Hildolf, Capital of Hildolfar

Hildolf

Points of Interest in Hildolf

1. Market square
2. Longhouse of Brand Frodeson
3. Longhouse of Mats Martinson
4. "Honey" Lake and beehive farms
5. Deepwell tavern
6. Temple of Edmund Steppenwolf
7. Foreigners Inn
8. Armory
9. Longhouse of Earl Goran
10. Sven's Gate

Hildolf, large town and unofficial capital of Hildolfar in Anaria, Northern Kelerak.

Who rules: Jarl Brand Frodeson, supported by his six Earls: Goran, Bue, Rolf, Paal, and Faste. Brand is sometimes opposed in decisions by Erin Oneye, cleric of Edmund Steppenwolf, but rarely about anything important.

Money Limit: 1500

Population: 4,137 (99% human, 1% dwarves)

Products: vodka, mead, timber, furs, and armor (but none greater than chainmail).

Armed forces: Brand has 91 men who serve him as "knights" and who regularly keep order in the city and patrol the surrounding countryside. He also can easily conscript 506 additional fighting berserkers in time of need. More soldiers could be raised if the need were particularly dire.

Details: Because of its location and the culture from which it stems, Hildolf is a community designed for defense and war. It has a high pallisade wall and streets that are designed to narrow at particular spots so that a large body of men could not easily traverse them were they defended; moreover, the buildings are mostly longhouses, which are eminently defensible. The Jarl is popular and has a reputation for fairness as well as a quick temper. Every year, the various Jarls of the Hildolfar tribe meet in the city to discuss future war plans; moreover, trade with the Kelerite cities to the south occurs on a regular basis. As such, Hildolf is usually not as hostile to foreigners as other towns in Anaria.