Inland from Kamminer Bay, not far from Isoldur Village and on a hill rising up from the southern bank of the Forton River there is Kriegenstadt Castle. This is a fortress controlled by the Heldannic Knights with two main functions. Firstly it is a bastion of the Heldannic Knights against their foes, both chaotic humanoids and also Heldanner rebels and freedom fighters. Secondly it is a high-security prison that has become a lot more busy since the subjugation of Landfall by the Knights. Although the knights don’t often take prisoners, they sometimes take hostages to ensure compliance, and also those the knights want to interrogate, typically prisoners with information about the knights’ enemies. None have escaped from the castle, and only a few have been released alive and well.
Borderland Protection
Kriegenstadt Castle was originally built about 100 years ago by a Heldanner nobleman who governed swathes of northern Heldannic Freeholds. His holdings were raided by orc and bugbear tribes from the Hettafjall mountains, so he built the castle as a military base from which to launch counterattacks and also provide safe haven for his subjects within the area. When the Knights of Vanya invaded the Freeholds in 950AC this nobleman’s son, who was never keen on the castle anyway, decided to leave for Landfall. The knights found the castle mostly abandoned and promptly took it over.
Since then the castle has still served its original purpose as orcs of the Gnass-Dol tribe and the Suth-Vlak bugbears continued to harass human settlements regardless of the new rulers. The local villages have some farms but tend to focus on herding sheep, cattle and horses, all of which are excellent meals for orcs and bugbears. Hettafjall hill giants and trolls have also been known to accompany these raids on the off chance of picking up tasty morsels. The knights will often launch counter-raids into tribal territories to kill their warriors and drive the survivors deeper into the mountainous wilderness.
A new foe has also emerged - Heldanner freedom fighters, the successors to the original freeholders. Of course the rebels are sensible enough not to attack the castle directly, but harassing patrols and supply caravans with hit-and-run tactics has become quite common. As well as strengthening these targets with additional troops, the knights are also trying to track the freedom fighters down to their bases in the wilderness, trap them and then destroy them.
There are several civilian settlements nearby including Isodur village and these are often the targets of humanoid and bandit raids. However, the knights do not allow these civilians to seek shelter within the castle - they are not trusted and the knights believe that rebel sympathisers may enter the castle on the pretext of seeking sanctuary, and then gather information on castle defences and activities. As such, Isodur village has had to develop its own defences (currently a ditch and wooden palisade) and nearby farmsteaders have learned to seek safety in Isodur rather than being turned away at the castle gates.
There is an inn immediately outside the castle, the Crusaders Rest. Although perhaps more vulnerable to raiders and monsters, it is the only place in the keep’s vicinity where the knights will allow adventurers to stay. Some of these adventurers are after humanoid loot and will launch expeditions against the orcs, bugbears and trolls - thus Kriegenstadt plays a similar role to other bases of adventurers such as Castellan Keep in northern Karameikos. Other adventurers take a darker path and have put their unorthodox methods to finding and killing Heldanner freedom fighters on behalf of the knights. Although the knights appreciate this enough to pay a bounty for heldanner heads (10gp each!), many folks outside of the Knights are more sympathetic to the Heldanners and regards such mercenary adventurers as no better than assassins. Other folk also appear at the Crusaders' Rest and as it is at least nominally a non-military establishment anyone can come and go. Heldannic traders bringing supplies will stay here (useful for selling loot from adventures) and it is also where some espionage takes place - both agents of the Knights and the free Heldanners sometimes hang out here trying to gather information without being identified. Traders from both Oceansend and the Northern Reaches (particularly Vestland) occasionally turn up here though since the miltary operation in Landfall there have been no traders from that city.
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The Prison
The cellars of Kriegenstadt were already extensive before the knights came along but they expanded them further and used enslaved locals to turn the subterranean parts of the castle into a prison complex. The quality of the cells vary considerably from the almost decent to the absolutely squalid. The two main groups of prisoners are hostages (who tend to be treated slightly better - after all it becomes awkward if a hostage dies accidentally or from neglect) and suspects with information for whom horrible accommodation is part of their torture.
Although there are similar prisons in other strongholds of the knights, particularly Freiberg, Altendorf and Hockstein, Kreigenstadt’s closeness to Landfall has meant a sudden rise in prisoners since the subjugation of that previously free city. The city itself is not considered safe and under control enough by the knights to keep valuable prisoners there, so Kriegenstadt is both close enough and secure enough to be the best option. Although there are 50 cells, the knights have recently taken to doubling or trebling up cell mates so currently there are probably 140 or so prisoners - the knights are reluctant to divulge exact numbers or names of who might be there.
The Garrison
The castle holds 480 troops, of whom 70 are knights and squires and another 30 are clerics of Vanya. The rank and file are organised into 7 companies of 55 men each, composed of 48 soldiers (F1), 4 sergeants (F2-3), 1 lieutenant (F3), a captain (F4) and a company chaplain (C3). Their equipment varies with their roles but they are usually heavy infantry (chain mail, spear, sword, shield) or crossbowers (light crossbow, chain mail, sword, 20 bolts)
The knights are organised into7 x 10-man Lances of 4 squires (F1-2), 4 knights (F3), 1 Knight Bachelor (F5-6) and 1 Knight Chaplain (C4-5), and are always equipped as heavy cavalry (banded armour for squires, plate mail for knights and above, with shield, sword, lance and warhorse).







