(Work-in-Progress)
Fort Wiltun
Population: 823
Government: Jarldom. Autocratic rule. Cognatic.
Religions: Valkur, Red Knight, Tempus, Hoar, Uthgar
Imports: Lumber, stone, farm products (veggies, meats, dairy) - all imported from their Caraigh territory; luxury imports - foreign wines, sculpture, paintings, silks.
Exports: Furs, mead, weapons/armors, iron.
Alignment: Any Neutral
Leaders
- Jarl Roland Shadowflame
Councilor Walter Hassen
Admiral Darby Mirth
Ryrik 'Warhound' Shadowflame
Known Factions
- Lucky Seadog Jarl Wardens
General Information
- Fort Wiltun is the seat of rulership of the Jarldom of Wiltun, which includes a large pastoral holding on the isle of Ruathym and several small, rocky islands in the Trackless Sea. The Fort lies on one of the larger of these islands, a squarish block of rock jutting far up from the sea and dropping into sheer cliffs on all sides. It occupies nearly the isle’s entire surface, as well as a system of caves and catacombs carved into its bowels. As of the spring of 1381 DR, the Jarldom also encompasses the large and verdant, but sparsely populated, island of Caraigh, including the island’s only sizable population center, the small village of Ceyren’s Mill.
The Jarldom is ruled by a Jarl, a hereditary position of absolute authority. The current Jarl is His Grace, Lord Arsant Wiltun the Fifth. Though the Jarl’s rule is absolute, he is advised by several close associates, including Master Parrico (the Seneschal of the Keep), and Darby Mirth (Admiral of Wiltun's naval forces).
Lord Wiltun has overseen the development of his Jarldom into one of the region’s significant naval powers; his fleet is a rival to the dominance of the fleet of Luskan, politically, commercially, and militarily, and the hostility between the Jarldon and Luskan has many years of precedent. More recent has been the establishment of a corps of Jarl-Wardens. Originally led and commanded by Sir Avadon, and later combined with Wiltun's naval forces under the command of Admiral Darby Mirth, they are tasked with the enforcement of the Jarl’s law in his keep and nearby territories.
History
- Creation: Founded by Hawmin I from Ottar Ruathym, and later usurped by Lord Jasht Wiltun I, transitioning from Fortress Hawmin to Fortress Wiltun.
Noteworthy Events: Jousting festivals, seasonal solstice festivals, "red weddings" involving the execution of Luskaners.
Major Battles / Military Operations: Luskan War (Cold war at the moment), Ostland War. Previously involved in the Arcanum War siding against Amn/Collin Reyes.
Arcane magic, as in all Ruathym societies, is feared and hated, and often not very well understood. It is not due to ignorance, but rather that arcane magic has been used predominantly for evil purposes and has caused many tragedies. Necromancy, Enchantment and Conjuration are the most feared and hated of all. Divine magic from Northlander deities is accepted, however, as are bards - as long as their magic is kept in check and not flaunted, and they fit into the culture of being warrior poets, battle singers, and so on. The deficit of arcane magic is made up for through artifice, mythal work (the forge is a gift from the Monolith of Mystra) and rune magic.
-----------------------------------------
Ostland
Population: 1200 (Spread over 3 towns)
Government:
Religions:
Imports:
Exports:
Alignment:
Leaders
Known Factions
General Information
History
-----------------------------------------
Ceyren's Mill
Population: 232
Government: Local community council, but fealty is sworn to Wiltun.
Religions: Hoar, Eldath, Chauntea.
Imports: Finished goods - soaps, textiles, homegoods, flour, farming tools, leather goods, ink, paper
Exports: Lumber, stone, farm produce, dairy, livestock, meats, cheeses, wine, beers, poultry, herbs, medicine, furs, wild fruits/nuts/berries, iron.
Alignment:
Leaders
Known Factions
General Information
- In Ceyren's Mill, everyone is a tradesperson and has minimal education. They are highly superstitious, and wary of the abuses of outsiders and foreigners. They are not timid, and will react violently in the wrappings of night to protect their community. Riots are far behind them, now, but they will protest and act on their dissenting opinions, if they feel they are not heard. They will not accept much modern medicine, and no divine healing magic and so on, and will stick with alchemy and homeopathic remedies. They use folklore as their Bible, and use archaic warding practices to protect their homes from spirits, demons, and unwanted, and most of those practices actually work.
People are not buried in the ground at all on Caraigh, due to their coming back as zombies due to the Taint. People are cremated to prevent the spread of disease and give them burial. It is a hard thing for the people, who are very close to the land in a Moonshaes type fashion. They want people to return to the Earth Mother, and have always buried their people. They have never used a charnel house, and are opposed to the idea of exhumation. One day, they would like Caraigh to be pure and clean, so they can bury their people in the cultural and traditional way, instead of denying them that perfect rest.
History
- Ceyren's Mill was founded around the time of the collapse of Aigeshed, by the survivors of the tragedy. They bear a heavy weight of guilt, as their forefathers built a windmill that turned their kinsmen and neighbors into mortar for the dark practices of Blackmoor Keep to come alive and be built, brick by brick. This is the reason that they have a watermill, instead of a windmill, as they pray for Eldath to let them repent for those sins.
Several years ago, they were nearly forced into an unpopular barony under Ser Robert, and bear a high disdain for holy men as a result, especially those from the former Holy City of Kohlingen. Ceyren's Mill is typically peaceful, and has a strict curfew at sundown, due to undead attacks being very frequent and potent. Previously, there was an outbreak of giardia and botulism from donated food, and now all donations for supplies are accepted only by Fortress Wiltun and then inspected, before being given to the Mill, as per their request.
Arcane Magic is strictly abhorred. Practitioners of any magic that is not explicitly divine are considered witches, and the commonfolk will attempt to burn/drown/stone those caught practicing "witchcraft".