Castle Wolf
In the year 125 when a group of men loyal to the Duke Proudbuck of the Duchy of the buck got infected with lycanthropism of the wolf variant, Lord Proudbuck had used the construction of the Castle to hide their mens disease.
The lord of the Harald family who had witnessed the events had joined them in order to help keep his friends safe.
This group included:
- the Ulf Family(now lords of the castle)
- the Ulfhilde family
- the Randi family
- the Gertrud Family
- the Eirrune Family
Demographics
The population of castle wolf is less diverse then that of the rest of the kingdom. It's cold and harsh environment dissuades migration to the area. The inhabitants that live within castle wolf are mostly descendants of the founders, soldiers who have been stationed there, or those that do not feel accepted within the rest of the kingdom. Every now and then an eager spirit might move to castle wolf looking for adventure
The population exists out of:
- Humans
- Half-Elves
- Dwarves
- Gnomes
- Half-orc
- Tiefling
Government
Castle Wolf is under rule of the Kingdom of the buck , it is king Kevin Proudbuck who decides the broader goal of Castle Wolf.
But within castle wolf a hierarchy in the form of a military structure is present, and at the head is Lord Njal Ulf , he rules with Lady Helga Ulfhild.
Then we have The Lord-Protectors, they are 4 and are in charge of the different aspects of the Castle and it's surrounding village:
- Lord Protector Randi, in charge of the defenses of Castle Wolf
- Lord Protector Gertrud, in Charge of the hunt
- Lord Protector Eirrune, In charge of Relations and the Arcane
- Lord protector Harald, Guardian of the Lord's Bloodline
- Hunting Pack: Under Lord protector Gertrude, these packs are made up of on average 4 hunters, it is not uncommon for a Keeper of Scrolls or a Guardsman to become a part of this pack. They are in charge of Acquiring provisions, hunting dangerous beasts and even the Jotnar should they venture to close to Castle Wolf.
- Guardsman: Don't let the title deceive you, these are not just ordinary guards, but trained warriors. They protect the inhabitants from any dangers that includes themselves, although they might not be as hard handed towards the blacksmith who once again had one to many, as they are to any intruders of Castle Wolf.
- Keeper of Scrolls: Those that show proficiency in the arcane, will be trained to become a keeper of scrolls. They are not only spellcasters, but historians, linguists, writers and even musicians. Their role is not only to keep history, but also teach it. Whether this is through lecture or song, depends entirely on the keeper. The Adventerous between the keepers tend to hone their abilities in such a way, they can become part of a pack. Hoping to write their own tales for history.
Defences
The mountain to the northeast is not entirely barren, several watch post are located on it to prevent anyone attempting to come down the mountain. part of the mountain itself appears to be chipped away or flattened to make the final drop lethal without the use of any form of magic.
The southeastern river bank has a fortified harbor on it, although they only posses fishing ships.
The wall protects the large town from the southwest and northwest, it is a large 40 feet wall with a single entrance.
Infrastructure
Built at the foot of a mountain and the river bank, the Large Town uses these as natural defenses. The rest of the town is encompassed by large wall to protect it from any threats.
Districts
Honor's Gate
The Entrance to Castle Wolf, a large gate sturdy gate with above it written "No life without Honor". The gate is well guarded and fortified and opens up into a small square, with in the center of the square a statue of the wolf Honor, at the edges of the square a few tents have been set up.
One of these tents serves as a registration office. Hunting packs have to register their destination, expected travel time, taken supplies and intent upon departure and when they return they have to register their spoils. This would also be where they would pick up any less-ready available supplies for their travels. Any arriving travelers have to come register here aswel. Keeper Forfatter runs this place.
One of the other tents appear to be for the guardsmen to rest in private while protected from the cold and the last one appears to be used as a temporary holding cell of some kind for any suspicious travelers or anyone causing some kind of trouble on the square.
Tower of Scrolls
a large 100 foot wooden tower with a stonework base. As the tower rises it faintly becomes thinner. Halfway up the tower the walls can be raised and floors extended in order to create and advantageous position for any spellcaster or archer should castle wolf come under attack. A similar system exists at its peak.
Located on the south of Honor's Gate, it towers over the settlement together with it's little brother. This tower servers as a library of it's history, knowledge of craft, the arcane and their culture, only The Keeper of Scrolls are allowed to enter here. The place where Keepers of Scrolls are born, where they gather the knowledge to hone their craft and where they'll ultimately decide their fate. Will they become keepers of history, teachers of a craft, defenders of the keep or will they go out and attempt to write history themselves? A choice each keeper of scrolls will have to make.
Tower of Hunt
The smaller but still impressive 60 feet tower serves as the home of the hunting packs of Castle Wolf. A place for them to sleep and rest, stock up on supplies and for those who've had the chance to pick up the craft, make their own weapons, shields or armor. It is where the hunters learn about their craft and how to fight as a pack, but even the best student knows the real teacher is the hunt itself.
The tower is a fully wooden construction and at several heights of the tower there are walkways that run along the exterior of the tower.
Guardsmen Square
The central area of castle wolf, an open square surrounded by the different shops and smiths of Castle Wolf. It serves as the heart of the settlement and the place where the inhabitants would spend most of their free time.
The howling Wolf
The local tavern of castle wolf, run by Frode Glad, a cheerful Half-Elven Lady. a warm place, where songs are sung, adventures are shared and glasses raised. The wooden interior of the tavern is homely decorated and surprisingly the stone floor always feels warm.
Brokkr's Metalworks
The local blacksmith run by a dwarf named Brokkr, the shop provides the settlement with Tools and weapons. Brokkr is also capable of applying simple enhancements to weapons and armor.
Svends' Supplies
The general store, where one can buy gear, tools and trade goods. Run by a Human man named Svends
The Warm Elixer
The alchemy shop run by the odd but kind Inga Bryggyr. She sells potions and herbs, magical, healing and even one of her own make, it's black in color and supposed to be drank while it's still hot, Kaffe she's called it.
Skogs Woodworks
The local carpenter Arbet Skogs, a good-hearted human man who crafts all manners wood, from Furniture to weapons. The shop is also often employed in the construction of the houses.
Stens Masonry
Stens Hagg is the one the inhabitants turn to whenever any stonework is involved, from placing the foundation of the homes, to repairing the wall and maintaining the statues within caste wolf.
Guardsman Barracks
Located on the most eastern side of the square, one will find the Guardsman Barracks, this is where the men tasked with defending the settlement will find their weapons, armors, supplies and what tasks they have been assigned. It has several small holding cells.
There are also a few homes on the guardsmen square itself. smaller homes, but nice, warm and cozy.
Sune's Blessed
The residential area, this is where most the villagers have their homestead. For those who can afford to build a roof over their head anyway. Family houses to lord's manors can be found here. Furthermore there are a few shops that have been able to set up within the area.
Era's wonderful Trinkets
Era Juvel sells all manner of trinkers and jewelry here. And for those that can afford it, she has some special items with magical qualities.
Rik's Alehouse
Run by a man named Odger Rik, A place for those with finer tastes. It hosts a large collection of spirits, wines and ales and has the finer meats available. The finely decorated tavern attempts to draw in the wealthier folk of Castle Wolf
Guld's Estates
Run by a man named of Girigt Guld, a family business built on building the houses of Sune's Blessed. an activity they still partake in, however the buying and selling of houses is an aspect of the market that has become more profitable for them.
Sune's Grace
The place for public housing. Those not fortunate enough to have been able to build their own homes, can find rest and shelter here. 2 large buildings with plenty of room.
This would also be the place where children will spend their days when their parents are occupied, and the place for the elderly and sick of the settlement to find refuge.
There are no shops here, however there is a tavern established here.
Cold's Refuge
A tavern serving the cheaper ales and wines. Run by a male tiefling named Givare Jäk and a female half-orc named Unda Kori. The interior of the tavern is decorated with wooden chairs and tables, a place where even the least fortunate, can drink away their sorrows.
Fishermen's Chase
A dock built on the Rocky River banks of the shivering river. The dock itself is fortified and defendable, but it is relatively small and it only houses fishing ships.
The river provides plentiful fish, but the river is too wild and treacherous to support the larger trade vessels.
Sune's Worship
A large square located in front of Ulf Keep, in the center of a square there is a large statue. It depicts the goddess Sune who is sitting next to the wolf honor and is petting the wolf.
A church dedicated to the Sisterhood and Sylvanus can be found here. The head cleric of the church is a woman named Inna Eldig.
Within the church, shrines to the different goddess' and gods can be found, there is however a larger focus on The goddess Sune, the depiction of her and her Spirit Animals in the form of statue stands central within the church. Behind this statue there is a memorial, Hundreds of small urns paired with a small trinket are placed along the walls.
Ulf Keep
A large fortified castle and home of the Ulf Family. The large keep also serves as a last defense should castle wolf come under siege. Njal Ulf and his family live within the keep together with their servants and gaurdsmen. Lord Protecter Randi and Harald also have their offices here.
Guilds and Factions
The aforementioned Hunting packs, Guardsman and keepers are the most influential and powerfull organisation within castle wolf. They are under control of Lord Ulf and King Proudbuck. Outside of these, there are a few other organizations that have some form of influence in Castle Wolf.
The Church of the Sisterhood & Wild Nature
Dedicated to the goddess' of the Sisterhood and Sylvanus from The Arborea Pantheon , with a more specific focus on the goddess Sune. They maintain the church and it's relics, but also the different religious statues and symbols around Castle Wolf.
The Clergy is caring and compassionate towards the inhabitants of Castle Wolf, and a large portion of their time is spent within Sune's Grace taking care of the less fortunate, sick, wounded or elderly.
Kurirfåglar
One could consider this the Thieves guild of Castle Wolf. if anything shady happens within castle wolf, chances are high they are involved. Though their main business lies within supplying Castle Wolf of drugs like Dried Ember Leaf and Cannis Seeds.
History
The Discovery of the Jotnar
In the Year 215 ImpE, Under orders of the Duke Proudbuck of the buck, Duke Ulf of castle wolf sends out an expedition into the northern Icelands, in search of rare resources.
After 4 months mammoths were found, their pelts and ivory a valuable trading commodity and their flesh plentiful to feed several families. With these new resources, they were able to sustain a larger population and open up new trades with the Duchy of the Buck.
Nearly 2 years later the hunters stumbled onto a clan of ice giants named the Jotnar, who herded mammoths. The Jotnar did not take kindly on them trespassing on their territory and hunting their flock.
This has made venturing north of castle wolf a dangerous expedition to this date. With new problems came new costs, but this also meant new opportunities.
The jotnar a formidable foe, but a wealthy clan for being ice giants, their armor and weapons could be adorned with gems and gold. This would lead to castle wolf developing hunting packs focused on hunting the Jotnar.
Geography
Located on the edge of the shivering pines overlooking the icy planes of the north.
It is a cold and frigid area, some winterplants can be cultivated here, but the hunters provide most of the resources. The Town itself built on the northern bank of the shivering river where the forest meets the mountain.
only 2 roads leave from castle wolf. One north to Vägtillsten, this is the entrance to a cave system that runs far and deep and eventually leads to the Dwarven City of Stadavstenn. Travelling merchants use these routes to travel and there are relatively safe passages, but the cave system can be confusing and terrible dangers can linger on the less travelled passages. The other leads to the town of Slosh, a smaller farmers village just located outside of the reach of the colds grasps. The town provides Cultivated agriculture goods to castle wolf.
It is a cold and frigid area, some winterplants can be cultivated here, but the hunters provide most of the resources. The Town itself built on the northern bank of the shivering river where the forest meets the mountain.
only 2 roads leave from castle wolf. One north to Vägtillsten, this is the entrance to a cave system that runs far and deep and eventually leads to the Dwarven City of Stadavstenn. Travelling merchants use these routes to travel and there are relatively safe passages, but the cave system can be confusing and terrible dangers can linger on the less travelled passages. The other leads to the town of Slosh, a smaller farmers village just located outside of the reach of the colds grasps. The town provides Cultivated agriculture goods to castle wolf.
Climate
The cold rules over caste wolf. The winds from the frozen plains in the north keep the temperature's low all year long. In the summer one will feel the warmth of the sun, but the winds stay cold.
Natural Resources
The Large Town can supply itself from the river and the forest, however in order to maintain a healthy growth it has become dependent on the import of agricultural goods.
Founding Date
125 ImpE
Alternative Name(s)
Wolfkeep
Type
Large town
Population
800
Owner/Ruler
Additional Rulers/Owners
Owning Organization
Characters in Location
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