




Alamarri Freeholds
The Alamarri Freeholds encompass all of the land and settlements within the Frostback Mountains, the Korcari Wilds, and the Bannorn. It is said that the freeholds' namesake - the Alamarri - first came to settle these regions in the Ancient Age, and centuries of cultural development shaped by differences in geography led to the emergence of what contemporary scholars now identify as the Avvar, Chasind, and Clayne peoples.
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These groups are not united in the same way entities like the Tevinter Imperium and Orlais are; there is no one, unified Alamarri banner that all of the tribes rally underneath. Rather, this broader 'Alamarri' identity only seems to take root during times of great strife. After the death of Andraste, who was herself born in these lands, the Alamarri rallied together to lay waste to the Imperium in what would become known as the First Exalted March. In the aftermath, the land settled by the tribes came to be administered by said tribes.
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Left largely to their own devices for the following century, the region has fractured into different clusters of tribes all makes. Would-be warlords, pious Andrastians, staunch traditionalists: power is wielded locally, and it is not uncommon for infighting to erupt, either among one people group or between the different branches of what was once a unified 'Alamarri'.
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​The Alamarri Freeholds are an expansive, albeit decentralized land. Ambitious chieftains daydream about bringing the tribes under heel to lead a unified Ferelden. Neighboring states covet the large swathes of fertile grassland the tribes are settled on and around.
All, however, know that the people of the Freeholds will not bend the knee willingly.
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History
The land known as Ferelden, translated as 'fertile valley', was first settled by migrating humans millennia ago during the Ancient Age. These humans, known as the Alamarri, quickly dispersed and settled around the lakes, plains, forests that define the region's geography. This period of history is defined by wars: while tribes often fought one another for territory and resources, the face of opposition during this time was the Tevinter Imperium. Eager to expand into the region to claim its fertile grasslands for itself, colonization and conquest efforts span centuries of regional history, and resulted in marvels such as the Imperial Highway, which stands to this day and connects the disparate tribes to one another.
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During the twilight years of the Ancient Age, the prophet Andraste was born to an Alamarri tribe, she would later go on to marry the prominent Alamarri chieftain Mefareth, creating one of the largest barbarian alliances in the known era. Professing divine ties to a being known as 'The Maker', Andraste and her husband - Maferath - would unite the Alamarri tribes and lead a crusade against the Tevinter Imperium: the First Exalted March. This war saw the Imperium's sway in the region crumble completely, and severely crippled their presence on Thedas' stage. However, before the Imperium could be vanquished entirely, Maferath betrayed his wife for alleged claims on the regions throughout Southern Thedas.
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Andraste's death and the subsequent exposure of Maferath's role in it fractured Alamarri unity. Many tribes converted to Andrastianism in the wake of the prophet's death, and many did not. Most groups, however, elected to return to their homes. Over time, the confederacy of Alamarri tribes broken down completely: the Avvar split off and moved west to settle the Frostback Mountains, followed by the Chasind who travelled south into the Korcari Wilds. Those who remained in the plains and grasslands became known as the Clayne.
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This division of tribes persists to the present day. Allegiances are sworn to local chieftains and leaders, and war between tribes is quite common. As new states emerge on their borders, and bitter enemies rear their heads once again, only time will determine the fate of the region, and those that call it home.

Faction Perks
The Alamarri Freeholds sit atop a storied and fertile land. The people themselves are an extension of their home, and those that earn their favor are privy to the wealth that grows within.
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Valley of Bounty
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Cost: Obtained on Alignment, 100 Silvers
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Requirements: Alamarri Freehold Aligned
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Effect: Members of your clan receive a weekly kit granting 1 common food item.
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IC: Ferelden's lands are among the most bountiful in all of Thedas. Some of this harvest is yours to enjoy.
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Outsider Tradesfolk
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Cost: 15 Influence, 200 Silvers
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Requirements: Valley of Bounty
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Effect: Members of your clan gain +3 Persuade, +3 Customs, and +3 Oratory.
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IC: Prolonged contact with the tribes has made exchange easier, and company more pleasant.
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Ancestral Teachings
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Cost: 30 Influence, 300 Silvers
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Requirements: Outsider Tradesfolk
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Effect: Members of your clan gain access to the Hunting and Foraging activities.
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IC: The Alamarri Freeholds have sustained themselves for generations without the intervention of foreign powers. These methods of foraging, hunting, and survival are made known to you.
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Bound by Blood
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Cost: 45 Influence, 400 Silvers
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Requirements: Ancestral Teachings
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Effect: When an Alamarri Freehold-aligned clan is attacked by a clan not aligned to the Freeholds, they may enlist the aid of one additional ally clan, provided this clan is also aligned to the Freeholds.
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IC: Ferelden is a land to be fought over among its inhabitants, not by outside powers. Even warring tribes will put their problems aside to face a greater threat.
Culture
Culture within the Alamarri Freeholds is difficult to pinpoint given the variation in tribal customs, religious practices, and interpersonal sentiments. There are a handful of ideas, however, that seem to be shared by all regardless of tribe, clan, or religious affiliation. Principal among them is the notion of Alamarri sovereignty: the lands of Ferelden cannot, and shall not be ruled by an outsider.
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Life in the Alamarri Freeholds is dominated primarily by community upkeep. Providing for and preserving the continuation of one's clan is paramount, and so work like farming, smithing, and fishing occupy most days. Spiritual leaders are also revered, as the favor of local spirits is seen as a crucial factor in determining whether or not a clan can look forward to a prosperous season, or a brutal one.​​
Warriors great and great in number, sun-kissed swords to fight their wars
Organization
Authority and organization within the Alamarri Freeholds is limited and decentralized. Most power is held by the chiefs and wise folk whom rule or guide individual freeholds themselves, and those within they delegate as council or advisors. Should a dispute arise between freeholds that extends beyond their borders, or concerns the whole of Ferelden, it is raised at the Landsmeet, an annual meeting of chiefs and wise folk held to mediate between the feuding holds, or dictate the best way forward for the entirety of the region.
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The strongest among chiefs are known as the Bann, who exert authority over many different freeholds. In a region as dynamic and tumultuous as this, however, it takes an exceptional determination - and an even more exceptional grip - to wield such power for very long. The loyalty of a freehold is not inherited, nor is it given up to anyone undeserving. Marriage ties or brutal conquest are, by and large, the most effective ways to unite a group of clans. More often than not, however, these bonds last only a single lifetime.
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The notion of a unified Ferelden is an alien concept to most, taken seriously only by the most lofty and ambitious of warlords. Local autonomy runs thick, and a strong sense of self-determination ensures that the region ultimately remains a loose collection of settlements, bound together only by a shared connection to the land they dwell upon.

They don't bow easy — not to kings, not to weather, and sure as hell not to outsiders.

Things rot quick if they’re not watched. Food, fences, even peace.

Faction Relations
Tevinter Imperium: Tyrants, world-enders, and witch-kings. For millenia they have coveted Alamarri land, and they haven't changed. The might of the tribes beat them back once before, and they should remember what it is like to be humbled.
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Empire of Orlais: Overly ambitious, deceitful, and self-righteous. Backstabbing is the lifeblood of their culture, and they go into war blinded by faith and hubris. They are matched in foolishness only by the Imperium. A pathetic way to live and lead.
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Freelancers: Outsiders with unknown motives. Trust should not be given away carelessly, but one would be foolish to refuse gifts from abroad. Especially if they need not deal with neighboring empires directly.
Aligning with The Freeholds
To align and cast your banner with the Freeholds, one must demonstrate wisdom and the right to stake their hold's claim. To always seek what is right and look to the future of their clan. Your land is yours for as long as you can hold it.
Staking one's claim as chief or wise leader among the Freeholds is no easy feat. Any one lordling or tribe could place their banners in the dirt, or strive for an occupation of another Hold. None of it means anything lest the chief themself is capable of stewarding and defending their land, and the people work as a collective. Wisdom is valued among the people of Alamarri, but so is calculated action and the strength to prove one is fit to rule over a tribe.
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Should a chief demonstrate perceived weakness, or defy the hold's beliefs — Or the unifying ordeals that brings the Freeholds together. They may find the folk of their land will issue a vote of no confidence, or a particularly ambitious member may draw steel and slay them. Worser still they may face exile by their own people if they were particularly foolish and reckless in their leadership.
The means of being dethroned among the Freeholders is as numerous as the various holds that dots the countryside. The important thing to remember is that the people are watching; the head of the tribe is only as strong as their word and guidance.
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Whilst the there may be independent beliefs dissonant of one another in the Freeholds. The convening of the landsmeet will also dictate a set of greater laws and values for the Alamarri people to adhere to. These are by in part recognized throughout Ferelden and would be the equivalent of laws scribed within the Imperium or Empire of Orlais.​​​
Alamarri Freehold Player Clans
Rod an Wormwood

The Ormviðrætt of Rod an Wormwood have lived in generational warfare on the mountains of the Frostback through bitter, and hard-bitten centuries. They cut their teeth on the blood of Orlais' expansionist attempts and years before, on the blood spilled of their kin dating back even to the years before the triumvirate's split, carving themselves a place. The years of war haven't been kind on the Rod, and over the past decade they've devolved to scavengers, and resentful marauders far away from their former honor and glory.
But they have held onto the side of their mountain for countless winters, their augurs reading death in every bitter draught. Feared for its witches, who brew poisons and charms from the plant that gives their name; they trade in secrets and curses alike, their elders knowing every dark root that takes seed in their mountain.
Sensing an opportunity, a contingent of its members have descended upon Ferelden to once again seek out riches, a holdfast, and a chance to carve their piece of the pie out of the wars to come.
Clan Perks
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Alamarri Freeholds - Tier 1
Valley of Bounty
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
'Black' Caul an Wormwood

Duskhollow
Deep within the forests of Ferelden, ancestral hymns echo in forests some claim older than time itself. The steady thrum of drums lingers in the distance, echoing that of your heart. Here, with the sun swallowed by leaven canopy, and shadows dance between the trees, many a traveler stumbles into the brush never to return. They who know the signs, they heed warnings of brass and bone shall thrive in such dense wilderness.
Guardians of the Old Ways, those city folk call them. Not always of the same blood, yet bound in common cause, what settlements lie scattered throughout the wood cling tightly to one another. Of those scouts who wander to trade, odd trinkets woven from bone, leather, and vivid paint are bartered readily. Theirs is a fury unlike any another, for slights against their own are answered in blood.
Clan Perks
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Alamarri Freeholds - Tier 1
Valley of Bounty
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
Róisín Ní Riáin
Clan Name

Clan Description
Clan Perks
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Alamarri Freeholds - Tier 1
Valley of Bounty
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
Leader
