| The Lordship of Wraith's Watch
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Duchy: Mists
Barony: Moonshadow
Leaders: Lord Joachim Windermere
Population: Estimated 6,500 (Pre-Schism)
Known For: Cultists, Superstitions, Shifting Forests, Special Woodworks, Coastal Services
Major Towns and Cities: Chillwinter, Corinth's Cauldron, Honora's Bramble
Characters of Wraith's Watch: Here
Description: Wraith's Watch is a land of scholars, mystics, and superstitious traditionalists, where gnarled, majestic forests crawl in on all sides of the lordship to give an almost claustrophobic squeeze on the coastline. Enchanting in an unnerving manner and one of the largest populations in Moonshadow as well as Mists, it's little wonder why. The rumors of abyssal cults, while never fully dispelled, has prompted the Lordship to crack down on these fanatics and their places of hiding, resulting in more unrest than has traditionally been evident in this tucked away, hazy dreamland.
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| History
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Considering the rumored chaos that seems to dwell and smolder in Wraith's Watch, the lordship as a whole enjoys a rather linear history. One may even dare to call it 'hum-drum' and boring.
Founded by Normandy Windermere and his wife, Saphine Miralore, the pair belonged to the family who originally helped found and settle Midnight Lagoon into an official lordship of the newborn Empire. Growing bored of the placid lagoons of their home, they Traveled west as many people did to sprawl across the new isle. A strong sense of adventure, as people came from the north and the south to join at what would become Wraith's Watch, Normandy and Saphine helped found the city of Chillwinter as a midway through the land, as well as a number of smaller villages along the way, ending on a coastal hill where they established the first fishing town on the west coast.

The Windermeres' have held the seat in Wraith's Watch securely, since then, watching the people become more suspicious, peculiar and superstitious through the generations all while fostering a lucrative lordship. Lucrative, but strange. As the Empire grew, so did the absent humming of another sect that soon grew to be known as followers of the Lord of the Abyss, or, Cultists. The threat of these enemies of the Empire growing with Wraith's Watch.
In 501, a page seemed to turn for Wraith's Watch as a new brand of Lord came to the capital of Crossroads City; Lord Malachi "Spook" Windermere. The flamboyant recluse was a practice in contradictions and rumors of young lovers, chemical abuse, sexual peculiarities and general moodiness were a common practice around the man. Arrested twice for suspicion of cultist ties, connected romantically to a girl half his age and a vampire he gave the rumor mill a run for their money as well as working hard for the prosperity of Mists under the hand of Duke Regent Raziel Devonshire.
Malachi's work proved more valuable than his flaws as he was elevated to Baron Foxfire Cradle in the year 503 after the expulsion of Cultist follower, Baroness Nysra Kallikrates, leaving Wraith's Watch to his younger brother, Joachim Windermere. The much younger, lesser known, tamer Lord relocated to the capital in his brother's footsteps, if reluctantly. After a bumpy introduction, the young man seemed to be growing more familiar with his station, but still vanished for weeks to months on end, back into the mists of the Watch.
Presumed missing in 506 shortly after the appointment of Baron Joseph Starling, Wraith's Watch was wracked by the spreading ooze that had so decimated Crescent Coast as it crawled from Kraken Shoals and into the Watch spreading sickness and ill tidings. Without their Lord present, the people suffered great losses of fishing and productivity. A number of fishing villages shut down, some of them turning into ghost towns before the ooze would mysteriously vanished once more for no apparent reason. During this time, the people started whispering, blaming the ooze on the new Baroness Crescent Coast, Phoebe Forester, claiming that she had upset the way of things with her attempt to change the Currents.
Their Lord was discovered once more and pulled back to the capital in 507 by his new Baroness Consort. Joachim has managed to stay out of the limelight, but in plain sight since then, and for the better as in 508, the Breath of Imperius that had been so loved and feared by the people of the Lordship completely vanished and The Great Schism rocked Mists to its core, delivering pain and the promise of certain death within two months.
Thankfully, to the efforts of the people of the Empire as a whole, Mists and the Empire as we know it were saved, but the Breath that once danced so heavily through the forests remains absent.
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| Politics
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Politically, the ruling family has had a somewhat more "laissez faire" handle on the lands for the five generations, growing moreso when Malachi Windermere came to the head of the family. Allowing most communities to exist and do as they like, there is certainly no concept of micro-management in the Windermere clan of Wraith's Watch.
The constant threat of cultists makes them politically and culturally paranoid and distrusting of change. This paranoia has made the last few years of leadership change in their barony and duchy difficult on the people. Hesitant, but mindful, orders that tend to trickle down from a new and unfamiliar Baron or even Duke tend to take some time to register with the people, here, but do get done, eventually. The people here definitely look to the older noble families-- Devonshire, Esper, Guybrush, Karaganinas, Montaigu, Ravensford, Starling, Vervoer, Windermere, Zeloral-- to take the lead and are large supporters of the Marquis, Solomon Karaganinas. They have a difficult time handling and getting used to the idea of new noble houses, which could shift the political climate and relations when they come to surface, especially when trusted families are stripped; like the Ravensfords.
With the general distrust of 'new' things, people and ideas, the Windermeres are regarded as the undisputed rulers of this region, but have allowed local and municipal authorities to perform their duties with relatively little complication. One minor different from the surrounding Lordships: Every town council, group of selectmen and board of trustees holds an honorary seat open for a representative of the Spectral Community of Wraith's Watch. Whether the spirits actually take advantage of this offering and join in on the meetings, it is difficult to say. Rumors abound of softly glowing orbs of light, or even ghastlier apparitions sitting in the ornate seats kept for them.
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| Succession of Lords
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December 503 – Present
- Lord Joachim WindermereNPC (b. July 9, 488)(This character is available for application!)
501 – December 503
- Lord Malachi Windermere (b. December 1, 477)
477 – 501
- Lord Zebulon Windermere (b. 450; d. 501)
- m: Vincentia Zenosado (b. 462; d. 498)
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| Geography
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West of Gryphon's Reach and to the North of the fabled holding of Medusa's Graveyard, Wraith's Watch is a coastal Lordship, marked by lush terrain, magnificent forest land and numerous creeks and rivulets that marble the countryside. Even on the clearest days, the Breath of Imperius was once so prominent here that everything tended to be viewed as through a haze, or a clouded magnifying glass, lending the landscape a dream-like quality that undoubtedly has appealed to those hosts of spirits, shades and wraiths unfortunate enough to still linger at the periphery of reality.

The forests here are green and lush, mossy, occasionally to thick and tangled that passage through them is an exercise in futility. The roads through the forests seem to change and undulate of their own accord, the will of the woods themselves determining acceptable routes from one place to the next. Following anyone in this part of the world is equally futile, as the mists once swallowed up anything more than several hundred yards away, and the woods themselves never seem to bear the same path through their tenebrous depths.
Hills ripple down like green velvet from the mountains to the east, playing host to rumored underground cultist caves and dangerous caverns for all manner of animals and beasts native to these odd lands. Those hills dissolve into thick, vital woodlands that many people carve their livelihood from before gently rolling into a smooth and surprisingly gentle coastline.
The seat of the Lordship, Chillwinter, rests near the heart of the land, marking as a midpoint through the tangled woodlands and hills that seem to watch travelers from all angles, serving as a beacon of hope and sanctuary for those that traverse the land, their city bell tower chiming out over the lush forests below.
All types of forests and variants of trees and wood can be found within Wraith's Watch, each forest named for any number of superstitions and stories that arch back into the origins of the isle, including Soul's Sanctuary Forest that surrounds Chillwinter, the once Breath heavy valley of the Mantheum Woods and the wild ivy and vine tangled Honora's Bramble near the coast of Medusa's Graveyard in the south. In the very center of Honora's Bramble resides a geographical anomaly called Corinth's Cauldron; the woods drawing up to a beautiful crest before plummeting into a suspiciously smooth, treeless valley.
The many rivulets of streams that break up the land supply the many forests, hills and wildlife with an ample and plentiful water supply, though, creates another interesting trial for those traveling through the area. A prominent river cuts the lordship nearly in half diagonally, traveling south east through the land, known as Boatman's Byway.
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| Economy
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A large lordship in a barony of large lordships, full of verdant and plentiful forests, Wraith's Watch is known for cultivating a number of beautiful and mystical woods, plants and flowers for harvesting. A wide array of trees that produce nuts and fruit that are used for components in alchemical potions and magical rites, harvesting has become an organized situation at certain seasonal times where whole villages take time out of their day to pitch in and swarm the woods in groups for safety.
More than just nuts, fruit and berries are collected in the woods as a number of very successful earth mages and arborists work to study trees, shrubs, vines and bushes of the area for study. They also have a rather notable history for trade in certain specialty woods and crafts, including wands, staves, amulets, tokens and the like. Larger items like furniture and other precious, specialty items are carved and assembled for very high prices, proving quite lucrative for a few notable families in the land.
Beyond the woods and hills rests the bounty of the sea where fishing villages make a living gathering fish and other sea life for components. The most notable feature that claims the seas around Wraith's Watch would be the apparent popularity of the coast to Mistian Sea Lions. These majestic creatures are carefully taken into account and protected as a natural resource eventually harvested for their pelts, oils, blubber, teeth and whiskers. Once a year, the coasts are overrun by sea lions for mating season, when the males are abnormally aggressive and have been known to charge and attack citizens who do not take care to stay out of their territory.
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| Culture
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A land of paranoia, distrust and superstition, the culture of Wraith's Watch is buried deep under strange cultural abnormalities that don't seem to be practiced isle-wide. This could be due to the rumor that the largest quantity of Cultists exist here, or that the Breath once settled very thickly here, it's hard to say.
The culture of the Lordship is, in general, mistrustful of outsiders yet capable of great acts of hospitality to those who show up at their doors. Most of the folk in Wraith's Watch would take in virtually anyone rather than leave them outdoors to cope with the phantasms and spirits roaming the countryside. Those native to this land have a healthy respect for the dead, but surprisingly, make little attempt to communicate with them directly. Those entering this part of Mists tend to struggle to categorize those of the Watch, believing them sheltered, but not ignorant; aloof and standoffish, but not unkind or openly hostile.
It is a long standing tradition in the Watch that the dead are shown the respect they may not have been granted in life. Neglecting this important cultural oddity will set off even the less superstitious of the folk dwelling in this part of Mists, as it invites ill fortune and risks upsetting the undisputed (and quite large) population of restless dead wandering the lonely moors and forests of Wraith's Watch.
A number of other well-known superstitions noted as simply commonplace in Wraith's Watch include the fact that every village, no matter how small, includes a bell of some sort near the center. Rung at dawn, noon and nightfall, it is said to ward away demons. During holidays, especially Evernight, and times of woe, the bell is usually rung every hour on the hour as a symbol of hope.
Strings of acorns hung around a home's doorframe blesses those who live there with long life and good luck. A bed facing north-south brings misfortune. A bird inside a house is a sign of death to come. If a frog enters your house of its own will, it's good luck. Ivy growing on a house protects the inhabitants from evil. It is polite to wave, salute or nod at each mirror they pass as a sign of respect, as a mirror separates the living world from the dead. If someone bites their tongue while eating, it means they've recently told a lie. A window must be left open at the moment of death, to allow the spirit to leave and not become trapped in the house. Every home is fit with a 'wraith lantern' to be set outside the home or in the window to keep death away and guide lost spirits home.
Another interesting occurrence of the Watch is a 'Spirit Tree'. Trees being so plentiful, there is almost always one large tree in the center of town, either living or dead, which has a number of coins hammered into the trunk and branches as an offering to the spirits of the dead. it's customary on the anniversary of a loved ones death to go to the tree and hammer another coin into the bark.
There's also a number of strange, haunting, macabre songs sung to youngsters -- songs taught to parents by their parents, and taught to their grandparents, some believe by the keening spirits of the Watch themselves; songs which have no basis in established history, or even make sense in this world at all.
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| Bestiary
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Giant Bats Snakes Mantids Fireflies Bone Weevils Sea Lions
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