Geata-Iarainn, and cuts off across the land east of the Iron-Tip Peaks, following the line the mountain range would have had, were it to continue extending to the south. This land contains many areas of note and importance, including the Ferric River, so named for its use as a major inland shipping lane for iron ore, to connect with the Dugkra and flow south to the garrison at Karak Abhainn Barak, more commonly known as Fort Cragmount, before connecting to the Nordjeim and shipping further inland. The Needles on the north bank of the Ferric provide a substantial, if not solely sustaining, supply of lumber to the estate for its needs, allowing for a local market control on lumber prices, to insure they do not sky-rocket out of hand. The Needles are not without dangers of course, and stories of Fell-Fey deeper within the boughs keep caution the order of the day for the lumber industry, which works the edges of the forest, close to the fortified town of Karak Wytroth. The mountains of Iron-Tip Peaks hold dangers as well, ever present threats such as white bears, wolves, and swordtooth cats, but besides this, the holes and tunnels hide all manner of Bestial or Damn-Kin. The hill-lands across the Nordjeim are favorite territory of Green-skins, and raiding bands attempt to cross the river with some regularity to pillage, burn and cause no end of havoc. These groups are normally disorganized, chaotic and few in number, seen off easily enough with limited damage, but the threat is still a problem that interrupts commerce and prosperity of course. Even within the more 'civilized' regions between towns and villages, there is always the risk of highwaymen or bandits, not common, but a known occurrence and concern, as are river pirates and brigands. The age of innovation has helped, and so far, it does seem that locomotives are relatively immune to such targeting, mostly. This is in large part due to the logistics of course, something most can consider. It is far harder to stop and then rob a locomotive moving at speed weighing several dozen (or more) tons, than it is to stop a river barge or a merchant cart or wagon caravan. Still law and order is pretty well maintained within the estate, mostly, and such problems are usually handled quickly and with brutal efficiency when they become known to the local garrison and authorities. 

Geography

Below are very brief descriptors and hooks to give you an idea of geographic regions, as well as the larger towns. The towns will also have rough population listed in brackets, and a limited description of the place, along with two or three interesting rumors, hooks or facts. Villages will be but pins on the attached map, with a brief description and a population listed not much else.

GEOGRAPHIC PLACES OF NOTE:

Dugkra-Nordjeim River Basin: This region and the river lands along the shores of the two rivers are where most settlements will be found, though Geata-Iarainn houses a little over 50% of the estate's populace. The area this basin encompasses is a hearty land, for a tundra, with mosses and lichens of use growing freely enough, with plentiful game, plentiful enough anyway. Even the hearty snowberry bushes grow wild and common, a boon for the rural groups. Growing food here is hard, but some villages near the rivers manage strong and quick growing crops like potatoes, smaller carrots, snow peas and the like, though in small numbers. Fishing and hunting, along with harvesting the wild plant matter that can be used or eaten are a primary craft of the rural folk here. The lands are safe enough, hence people settling here, though of course where prey animals such as caribou roam, wolves, snow-cats or white bears are sure to follow. Such are the primary concerns of those whom make home here, as twisted beasts, or corrupted races rarely make their way into this little heartland, though it does happen.

The Needles: Not much is known about this place, as folks are careful to avoid straying to far within. However the edges are home, in the southwest, to a growing lumber industry and craft....which of course has begun to cause conflicts. Some stories suggest Bestials, though others still suggest beings like the long extinct Fey Folk of legend, but tainted, vile and dark, with their minds bent on torture and suffering. Such tales are scoffed at in public of course.....yet people still are careful to avoid wandering to far within the woodlands.

Iron-Tip Peaks: This mountain range marks the northern edge, the most northern area of Suranth, indeed the most northern lands of all of Valerick. They are a harsh and seemingly desolate place, cold, frigid even, of stone, ice, and snow. Not much grows here at the higher regions of the mountains, though in the lower plateaus do have some small plant life and growth and the valleys are not much worse off than the Dugkra-Nordjeim Basin. But still, hardly a place fit for mass habitation. Yet you will find riches here, if you are strong and hardy enough to seek it. The mountains themselves run rich in metallics and minerals of value. However such things do not come without threat. The mountains are wild, but the caves hold hidden treasures, some even vents that warm lagoons and plant life can grow. Plant life attracts plant eaters of course. And plant eaters attract predators. Besides this, the tunnels and natural caverns are not, if stories speak true, as uninhabited as one may believe. Some rumors even suggest it is Void Elves, and others of their ilk, that haunt these tunnels, the Damn-Kin as they are called. Though most believe such tales to be wild and fanciful foolishness. "Likely just a skinny orc ya saw, nah Void Elves, that be naught but a story ta scare children wit'!"

TOWNS/CITIES:

Geata-Iarainn (51754): https://www.worldanvil.com/w/tariek-rough-collection-twaren-stormborn/a/geata-iarainn-settlement?preview=true?

Karak Wytroth (8783): This fortress city, though some from the south would not call it such, houses close to nine thousand peoples, and is a hub in its own right. Its location, but two hours journey from the coast, where the Dugkra is wide enough for ocean going vessels, makes it a trade port of moderate note for both oceanic and river trade. It is also the city that houses the families and workers for the moderate Karnvak Lumber operations across the Ferric. It is a modest city of trade and resource, housing a healthy variety of industries as well. Though not what many in the south would call a proper city (as most require a larger variety of entertainments and indulgences, along with goods, and a larger populace), it is indeed, in this part of the world, a small city in its own right. At current, there is unease within the city, however, and there is also the lure of coin, for the bold or stupid. The Karnvak Lumber company is offering an impressive bounty for any bold or fool enough to go hunting deeper within the Needles for some raven haired being that supposedly keeps killing his workers. Within the city, there is another problem, for one of the local garrisons housing some Fusiliers was robbed, and they weren't after weapons or coin. They took some seven or eight barrels of smokepowder, and also killed a pair of fusiliers. So the city is, as one might expect, a little on edge.

Three-Rivers (3106): This town is gets its name not from being three actual rivers of course, but the fact that from where it lies you can travel by river in three directions. North, south or west. The town is home to some three thousand or so Suranthi peoples. The town is a river port town, making its way and growing via river trade and fishing, hunting and trapping along the river and riverbanks. The town is also nestled in a place with, for a tundra, an impressive variety of different plants finding life and growth all along the riverbanks. It is well known that some of the best herbalists and alchemists come from the town. The town is also well known for its culinary delights, as with the wider variety of options amongst plant life, has let them create a bit of an unique culinary culture. Add to this that some folks have managed to cultivate crops such as blackberries and blueberries, in limited numbers, and you come to a place favored for its foods and recipes. Recently their fishing boats have been having an issue with some local river pirates north of the town, which is of course an issue needing sorting. So far the local troops have found no luck catching them.

Hornfen (3292): Until quite recently this place was but a quiet village, perhaps only a third as big, or even less, than it is now. However once the rail-lines were up and running regularly, that swiftly changed. Given the lines, six sets of tracks, three that generally are meant and used for northbound traffic, three for south, passed through this little village, this boom was inevitable. A railyard was built here for its proximity to multiple sections of the main roads in the region, and its centralized location, allowing goods to be offloaded and shipped via land and river, for the town is a riverside town, made it an ideal location for such a place. This has been a boon for the peoples in the region and for the town, growing the economy swiftly. They've proper walls now, military protection and commerce flows through. Goods are priced within reason due to this cheaper and less dangerous shipping method, and overall, this lifted many here and in communities beyond. However as with all such times, nothing is ever only one sided. Unfortunately the folk that didn't benefit were those whom had been here longest, as better quality fish, along with a wider variety of food stuffs, came in cheap. Many of the simple river pedlars and fishermen, along with trappers whom harvested the limited resources and made a reasonable living have suddenly found they are simply not worth the expense of buying from by the new middle working class and upper caste. As such, many lost their homes, a fair few have lost families, and these malcontents are not pleased. Nothing has come from it, but there are vocal agitators amongst such folk, and those with interests in the signs of progress, the rail industry, as long as many of the middle class folks in town are aware enough to be concerned of the danger such men can represent. They know their way around weapons and are survivors. The debates rage around how to handle the issue of course.

Jarthack (3881): This town is a crossroads town but one that exploded in commerce, turning into a central crossroads region for the fact that it lies along a major river route, has a rail-yard of equal and larger traffic to Hornfen, and is less than twenty kilometers from Na Pas an Jarthair, one of the largest and most trafficked roads in the region, second only to Iron Wheel Way. Inns and Taverns aplenty are here of course, and there is a healthy market for boat-makers, as some parts of the River Jarth can get treacherous, though not so treacherous as to not be worth navigating. Between Jarthack and Northfel lies a dangerous stretch of rapids known as Bone-Breaker Rapids, and a good number of local sailors know these waters quite well, and can command a modestly handsome wage as a huffer to help navigate such dangerous waters. The place is also known for its....criminal elements. As such a crossroads, though small and cheap, one can find the 'image' of more civilized high life from cities they know on their travels. Things like backroom gambling, though fairly lower stakes than some may wish, a brothel or three, narcotics and smugglers aplenty. Rumors even speak of the Thieves Guild having fingers here, a small circle of operatives, a contract man or two, and even a fence, perhaps. It is a dangerous place, but one of excitement.

Northfel (4424): The town of Northfel are an industrious and tough lot. This is a town of manufacturing simple but useful goods, rope-makers, weavers, tanners and more. It is a place where much of that which is harvested in and around the towns and villages in the region that is not merely food, along with the pelts and scales of the prey harvested by their own hunters and fishermen, are brought. Here they are turned into various items of use, mundane but in demand everywhere. Of course all towns produce such goods, but Northfel is known for their quality of manufacturing. Lumber both local from Karak Wytroth and imported, though in much smaller amounts. This is used to make boats, and again, those river vessels made here are of favor in the region, known for their quality craftsmanship. Dog sleds are made here as well, and it is here some of the best, brightest and strongest sled dogs are bred. As such this town does quite well despite being set apart from major roads or the rail lines. Recently, the town did suffer a mild outbreak of Frost-Fever. It left a fair number weakened and scarred, some crippled, and killed about six hundred of a wide variety of ages and races. Because of this, the town has a bit of space, and there is coin to be had for skilled workers, as there is a mild labor shortage as well. The town police also have openings, having lost nearly ten of their one hundred or so members.

Karak Abhainn Barak (9736): This fortress town, the town built alongside, and connected to the Dugkra Dam, via fortified tunnels and an underground garrison that is known as Fort Cragmount, is home to nearly ten thousand people. It is a military fortress town, though again many Suranthi would call this a city. The dam of course is the fortress itself, and is the actual garrison for the military stationed here. The town contains all that one would expect from a town built for and to house military operations and soldiers. Inns, Taverns, a fair number of smithies, along with supply stores and many craftsmen in the varied construction crafts. Wagon makers and boat-makers aplenty as well. Taxed (and untaxed naturally) prostitution does quite well here. There was a recent attempt on the life of the commander of the Fort, one that involved, if whispers and the presence of a trio of Witch-Hunters can be read into, the use of magicks or implements that suggest of heresy. The assassins, believed to be three, perhaps more if they've accomplices who weren't at the scene, escaped. However an Iron Dragon stationed here claims he managed to wound one of the would be assassins with his rifle.

Maps

  • Ironcliffe Connighclan Estate
    These are the lands and towns under the control and guardianship directly of the Ironcliffe Clan.
Type
Territory
Included Locations
Ruling/Owning Rank
Owning Organization

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