Lordship of Frisia

Rustic Border Village


A small rustic border village of farmers and woodsmen. Considered the northern-most stop on the trade road leading through the “Darkwoods” of eastern Cygnus – The Swan Kingdom, it is a farming and timber community of perhaps 500 souls. Frisia lies about a ten-days travel from the capital of Pelargir – City of Ghosts, it is a wilderness settlement, considered fairly much on its own from Crown control.

Surrounding the town is an earthen embankment topped with a wooden palisade featuring a walkway. It also features a dry moat, which is in a constant state of repair and improvement with quarried stone to make it a true impediment to invasion. Frisia’s buildings and houses are almost exclusively round stone constructions with thatch or wooden shingles. The shops and wealthy citizens have stone chimneys, and multiple rooms.

Firsia is the last (and furthest) community in the kingdom, and while there is fairly regular trade to the town, it is also well-visited by goblin merchants out of the northern The Trackless Heights. Traders never venture further into the northern wilderness, and the handful of goblins who trade in the community often bring lost trinkets of arcane nature, further enriching bold traders.

Other than farmers and woodsmen, there are four notable places in the community; the Keep, the Bierkeller, Merkel’s, and the Kreut. The economy of Frisia is run almost completely on barter. Someone bakes bread and trades it for firewood or trades firewood for cheese. Cash that arrives through travelling traders is often spent on rare woods (like cedar) or spent on food, lodging and caravan repairs. All coin is welcome.

The local nobleman, Lord Niklas Friger, runs the community with grace and peace. Other than traditional king’s laws regarding taxes and the militia, he imposes very few extra laws. Taxes are kept fair and he maintains a substantial militia in response to threats from the mountains and northern wilderness. Most everyone in the town accepts his rule.


The Keep : An imposing squat, round building made of hewn stone with a wooden parapet, The Keep houses the local lord, and his retinue. 80’ across, it consists of three levels and a donjon. The ground floor is housing for his soldiers and militia in standing, usually twenty locals serving their time as market guards and keeping watch on the walls. Another hundred could be barracked here at need. The second level is the main meeting/ eating hall, an impressive structure with several stained-glass windows of the saints, as well as small quarters for guests, his permanent soldiers/knights and his personal advisor. The third level is his personal residence, armory and where the town’s taxes are stored. The donjon is stuffed with supplies for siege, including beer, food, weapons and construction/repair supplies.

In addition to the local lord’s responsibilities for collecting taxes in the Crown’s name, and enforcing its laws, he must protect trade to the community, and its out-lying citizens. He has few other concerns, and rarely interferes in the personal lives of the locals, something they greatly appreciate. He is known to dispense justice fairly, but to the letter of the law. Most consider him a good man and a capable ruler. His wife, his eldest son and two daughters live well, but keep much to themselves, often travelling to the capital where they keep a townhouse. His youngest son, a young knight, serves the lord at Vakhund, as his captain of arms.

Milken Federman is the local lord’s advisor. He belongs to an order of mages from Pelargir known locally as “The Black Cloaks”, for their choice of heavy black wool cloaks. Known as ambitious, he is nonetheless faithful and serves his lord with a fervor, knowing his future depends on the report of his master. He is known to fairly judge matters in his master’s name, and is well-spoken of in his devotion to the gods of the realm.

Merkel’s : Little more than a rambling series of brochs, this stone smithy is known for its work with caravans and it’s master’s ability with hammer and iron. A dwarf, _Merkel_has a keen eye for ironmongery, and buys and trades large amounts of weapons and other goods from anyone and everyone. His shop is a sprawling affair that houses a total of sixteen members of his family and personal clan, that has become known to locals as the Ironstone Clan. He and his kin are prominent meber so fhte local militia, and several are serving at any given time.

In addition to ironmongery and caravan work, Merkel’s also sells a variety of Chandler’s goods, such as oil, candles, sacks and other goods popular with travellers and adventurers. Such dry goods often include relics found by adventurers, or acquired from visiting goblin merchants, but tend to be battle-worn swords, shields and other common items of (sometimes) arcane nature. His kin are very hard to bargain with.

Bierkeller : Frisia’s only tavern, it is a large “modern” wooden building of two floors with a slate roof. The lower floor is broad and deep, with a massive common room occupying the entire area. With two stone fireplaces, a stone floor, and even plastered walls, it speaks of a wealth that most locals couldn’t dream of having, and is considered a luxurious place by any standard. The common room is crowded with tables and benches, and along one wall is the storage and kitchens. The upper floor is half the size of the lower one, occupying the area above the kitchens and storage, and has four suites of rooms and a large common room for casual travellers. A barn, stables and large barnyard are in the rear, able to accomodate even the largest caravan to visit the town.

Ronart Tonsure owns the Bierkeller, and employs several locals, having lost his entire family to illness years ago. Locals visit the place daily, trading blankets, foodstuffs, and other products for imported beer. After the sun sets, the place is packed.

A gangly and friendly fellow, Ronart is kept busy all the day long, and has little time for gossip-mongers or braggarts. Adventurers have little place in his life, since they tend to bring nothing but trouble. He is, however, known for an encyclopediac knowledge of the region, having served in the militia and worked in the Crown’s army as a scout before that. If he ever has time for someone, it is to talk to the merchants that visit his tavern, and he obliges answering questions about the roads adn weather wiht these faithful, and well-paying, members of the realm. But few others.

Kreut : In the center of town stands the Kreut, a large stone. About as tall as a man, and as broad as a house, it is carved with runes, glyphs and other more arcane carvings. Considered by most to be a holy relic, the Kreut is a place of local gathering, and a small shrine, of sorts, has been built against the southern facing, where a collection of offering have been gathered. Usually anyone leaving the town places a garland of flowers and herbs, or a small offering of food to the gods at this shrine, hoping for safety and luck intheir travels.

The Kreut is also the place one might find mercenaries or woodsmen looking to act as guards or guides. A handful of local woodsmen often congregate at the Kreut, hoping to find a few coins to escort travellers as far south as Tir Feldar, or rarely, into the northern wilds. Their leader is a ragged woodsman by the name of Gunther the Long-Lived. He spends countless days in the local woods, and knows them exceedingly well. He seems disagreeable to most, but is friendly to friends of the woods and has an interest in Fey and anyone who speaks their many dialects. Having served in the militia as a scout, he is well-known and has the ear of the local lords, having served several of them in succession. His age is considered something of a local myth, but many believe he has found a fountain of youth in his travels, and keeps the secret well hidden. The fact he has a young family is often ignored.

Lordship of Frisia

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