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
| Year | Event |
|---|---|
| 1000 | The Cataclysm: the forests are burnt down and the ancient cultures of the land decimated |
| 1042 | Powerful 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. |
| 1057 | The 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. |
| 1080 | A 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. |
| 1310 | The city of Rilian is founded. |
| 1339 | The rulers of Rilian start coordinating resistance to Dominion rule. |
| 1350 | The 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. |
| 1365 | Calenden launchs the Light Crusade against the Dominion of Darkness. |
| 1369 | Metrans land on southern coast of Yerania. |
| 1370 | Metrans receive permission from the Solarian Emperor to found city of Pol Metra. Aldar becomes second Hierophant. |
| 1383 | Nirokas I becomes second Solarian Emperor. |
| 1426 | Nirokas II becomes Solarian Emperor. |
| 1446 | The Battle of Light and Darkness - an orcish horde from the north ravages the land before finally being defeated. |
| 1450 | Orcs again invade the country, a sequence of indecisive conflicts continues for six years leaving much of the population as refugees. |
| 1456 | Nirokas II summons an Angel of Light the blessings of which finally allow the orcs to be driven back. |
| 1460 | Nirokas 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. |
| 1470 | Tengar 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. |
| 1477 | Tengar 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"). |
| 1480 | Eastern Solaric Empire declares itself independent of the Solarian Emperor. The threat from the Dominion of Darkness forces the Emperor to accept this. |
| 1487 | Despite 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. |
| 1489 | Metran 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. |
| 1490 | Metran 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. |
| 1629 | Argenthan 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. |
| 1981 | Zeriak arrives in the former Dominion of Darkness and raises many ancient and dark spirits. He begins rebuilding the Dominion in secret. |
| 1990 | The 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
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.
| Precipitation | Spring | Summer | Harvest | Autumn | Winter |
|---|---|---|---|---|---|
| Clear | 1-10 | 1-15 | 1-10 | 1-2 | 1 |
| Overcast | 11-15 | 16-19 | 11-15 | 3-8 | 2-10 |
| Light | 16-19 | - | 16 | 9-12 | 11-18 |
| Heavy | 20 | - | 17-19 | 13-16 | 19 |
| Very Heavy | - | 20 | 20 | 17-20 | 20 |
| Wind | Spring | Summer | Harvest | Autumn | Winter |
| Windless | 1 | 1-10 | 1-10 | 1-2 | 1 |
| Breeze | 2-15 | 11-17 | 11-17 | 3-5 | 2-3 |
| Light | 16 | 18 | 18 | 6-17 | 4-15 |
| Strong | 17 | 19 | 19 | 18-19 | 16-18 |
| Very Strong | 18-20 | 20 | 20 | 20 | 19-20 |
| Temperature | Spring | Summer | Harvest | Autumn | Winter |
| Freezing | 1 | - | - | 1 | 1-5 |
| Cool | 2-5 | 1 | 2-5 | 2-10 | 6-18 |
| Comfortable | 6-19 | 2-15 | 6-19 | 11-20 | 19-20 |
| Hot | 20 | 16-19 | 20 | - | - |
| Very Hot | - | 20 | - | - | - |
Geographical Features
Rivers and Lakes
- Avon - a tributary of the Wyrd
- Magna - a tributary of the Ril rising in the Silverlode Mountains
- Miraer - the name of a small river, mere and surrounding marsh in the upper valley of the Ril
- Ouse - a tributary of the Thera
- Oxun - a tributary of the Ril rising in the Core Mountains
- Queet - a tributary of the Magna rising in the Silverlode Mountains
- Ril - principal river of western Wydmark, rises in the Plain of Yerek, although theoretically navigable to the sea the Eldritch refuse to allow this
- Rilmouth - a marsh at the mouth of the Ril
- Stour - a tributary of the Wyrd
- Thera - a tributary of the Wyrd
- Wyrd - principal river of eastern Wyrdmark, source is the Wyrd Water
- Wyrd Water - largest lake in Wyrdmark
Hills and Mountains
- Barrow Downs - a range of hills in the east of Wyrdmark known for their ancient burial mounds
- Core Mountains - a mighty mountain range that divides the Wyrdmark from the Plain of Yerek, split by the great valley of the Ril with the precipitous Sil Scarp on one side and the towering Pillars of Yerek on the other
- Mound of Aaos - a high hill near Aaosport
- Mount Wyrd - a vast mountain that stands alone to the south of the Wyrdmark
- Silverlode Mountains - these lie in the far north west, site of Eldritch silver mining
- Three Sisters Hills - a range of hills on the eastern edge of Wyrdmark named after the megaliths in the middle of them
Woodlands
- Greenwood - the southernmost part of the Great Wood which borders northern Wyrdmark
- Hograth Forest - a large wood much used for pannage
- Ironhammer Woods - a wood in northern Wyrdmark where wood is gathered for the iron works
- Northern Wyrdwood - woodland on the north slopes of Mt. Wyrd, despite the name not occupied by Eldritch
- The Wild - a wood much used by charcoal burners
- Wyrdwood - a stronghold of the Eldritch on the southern borders of the Wyrdmark
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
- Cats - local cats are grey tabbies but sometimes a black one is born, these are considered special by the hedgewitches who will generally adopt one if they can
- Dogs - the Wyrdmark Collie is the standard sheepdog
- Horses - the Hobby is a riding pony used both by shepherds in the north west and also thw Wyrdmark Hobilars; the Wyrdmark Punch functions both as carthorse and ploughhorse in the south east (where the farmers do not normally ride); the Hurdren is a warhorse popular amoungst the nobility
- Sheep - the two common types of sheep here are the Herdwick in the west and the Wyrdmark in the east
- Pigs - pigs are not commonly farmed but a smallish breed called the Wyrdmark Pink is kept by townsfolk in urban sties to supplement their meat
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:
- Pol Wyrd - the seat of the Margrave this is the capital of the Wyrdmark. The massive castle of the Margrave dominates the second largest city in the Wyrdmark.
- Turquoise Town - despite its name the largest city in Wyrdmark. The city derives its wealth from trade with the nearby Eldritch, a small population of whom dwell permanently in the city. The turquoise is actually mined by merfolk somewhere out in the ocean who then trade it to the Eldritch.
Five minor cities are found in the Wyrdmark:
- Callenden's Castle - the actual fortress built by the ancient Emperor is a few miles from the city named for it.
- Great Rooster - this city grew up near the iron mine from which it derives its name (the mine itself is further up into the mountains) based on the wealth the iron trade produces.
- Jiggit - this city is the last major community before border with Heartland and so all trade passes through it making it very wealthy. The famous Bath and Wells are found here, the wells being hot springs that feed the large bathing pool used as a spa.
- Rilian - the old capital city in the time of the Solaric Empire has since come to be regarded as somewhat of a backwater. It is however still reknowned for its lace production.
- Sezer - a city sometimes regarded as the wool capital of Eastern Wyrdmark with its large sheep and wool markets.
The Wyrdmark has nineteen towns:
- Aaosport - a whaling port on the north western coast.
- Acker - a rural fortified town at the foot of the Old High Pass, orcs from Mustarci used to come down the pass in the time of the Dominion.
- Azer - a small market town serving the surrounding countryside.
- Bradfield - a small market town serving the surrounding countryside.
- Bumfit - a rural town regarded as the back of beyond by most folks, the place bumpkin jokes are made about.
- Conter - a rural town.
- Kirisho - this town contains the Eclectic College, a school of learning held in deep suspicion by the authorities and periodically persecuted.
- Magnabury - this town is known for its trade with the nearby Eldritch, especially for the silver they mine in the nearby mountains.
- Malfort - a rural fortified town north of Rilian, often regarded as the northernmost town of the Wyrdmark.
- Methera - a rural town.
- Petty's Traders - fortified town on the crossroads between the routes between Pol Wyrd, Rilian, Turquoise Town and the Imperial Heartland, the Temple to Belatuc is nearby.
- Pip - a small market town serving the surrounding countryside. The famous swordsmith Gallo Darici lives in semi-retirement here.
- Queetucket - a whaling port on the north western coast. Often used as a metaphor for extreme cold.
- Rilford - since the river Ril changed its course this town has grown up at the crossing point, largely by migrants from the Old Bridge.
- Sunhome - the ruins of a major temple from the time of the Solaric Empire are near to this town.
- Sword City - a rural town despites its name. A major monastery nearby houses the Knights Inhospitable.
- Tantown - a town famed for its tanneries, a major centre of leather production. The Ring of Odgar is within a day's ride of this town, a sacred place of the Old Religion.
- Tethera - a rural town between the Barrow Downs and the Three Sister's Hills, a region often associated with the practise of the Old Religion.
- Yantown - this town is famed for the statue of the hero Yan in its market square, even though nobody agrees on who Yan actually was.
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:
- Miraer - a small village north of Rilian
- Enswick - a small village even further north of Rilian
- Grun's Ferry - a river crossing point west of Rilian
- Old Bridge - this used to be a town but has dwindled away to a small village since the river Ril changed its course.
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/City | Population |
|---|---|
| Aaosport | 2,100 |
| Acker | 3,800 |
| Azer | 1,600 |
| Bradfield | 1,300 |
| Bumfit | 1,100 |
| Callenden's Castle | 19,600 |
| Conter | 1,400 |
| Great Rooster | 16,800 |
| Jiggit | 13,900 |
| Kirisho | 5,300 |
| Magnabury | 6,600 |
| Malfort | 1,700 |
| Methera | 4,300 |
| Petty's Traders | 7,000 |
| Pip | 1,200 |
| Pol Wyrd | 21,300 |
| Queetucket | 4,500 |
| Rilford | 9,300 |
| Rilian | 17,500 |
| Sezer | 10,700 |
| Sunhome | 1,900 |
| Sword City | 3,000 |
| Tantown | 9,100 |
| Tethera | 4,500 |
| Turquoise Town | 22,800 |
| Yantown | 7,700 |
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
- Castle Callenden - a huge basalt fortress (a stone not found in the Wyrdmark) near the city of Callenden's Castle built by an ancient emperor, it is said to be haunted and is not manned today save for a couple of squads of the Margrave's men whose job is not to defend the fortress but to guard against anything leaving it!
- Castle Wyrd - a large granite castle in Pol Wyrd, the seat of the Margrave
- Fortified towns and cities - most towns in the Wyrdmark are unwalled (though many show evidence of having had walls in earlier times) the exceptions being Acker, Malfort and Petty's Traders; however the cities are all still walled with the exception of Turquoise Town
- Old Frontier - the old frontier of the Eastern and Western Empires, still garrisoned by a few cohorts
- Orc Frontier - a chain of abandoned forts lies on the boundary of Wyrdmark and the Plain of Yerek
Rulers
| Solarian Emperors | ||
|---|---|---|
| 1350-1383 | Calenden | Created the Solaric Empire in deliberate imitation of the Golden Empire. Launched the Light Crusade. |
| 1383-1426 | Nirokas I | Conflicted with the Hierophant Midir. |
| 1426-1460 | Nirokas II | He was killed by assassins from the Dominion. |
| 1460-1477 | Tengar | He divided the Empire into Western and Eastern parts. |
| 1477-1490 | Gelfric | Fiercely anti-Imakti he was dubbed "the Apostate". Executed by the Metrans in 1490. |
| Provincial Governors | ||
| 1490-1629 | Too many to list | The Wyrdmark during this period was governed by apointees of the Emperor who served annual terms. |
| The Rebel Empress | ||
| 1629-1635 | Eldora | The widow of the former Emperor struggled with his successor and establised a temporarilly independent Wyrdmark |
| The Margraves | ||
| 1635-1637 | Argenthan | The Emperor took personal command of the Wyrdmark for two years while order was restored, proclaiming himself First Margrave |
| 1637-1677 | Disenthan | Second Margrave, appointed by the Emperor |
| 1677-1714 | Dionis | Third Margrave, son of Disenthan - Margravate in henceforth hereditary |
| 1714-1756 | Callendor | Fourth Margrave, fell during the pacification of the Steelmark |
| 1756-1797 | Belleron the Fat | Fifth Margrave, famed for his banqueting |
| 1797-1807 | Bohris | Sixth Margrave, fell in battle with the Sorians |
| 1807-1865 | Metallor | Seventh Margrave, a quiet and devout man who lived a long time |
| 1865-1881 | Berren | Eighth Margrave, a drunkard and a womaniser |
| 1881-1892 | Gregor | Ninth Margrave, fell during the siege of Anmor |
| 1892-1958 | Cullud | Tenth Margrave, a scholar who had the size of the Wyrdmark army greatly reduced |
| 1958-present | Randor | Eleventh 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
- Abbey of Holy Darkness - headquarters and cathedral of the Knights Inhospitable, near Sword City
- Abbey of the Silver Dawn - headquarters and cathedral of the Knights of the Silver Dawn, near Malfort
- Basilica of the Mortal Coil - cathedral of the See of Callenden's Castle, includes the abbey of the Rotating Brethren of Saint Belatuc
- Cathedral of the Divine Revelation - cathedral of the See of Great Rooster, includes the convent of the Bouncing Nuns of Quiet Contemplation
- Cathedral of the Holy Comfort - cathedral of the See of Sezer, includes a famous ossuary
- Cathedral of the Holy Innocents - cathedral of the See of Jiggit, throne of the infamous Baby-eating Episcope of the Bath and Wells
- Cathedral of the Sacred Truth - cathedral of the See of Pol Wyrd
- Cathedral of the Sword of Imakt - cathedral of the See of Rilian, includes the Sanctuary of the Sword, a holy relic
- Ring of Odgar - a ring of huge megaliths, a sacred place of the Old Religion
- Temple to Belatuc - an ancient Imakti temple, it predates Midir and the priesthood there engage in ancient and peculiar rites
- Three Sisters - three vast megaliths in the centre of the hills named after them, they are sacred to the Old Religion
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!
- Brikalornamarda - Enswick village redsmith
- Elrond Hubbard - Mother Hubbard's idiot son
- Harry Hophead - everyone's favourite waster!
- Gallo Darici - a major swordsmith, now semi-retired, who lives in Pip
- Margrave Randor - ruler of the region
- Mother Hubbard - Enswick village alewife
- Simian Arnatabé - suspected leader of the Ranaite terrorists
Places of Interest
- Eldritch Silver Mine - the Eldritch mine for silver in the Silverlode Mountains and forge it into fabulous artifacts; although of no use to the Eldritch the mines also produce granite, slate and lead ore, all of which they trade to the local people
- Great Tree - a massive magical tree which forms the heart of the Eldritch community in the Wyrdwood
- Mustarci Orc Caverns - these labyrinthine caves, once the home of the Mustarci orc tribe pass right under the Core Mountains to the Plains of Yerek
- Old Bridge - a massive work of engineering that is now pointless as the Ril, which it is intended to cross changed its course
- Old Gem Fields - the source of the original wealth of Rilian the gem beds here are long since worked out
- Old High Pass - one of few routes across the Core Mountains, and in the past a route of orcish invasion
- Rammas Vale - a mysterious hidden valley recently discovered by adventurers
- Southern Limit of Winter Ice - the point to which marine pack ice reaches in the colder winters
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.
- Barrow-wights - up high on the Barrow Hills are ancient burial mounds, some say they hold the remains of Solarian nobles, others that they are even older and were raised for ancient goblin chieftains, whatever the truth it is said that those who dare break into them seeking ancient treasure are attacked by their dead inhabitants; however these wights have never been known to leave their mounds if undisturbed, though few would choose to spend the night too close to one
- Green Giant - a huge green-skinned man is said to live in a cave in the side of Mt Wyrd and to sometimes be seen wandering the farmland around Bumfit; the locals think he is a good omen and their crops grow well in years when he has been seen
- Jack-in-the-Frost - an icy being said to emerge only in the harshest of winters, this spirit if seen presages a poor harvest the following year; Jack-in-the-Green is never known to be about in a year following an appearance by Jack-in-the-Frost
- Jack-in-the-Green - this being, resembling a walking bush, has been occasionally reported in various places in south eastern Wyrdmark; it is said that when it appears the fruit trees will give a bumper harvest
- Light Son - this spirit, an old Solarian one, first appeared twenty years ago in Rilian and has been gathering a small cult since that time; some think it may be the same spirit as the Angel of Light summoned by Nirokas II that drove back the orcs
- Three Sisters - these are three spirits resembling old women occasionally seen in the Three Sister Hills; it is said they teach strange magics to those who greet them correctly but they will put a curse on those they think have insulted them
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
- A farmer has had a bit too much cider and is trying to pick a fight
- A market is being held in the nearby village, no doubt folk music and morris dancing will be perpetrated
- A recruitment officer is trying to sign up young men for the Imperial Army
- Entertainers have set up a stage and are performing mystery plays
- Merchants are passing through, they may be interested in exotic items
- Sheep are being driven from one area of pasture to another
Uncommon Events
- A have has swarmed and a beekeeper is trying to retrieve the bees
- Chantrymen march chanting to accompany the body of a noble to burial
- Eldritch are passing through on their way between the Great Forest and the Wyrdwood
- Forest bandits are holding up wealthy travellers and relieving them of their wealth
- Goblins are reported to be camped in a local wood, but by the time anyone investigates they've gone
Rare Events
- A chaotic monster (such as a lindworm) has followed the valley of the Ril from Yerek
- A mob of fanatics are demanding religious freedom and a return to Solarian ways
- Dark spirits have emerged from Castle Callenden and must be destroyed
- The son of a local noble has decided to be a knight errant and is challenging all he encounters to a joust
- Wolves have emerged from the Great Forest and are attacking the flocks
