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Marchlands Pocket Adventures Volume 0: Marchlands Setting Primer
Marchlands Pocket Adventures Volume 0: Marchlands Setting Primer
Tyler A. Thompson
Sad Fishe Games, LLC
INTRODUCTION
Some might call the Marchlands a feral wilderness. Barbarian
territory, unexplored, untamed, uncivilized, and inhabited by
outlaws, exiles, and savages. Such people might be correct, in
some ways, but the vast Marchlands are far from empty or
lacking in history or culture. The people of the Marchlands
live in roaming bands or pastoral clan communities, ranging
from a few dozen to a thousand or so in population, though
rarely do they sustain anything larger. These communities are
governed by chiefs or councils of respected (or feared)
members of the community. Sometimes one clan will come
to dominate others and form an often short-lived kingdom, or
several clans will come together to form a confederation for a
time to address some common concern, but the tribal clan
persists as the dominant level or organization for
Marchlanders, and serves as an important part of individuals’
identities.
Historically, the people that are now Marchlanders came from
all directions, settling in waves from the surrounding regions,
sometimes from far beyond what is now regarded as the
known world: refugees from the frigid wastes of the far north,
exiles from a once-young empire to the south, pioneers from
the lands beyond the eastern nomad ranges, and most recently
those fleeing the newfound tyranny in the west. Despite their
varied origins, however, the Marchlanders have come to have
a distinct and identifiable culture of their own, which serves as
a unifying force among the many communities. Where many
Marchlander communities feud and ordinarily refuse to
cooperate within this culture, the Marchlanders tend to favor
their own over outsiders, and can typically set aside their
grievances to address any such threats or issues.
Marchlander society is divided by profession and class, though
such divisions are rarely treated as anything immutable.
Thralldom is practiced by some, whereupon person’s are
deprived of legal status and put to work against their will for
the good of the community, but such status is never hereditary
among decent folk. Others, though, reject thralldom entirely
and judge other communities harshly based on how they treat
their thralls. Lacking any sophisticated system of currency,
wealth generally is defined by the size of one’s herd of cattle,
sheep, and horses; farmers with substantial flocks are regarded
as carls, those with less as cottars, and those with the most as
thanes- the closest thing to nobility Marchlander communities
have. Others, such as craftsmen, have wealth in the goods
they produce and trade to others for animals and other goods.
Others still are employed by communities full-time as
warriors; while all are freedmen are expected to participate in
community defense as part of the Fyrd, such thane-warriors
take on a special status and need not farm or craft to generate
their wealth or justify their place in the community. A few are
permitted to spend their days hunting and scavenging from
the unfarmed portions of a community’s territory. A select
few are given special roles in the community as lawspeakers,
ritualmasters, or medicinefolk.
Marchlander’s worship a variety of gods, with a vague,
somewhat malleable pantheon that is regarded with different
priorities in every community, sometimes with different
names, mythologies, and local spirits or sub-deities, but almost
always recognizable to other Marchlanders who simply accept
the differences as one would a foreigner’s accent.
THE EMPIRE
The cosmopolitan behemoth of a state ruled by an allegedly
god-emperor. The Empire is undeniably the hegemon of the
known world, and few even among its citizenry could tell you
the true extent of its borders. Its inhabitants consider
themselves quite civilized compared to most of its neighbors,
and do not hesitate to tell foreigners as much. If the Empire
truly wanted, it could conquer the Marchlands in half a year,
but the region is fortunate that a number of more pressing
concerns and internal politics prevent this. Still, only petty
politicians, a mountain chain, and a few hardy, isolationist
mountain kingdoms have spared the Marchlands from
Imperial conquest to date, but a handful of plucky senators
and oligarchs have turned their eye toward those barbarian
lands, and successfully authorized a new expedition into the
region at Fort Prudence. This expedition is small at its
inception, but persistent lobbying diverts new funds and
resources all the time toward what its advocates hope will
eventually lead to a new Imperial territory to rule and exploit.
THE NOMADS
Nomad raids are simply the way of things, but of late there
has been quite the lull in such incursions. No one in the
Marchlands knows it, but an upstart chieftain supposedly
ordained by the nomads’ gods has set to work bringing many
of the nomad clans under his personal rule. This is a
protracted and bloody prospect, but one which this Upstart
appears equipped to succeed in doing. Of course, once
satisfied with unification of the clans he will need a soft target
for his new battered but numerous subjects to loot to their
desire to keep them loyal. The Marchlands are an ideal target,
though conquest of the region is far from his mind (okay,
perhaps suzerainty if it can be managed; the real prize will be
sacking Imperial cities once his power is more established.
THE TYRANT
The Western Tyrant has long despised the Marchlands for not
supporting his conquest of their cousin tribes in his present
domain several decades ago, and that hatred has only grown
with every spear thrust at his half-hearted invasions since. His
initial conquest was not kind to his domain, leaving it
impoverished and his armies occupied with maintaining
internal order, but at long last an opportunity has presented
itself. What little resources he can spare, the Tyrant aims
toward the Marchlands, knowing that his domain will not
survive in the decades to come without more territory.