Cabella (Freehold of Dunstrand)

Steel Realms
Cabella is a fiefdom of the Duchy of Dunstrand. It was once the Freehold of a single family, though the last heir died in CY 8147. Now considered a regional fiefdom, the folk who live there are of a different perspective and more independent. All total the fiefdom supports a population of some 40,000 people. Most are centered around the capital of Amberswell. They are an independent people steeped in local traditions with many mixed cultural influences. Amberswell is a small [now] unwalled town of 1800 people on the northern edge of Dunstrand’s Cabella territory. It’s been quiet for centuries since the area is bare of many resources and the Merchant Cities and Dunstrand have been at peace [in the area] for so long. It runs about 10 miles north of the edge of the Romaine Forest, it is ruled by Lord Hollingsworth, the 6th Baron of Vorben. The area of Vorben extend from the Romaine forest to Amberswell and another 20 miles west to just past the Vorben Highmoor. Nearby is the Chauvelah (Elven Weald). It has a Ducal garrison of about 25-30 very bored soldiers with a stable of 20 horses or long range patrols, led by Lt. Randal Douglass. The town watch, some 15 men + a couple dozen volunteers. Due to the tensions with the merchant city lands to the north, the Bank of the Silver Stacks is NOT allowed in these lands. The Mud Vipers gang of Richfield are rumored to have a presence here.

Cabella Map

Rulership: Cabella is more of an open territory than county. The acknowledged capital is Amberswell, but it is divided into several regions traditionally ruled by clans and families.

Main Features

Via Cabella: The coastal road through Cabella to the Merchant Cities of the North and West River Run. Lumber, fish and whiskey are the main trades flowing out, along with coal, wool, amber and a little silver, plus some elvish goods from Red Top.

Vorben Highmoors: Supplies some ores & peat moss for whiskey. Ruins exist; haven for Orrish.

Morsayne Coast & Drewn Island: Long abandoned due to difficult weather and terrain, the coast is a haven of pirates and smugglers.

Amberswell: the ‘capital’ of the region – to which all the towns and villages relies on for tradesmen, protection, and to represent them with the elven enclave. West Riven Run claims dominion here, but has left it alone for many generations.

Chauvelah Elves and Red top: The clan inhabits the forest and enjoys good relations with the Cabellans (not West Riven Run). Red Top is the trade outpost where some goods are traded with them
a few times a year.

Amarit: Lighthouse and walled town of the Merchant Cities, part of Southgap. It is from here that raids into Cabella are launched.

Paklin: This now-small village used to be much larger. At one time it was a northern port and naval yard for the Ducal Navy of Dunstrand. Successive calamities and storms collapsed the harbor break wall and flooded the town and barracks. It never recovered.


History & Timeline

Skarret Hills

Skarrit Hills: At its height, the town boasted a stable population of near 3-5000 people. Several small villages marked the route along West Amber Way to the end of it at the top of the Ghora Basin. The tribes folk were settled in the process and many became the primary workers, collecting the amber on the sea side for the traders of the region. They were allowed to keep non-export amber for decoration and burning, but the top 10% of amber – export quality – was made illegal for them to keep. A ‘harvest’ season was even established as it was discovered that the winter storms produced more amber on the shores. A few attempts were made to search for Amber inland, this time by more reputable groups, who discovered a few veins and set up mining operations over time. The area supported a population of over 10,000, including about 2,000 ‘civilized’ folk of the Pine Tribe, who had come to be known as Ambermen. Amberwsell’s golden age came in 6150 to 6200 when the fashion of the shining east turned towards it. Always valuable, it’s price doubled and tripled, even up to 10 times normal in farther places. Population swelled and conflict with the Ambersman became a daily struggle – for the territory was stretched thin on the population it could support and the civilized folk hunted, fished and domesticated the lands set aside for the Ambersmen. It was at this time that a small port grew up and the privateering began. The golden age also drew Orrish raiders a plenty. Open warfare with the Chauvelah elves lasted for most of the time. It was during this time that the area became to be known as Cabella – named after the Hedge Knight Sir Cabella who came from the north and brought with him a retinue of men and gained the support of locals whom he enlisted and trained to fight. In 6162, he set out to ‘cleanse’ the area. It took 10 years and many deaths, but finally the place was rooted of Orrish and highwaymen. Though this peace lasted only 5 years, the road of his adventures was named after him, the route he opened from north to south bears his name – the Via Cabella. After his death by natural causes, the region just assumed his named for it was easy to reference it as the lands between the ends of the Via Ceballa. The entire region was united in this moment, and has been ever since. In 6200, with the fall of the east, fashion changed and amber, though still a very valuable stone, became less a sought after commodity. The region collapsed, and many an empty steading and village can be found throughout the area. Peace was made with the elves, lands returned to them and the Ambersmen and new treaties established. The port was abandoned, though the pirates stayed – taking the coast for themselves. The Ambersmen have since worked only for the pirates, while Amberswell itself has continued to try and mine the amber from the earth east of the Skaret Hills.

Though little other commodities enrich the region – some iron, coal, a few other metals (including silver and copper) and minor resources – there have been many a battle fought nearby. The Merchant Cities have always sought to take control of the region. In its golden day, Redgate Castle was built to defend the region. A constant flow of troops into the region secured Dunstrand’s northern jewel and a constant flow of trade and spending in the region. The battles between the Merchant Cities and Dunstrand, along the northern border, were fierce and constant. Then, the earthquake in 9030 changed everything. The remaining mines collapsed, buildings fell, and terrain was ripped apart… killing over a thousand people in the process. Since then, the stone has continue to be mined, though in much smaller amounts. The region’s roads, cities and towns had an initial influx of capital which helped somewhat, but West River Run stopped rebuilding anything beyond a few isolated towns where nobles had dwellings and the city itself, and Ducal aid stopped coming. A garrison of troops is still provisioned in Amberswell, and a baron nominally holds political control in the city. In 9134 Linnis Faer, called ‘Golden Axe’ and cousin of the Duke, built Faerdale Hall in an attempt to revitalize the area – as it was one of his favorite hunting locales. The hall lies at the northern outskirts, on the west side of the Via Cabella. He was a patron to the town for a few years, but it seems to generate little stimulus, and with his recent death it gets few visits but for tourists and family members. It is also a shrine to his patron god Whelm.

The locals are seen as lazy and undependable by their rulers to the south, and ill-treated. Truthfully, the locals are simply tired and fed up with their treatment under West River Run.

Culture and Social Perspectives

Death Observances: Common Death and Cultural Observances of the Heartlands.

History

[contentblock id=knowref1]If nothing is indicated, assume Common Knowledge.

Most Recent Stirrings

Early Years

Formation

Timeline

  • First settlers
  • Sea Kings
  • Dreadlords

    First Amber discovered
  • Salted Earth
  • Re-settled
  • Storm Times – Coast changes
  • Merchant City Battles – Invasion
  • Tarmysian Dominion – Partial occupation
  • West River Run – Nominal fiefdom/Barony
  • Ducal Pact – Family Faer enters the region and stations ducal troops to try and stabilize and rejuvenate the region but the effort fails
  • Orrish Raids – Goblins attack repeatedly
  • Blighted mines
  • Earthquake – Region collapses
Realm's Aptitude Powers: Divine, Occult, and Psychic