The Wyrdmark

The Wyrdmark is the western province of the Empire. Today it is regarded as a peaceful and bucolic land, a fertile country full of fat farmers and fat sheep. However this once was the Western Solarian Empire and it has a violent past filled with battles with the Dominion of Darkness. Even today rumours persist that one day the Dominion will rise again and once more this land will be ravaged by war.

Mythos and History
Timeline
Map
Climate and Weather
Geographical Features
Agriculture and Cuisine
Industry and Trade
Architecture
Towns and Cities
Peoples and Cultures
Population
Military
Rulers
Law and Order
Languages
Religion
Major Personages
Places of Interest
Flora and Fauna
Spirits and Magical Beings
Events

Mythos and History

Little is known of the history of this land prior to the Cataclysm. It is known to have been forested and inhabited by goblins since the earliest times. At some point great megalithic structures were built which have survived into the present day. It is assumed that they are goblin artifacts and while the goblins do regard them as sacred they do no more so than the hedgewitches of the Old Religion and know no more of their history.

There appear to have been two kinds of goblin in the land in the early times, according to the records of the Eldritch, who started establishing coastal colonies in early times. These were called by the Eldritch the Forest Folk and the Cave Folk, apparently because the former dwelt in the forested lowlands whilst the latter were cave dwellers up in the mountains. It is thought that the Forest Folk were the ancestors of today's Mites whilst it was the Cave Folk that the Dominion of Darkness later warped into the race of Orcs. However the Mites tell a different tale. They claim there was originally just one race of goblin, some dwelling in the forests and others in the mountains. They say the forces of darkness divided the goblins into those who were larger, stronger, darker and more vicious and warped them into the orcs (whom the Mites call "warks"), whilst those who were smaller, weaker, lighter and more sensitive were driven away to become the race of Mites (whose name for themselves is "the skraw", that is the "not-orcs").

Although the folk of the Wyrdmark are aware of tales of an ancient golden age their overall view of history is one of a slow climb out of darkness. Tales are told of the Bad Old Days when humans lived little better than animals, tyranised by orcs, and of the Orc Wars (1350-1490) when humans united to fight their oppressors. Since the orcs were defeated history would generally be seen as divided into two eras divided by the brief rule of the Empress Eldora. Throughout both the time of the Governors and the time of the Margraves the land has been at peace with war something that only happens in faraway lands.

Timeline

YearEvent
1000The Cataclysm: the forests are burnt down and the ancient cultures of the land decimated
1042Powerful Darkness Spirits establish the Dominion of Darkness in the lands south of the surviving Greatwood and west of Star City. A first there is war between the Eldritch and the Dominion. The culture of the Eldritch, cut off from Illyr by the Dominion, becomes simpler and more aggresive than is normal. The Elritch rule the woods, the Dominion the open country. Human migrants, fleeing the chaos in Agithania, had been settling the lands south of the Core Mountains. The Dominion rules over them though its rule is light as its major centre is to the north.
1057The race of Orcs first appears, twisted goblins warped by the magics of the Dominion of Darkness. They attack and enslave many of the people of southern Yerania.
1080A conflict appears to occur amoungst the rulers of the Dominion of Darkness, leading to war between orc tribes. The Eldritch take advantage of this to push the orcs back north of the mountains.
1310The city of Rilian is founded.
1339The rulers of Rilian start coordinating resistance to Dominion rule.
1350The city of Rilian coordinates all of the lands south of the mountains as the Solaric Empire, a deliberate imitation of the Golden Empire. Calenden is the first Emperor.
1365Calenden launchs the Light Crusade against the Dominion of Darkness.
1369Metrans land on southern coast of Yerania.
1370Metrans receive permission from the Solarian Emperor to found city of Pol Metra. Aldar becomes second Hierophant.
1383Nirokas I becomes second Solarian Emperor.
1426Nirokas II becomes Solarian Emperor.
1446The Battle of Light and Darkness - an orcish horde from the north ravages the land before finally being defeated.
1450Orcs again invade the country, a sequence of indecisive conflicts continues for six years leaving much of the population as refugees.
1456Nirokas II summons an Angel of Light the blessings of which finally allow the orcs to be driven back.
1460Nirokas II killed by assassins from the Dominion. The Hierophant insists on having a part in choosing his successor (a role previously filled by the Great Electors, appointed by the Great Cities). The choice falls to Tengar, a Rilian noble who had converted to Imaktism who was thus a compromise between Solarian and Metran interests.
1470Tengar divides the Empire into Western and Eastern parts. Pol Metra made capital of the Eastern Solaric Empire. The Eastern part is supposed to be semi-autonomous but subject to the Western.
1477Tengar dies in battle with the Dominion. Rilian nobles use the seperation of the Empires to argue that the Hierophant only has a place in the selection of the Eastern Emperor. They elect the fiercely anti-Imakti Gelfric (the Imakti dub him "the Apostate").
1480Eastern Solaric Empire declares itself independent of the Solarian Emperor. The threat from the Dominion of Darkness forces the Emperor to accept this.
1487Despite their loses in the south the Dominion of Darkness ravages the northern part of the Western Empire, up to the very gates of Rilian. Western Imperial capital is moved to Pol Wyrd, on the far west coast.
1489Metran forces sent through the Western Empire to counterattack the Dominion of Darkness. Dominion of Darkness utterly defeated, its entire territory is proclaimed to be part of the Empire though in practice the Great Waste of Yerek is not occupied as it is believed to be haunted.
1490Metran forces refuse to withdraw from Western Empire. Gelfric is brought in chains to Pol Metra and executed as a heretic. The Metran Emperor proclaims the Western Empire to now be the Wyrdmark of the Metran Empire.
1629Argenthan II becomes fifth Metran Emperor. There is a power struggle between him and the former Empress which leads to a de facto redivision of the Empire into Eastern and Western sections with the Empress ruling the Wyrdmark. The two are reunited after her death.
1981Zeriak arrives in the former Dominion of Darkness and raises many ancient and dark spirits. He begins rebuilding the Dominion in secret.
1990The Greatwood Eldritch become aware of Zeriak's activities and send warning to Rilian (which they mistakenly believe is still the Imperial Capital). Zeriak takes a number of Dark Spirits to Rilian in the hope of intercepting the warning before it is redirected to the actual Imperial authorities. Although the city falls temporarilly under his control the unexpected actions of a band of Ranaite adventurers turn the tables, summoning an Angel of Light that disperses the Darkness. Zeriak himself is nearly destroyed but manages to escape back to the Dominion. As a reward for their actions the heroes are given control of the lands north of Rilian that have been largely unoccupied since the Dominion ravaged them. They are accepted as overlords by the sparse population when they manage to coordinate the defense against a Dark Worm sent by Zeriak as an act of vengence. This alerts them to the fact that the Dominion has been restored and warning is finally sent to the Imperial authorities. Some adventurers start trying to explore the Kingdom of Light. Many are sacrificed.

Map

Map of Wyrdmark

Climate and Weather

The Wyrdmark has a Northern Standard temperate climate, warmer and drier in the south east but colder and wetter in the north west. Rain is common in all seasons but snow is rare except in the depths of winter. Winds are typically gentle and prevail from the south west. The following table is for the weather in the south east, remember the conditions in the north west will be colder and wetter, and thunderstorms will be more common.

PrecipitationSpringSummerHarvestAutumnWinter
Clear1-101-151-101-21
Overcast11-1516-1911-153-82-10
Light16-19-169-1211-18
Heavy20-17-1913-1619
Very Heavy-202017-2020
WindSpringSummerHarvestAutumnWinter
Windless11-101-101-21
Breeze2-1511-1711-173-52-3
Light1618186-174-15
Strong17191918-1916-18
Very Strong18-2020202019-20
TemperatureSpringSummerHarvestAutumnWinter
Freezing1--11-5
Cool2-512-52-106-18
Comfortable6-192-156-1911-2019-20
Hot2016-1920--
Very Hot-20---

Geographical Features

Rivers and Lakes

Hills and Mountains

Woodlands

Agriculture and Cuisine

There is no doubt about it, the Wyrdmark is sheep country. However there is a distinct contrast between the warmer more fertile south east and the colder and harsher conditions of the north west. In the south east the sheep are mainly kept for wool and live in a countryside of fields seperated by hedgerows and small copses. In addition to the sheep apple orchards (primarily for cider production) and fields of grain, roots and other livestock are not uncommon. Beekeeping is also important and in the appropriate season wild products such as blackberries and mushrooms are gathered. Whereas in the north west the country is mostly open moorland, broken occasionally by dry-stone walls and the sheep, which wander widely over the hillsides, are kept primarily for meat.

The archetypical Wyrdmark dish is a stew of mutton and roots in cider, and most Wyrdmark people will eat his most evenings, a large pot generally being kept on the fire at all times with extra ingredients added as and when needed. Midday meals will often just be bread and sheep's chese, possibly finished off with an apple. Breakfast is usually oat porridge, though the frying of eggs, bacon and black pudding is also common. Mutton pies and pasties are also common fare.

Domesticated Animals

Industry and Trade

The Wyrdmark has little industry. The Great Rooster iron mine in the north is a major source of the metal for the Empire, and there are Eldritch silver mines in the north west. Many towns have specialist industries (Tantown leather goods, Rilian lace etc.). The ports of the north western coasts are whaling towns, sending ships out to kill the great sea beasts in the northern seas.

A great trade road runs the entire length of the Wyrdmark, primarily to bring the products of whaling (primarily lamp oil and candle tallow, though baleen, spermaceti and ambergris also get good prices) and wool to the Heartland, but iron from Great Rooster and Eldritch silver and turquoise are also important. Trade in the opposite direction is primarily grain and bronzeware (there is no source of bronze in the Wyrdmark), though perhaps the most valuable commodities, though much smaller in volume, are salt and spices.

There is, of course, an amount of internal trade in goods that can be produced locally such as ceramics, fabrics, leatherware, wickerwork, wooden goods and local food produce. Glassware is however rare as the locals don't normally use it, preferring metal tankards as drinking vessels.

Architecture

Ordinary buildings are normally timber-framed with wattle-and-daub walls, never more than two storeys high and frequently only a single storey. Windows are usually unglazed, with shutters for night time or in bad weather, though wealthier people may have leaded lights. Roofing is usually thatching in the east, with clay tile roofs becoming more common as you head west. Fortifications, castles, many temples and other more important buildings will be built of sandstone (the bedrock of most of the lowland in the Wyrdmark). Stone buildings typically either have flat roofs or are tiled, not thatched. In the far north west granite buildings with slate roofs become more common, with most of the buildings of the coastal towns in this style.

Towns and Cities

There are two major cities in the Wyrdmark:

Five minor cities are found in the Wyrdmark:

The Wyrdmark has nineteen towns:

The Wyrdmark has numerous small villages and hamlets, too many to list here, however a few are worth mentioning because they have had some significance in the game or are otherwise of interest:

Peoples and Cultures

The people of the Wyrdmark are almost exclusively human and their culture is fairly standard for the Empire, albeit with a few local variations (such as drinking cider rather than wine, having a variety of folk traditions dating back to the Solarian Empire and being somewhat more easy going than the folks of the Heartland). Ethnically they are Solari, but with increasing Heartland (Rekani and Yerani) blood becoming obvious in the population as you travel to the south east. Tigani travellers also move around the country looking for work. There are Eldritch in the southern woodlands, and Eldritch from the Great Forest pass through the north west on their way to and from their silver mines. Mites, a kind of small goblin, inhabit some northern moors. Orcs used to inhabit the caverns in the Core Mountains and from there would raid the Wyrdmark, but none have been seen in a very long time and many now believe them to have been wiped out.

Population

The human population of the Wyrdmark is about a million, of whom 80% live in small villages and hamlets working the land (which does not mean town and city dwellers aren't involved in agriculture too - many come out of the towns every day to work the surrounding fields. The table below gives approximate population statistics for all the towns and cities:

Town/CityPopulation
Aaosport2,100
Acker3,800
Azer1,600
Bradfield1,300
Bumfit1,100
Callenden's Castle19,600
Conter1,400
Great Rooster16,800
Jiggit13,900
Kirisho5,300
Magnabury6,600
Malfort1,700
Methera4,300
Petty's Traders7,000
Pip1,200
Pol Wyrd21,300
Queetucket4,500
Rilford9,300
Rilian17,500
Sezer10,700
Sunhome1,900
Sword City3,000
Tantown9,100
Tethera4,500
Turquoise Town22,800
Yantown7,700

The non-human population is much lower. Approximately fifty Eldritch live in Turquoise Town and it is estimated that there are perhaps a hundred times that number living in the woods. The surviving goblin population may be as few as a few hundred, and is known to have been declining for centuries.

Military

It has been a very long time since the Wyrdmark had to protect its borders from any enemy so the Margrave actually only maintains a very small military guard of one cohort (about 500 men). Of these a couple of centuries are usually stationed at Pol Wyrd and the rest engaged in duties around the land. In addition most towns and cities have a local militia that serves primarily as a local police force but could be mobilised in an emergency. Typically such militia don't number more than 20 men. Cohort and Militia combined are no more than a thousand men equipped and trained militarily.

In addition to the Margrave's forces there are a number of noble families which maintain a knight or two as part of their direct duty to the Emperor. These men are not under the command of the Margrave but report directly to the Emperor and spend much of their time in the Heartlands. In an emergency however a few of them could probably be mustered and they would generally follow the Margrave's lead.

In theory two cohorts of Imperial Legionaries are stationed on the Orc Frontier with a further cohort on the Old Frontier. In practice these have long since all been stationed at Fort Arium on the Old Frontier, abandoning the northern line.

Two knightly orders are stationed in the Wyrdmark. These ordes are under the authority of the Imakti church with the Hierophant as ultimate commander. They would be unlikely to obey commands from the Margrave without checking with the Church authorities first. They are the famed Knights Inhospitable, 2000 knights stationed near Sword City, and the Knights of the Silver Dawn stationed at Rilian, at 500 knights but a shadow of their former status.

In the case of an actual invasion if every able-bodied man could be armed a theoretical fighting force (albeit untrained and disorganised) of a quarter million could possibly be mustered. In time of crusade peasant armies have been mobilised but these have never numbered more than a few thousand.

Military Recruitment

The Wyrdmark is required to provide twenty cohorts of legionaries, five cohorts of hobilars and five cohorts of longbowmen to the Imperial Army. As the army sign up lasts 25 years this means a typical 600 replacements need to be recruited every year. Recruitment officers are therefore a not uncommon sight. Soldiers who survive their service will receive a generous salary or a land grant.

Military Structures

Rulers

Solarian Emperors
1350-1383CalendenCreated the Solaric Empire in deliberate imitation of the Golden Empire. Launched the Light Crusade.
1383-1426Nirokas IConflicted with the Hierophant Midir.
1426-1460Nirokas IIHe was killed by assassins from the Dominion.
1460-1477TengarHe divided the Empire into Western and Eastern parts.
1477-1490GelfricFiercely anti-Imakti he was dubbed "the Apostate". Executed by the Metrans in 1490.
Provincial Governors
1490-1629Too many to listThe Wyrdmark during this period was governed by apointees of the Emperor who served annual terms.
The Rebel Empress
1629-1635EldoraThe widow of the former Emperor struggled with his successor and establised a temporarilly independent Wyrdmark
The Margraves
1635-1637ArgenthanThe Emperor took personal command of the Wyrdmark for two years while order was restored, proclaiming himself First Margrave
1637-1677DisenthanSecond Margrave, appointed by the Emperor
1677-1714DionisThird Margrave, son of Disenthan - Margravate in henceforth hereditary
1714-1756CallendorFourth Margrave, fell during the pacification of the Steelmark
1756-1797Belleron the FatFifth Margrave, famed for his banqueting
1797-1807BohrisSixth Margrave, fell in battle with the Sorians
1807-1865MetallorSeventh Margrave, a quiet and devout man who lived a long time
1865-1881BerrenEighth Margrave, a drunkard and a womaniser
1881-1892GregorNinth Margrave, fell during the siege of Anmor
1892-1958CulludTenth Margrave, a scholar who had the size of the Wyrdmark army greatly reduced
1958-presentRandorEleventh and current Margrave, he is rumoured to dream of independence from the Empire

Law and Order

Each town or city has a ruling council composed of the heads of major families and owners of significant interests as well as the local chief priest of Imakt. The council itself decides who is important enough to qualify. A Mayor is elected, frequently for life, who is responsible for the general administration of town business and who will call a court hearing at which he presides as judge in cases of breaches of the law. The local militia are responsible for bringing criminals to the court. The law is the Imperial High Law, plus any local byelaws the council may have decided upon, though it is generally interpreted more leniently than in the Heartland - for example while sorcery will still be treated very harshly a blind eye is usually turned to the hedgewitches and the practice of spirit magics (which many would argue to be harmless cantrips and not black magic).

In addition to the Mayor the other power in every town is the Reeve, the appointed representative of the Margrave. The Reeve is responsible for tax collection and military recruitment and will usually have a few of the Margrave's soldiers at his disposal to help enforce his will. In some towns there is a covert power struggle between Mayor and Reeve, though in others they get on well and cooperate in their different duties.

Outside the towns power is in the hands of the nobility, who own most of the land, renting it out to tenant farmers. In practise most of the day to day farming decisions are taken by the farmers themselves and the nobles mostly keep to themselves, spending their time in leisurely pursuits. However these nobles do have one important duty to perform: the training and equipping of knights for the Emperor's service.

Languages

The old Solarian Empire spoke its own language, and a debased form of this is still used both by some country folk and the goblin population. However the official language of the Empire known as Westron (which was originally the tongue of the Metrans) is now spoken by most people. The Eldritch have their own tongue, of course, but those who come into contact with humans generally know Westron too.

Religion

The Wyrdmark is part of the Empire and therefore it is officially Imakti, and certainly overt paganism would never be tolerated in the cities. However it was also once the Solarian Empire and the Old Religion is still secretly followed by many countryfolk. In the more rural regions hedgewitches operate quite openly and their assistance is sought in many matters.

A different challenge to the Imakti faith is the Cult of the Lightson which began in Rilian some twenty years ago. This is a secretive angelic religion which warns of the imminent return of the Dominion and seeks to raise ancient pre-Imakti light powers to defend against it. For reasons unknown the Margrave seems to be turning a blind eye to the cults activities so far, however persecution cannot be far off, especially as rumours abound that the fledgling cult is being supported by Ranaites out of Bathanit.

The Wyrdmark is divided into six Episcopal Sees with an Episcopal Throne in each of the cities except Turquoise Town. The Knight Commander of the Knights Inhospitable is also technically an Episcope but his See is not geographical but rather is restricted to his men (and the holdings of the Order in and around Sword City).

Religious Sites and Holy Places

Major Personages

It should be noted that some of these characters were ones who were important in the game, it should not be inferred that they are generally famous!

Places of Interest

Flora and Fauna

The Wyrdwood and the various woodlands of the Wyrdmark are mixed deciduous wood, primarily oak and elm but with stands of beech, birch, ash and willow. The hedgerows of the south east are composed of hawthorn, elder, hazel and holly. Many wildflowers bloom in the meadows of the south east. The moors of the north west are heather country, and rowans are common here too. The Great Forest to the north is coniferous, being mostly pine in the Wyrdmark.

The Wyrdmark has no large predators, though wolves from the Great Forest do occasionally appear. There are also bear (both brown and black), boar, badger and fox in the woodlands. Deer are common and rabbits ubiquitous. Smaller animals such as hedgehog and squirrels are also commonly seen. Perching birds are common as are small hawks and a variety of waterfowl. There are eagles in the mountains but these are uncommon.

Spirits and Magical Beings

The Wyrdmark has its share of minor spirits and ghosts but for the most part it is a land devoid of the more obvious magical beings. However tales tell of a few (listed below) though the authorities think some of these may well just be folk tales and not real beings at all.

Events

Some of the events listed here will only occur in certain parts of the country or at certain times of the year!

Common Events

Uncommon Events

Rare Events