Wycklow: Difference between revisions
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=== Notable Places in Wicklow === | === Notable Places in Wicklow === | ||
[[The Murragh]] | |||
[[Church of the Toothless One]] | [[Church of the Toothless One]] |
Revision as of 02:45, 22 April 2011
A near-lawless seaside city on the eastern coast of Eire, Wycklow (or Wicklow, traditionally Wykinglo) is the primary point of entry for refugees from the continent.
History
Local tradition holds that Wycklow was founded by Vikings nearly four centuries ago. Certainly no more than a small settlement of farmers and fishermen were here when the first raiders came. The deep water of the harbor offered safe haven for the Vikings and a strong trade route was established to cities north and onward to the Northlands. Early Wicklow consisted of several villages, each controlled by a clan or tribe. Some villages were Irish, while others were a mixture of Northmen and Eireanns. As these villages grew they coalesced and eventually became sections of the larger city, but they still remained under tribal control. A tribal council, consisting of one representative from each tribe, governed the growing metropolis.
Around 2950KE the Vardamon clan rose to power as a result of their mining resources. They used their gold to influence several clans into supporting their bid to establish Wicklow as a Barony. Many clans objected to this, but the Vardamon clan and their allies held sway. Their leader was appointed by the council as the first Baron of Wicklow. Under the leadership of the barons, Wicklow grew even more rapidly than before, soon becoming the primary shipping point to Prydain and beyond. It also became the principle city to which foreigners immigrated.
The Outlands were born in and grew outward from this city. The population of Wicklow reflects the decades of fantastic creatures fleeing the persecution of the Holy Empire. While still mostly human, the city is also populated by Elves, Gnomes, Halflings, and a variety of other non-human races. A respectful peace exists among the various races, though occasional rivalries have been known to occur. Bloodshed is bad for business, and the business of Wicklow is business. Most of the non-human races are concentrated in the southern sections of the city, with the exception of the elves of Ayr, who occupy a large town to the north of Wicklow. Some elves have moved from Ayr and live in a small village just outside the the northwest wall of the city.
After the Great Devastation of 3098, the city fell into chaos and was invaded by a horde of orcs and beastmen. Baron Vardamon and the Chief Druid of Wicklow fled the city, as did several clan leders who were close to the baron. The remaining clans took up arms and defended their sections of the city, slowly but surely driving the invaders back beyond the city walls.
Government
There is no single body of law in Wicklow, and no single law enforcement authority. Each section of the city is ruled by a clan and has rules or practices which differ from their neighbors. Most of the laws of a given section will be posted at the recognized territorial boundary of that section. Each section will have a sheriff, who is the chief and often sole law enforcement officer for that section of the city. Some sections may have more than one sheriff.
In general, the laws and practices are the usual traditional ones: murder and theft are prohibited and usually punishable by hanging, though thieves are often sold into slavery. Those convicted of a crime are usually sentenced with indentured servitude, either to the offended party or the clan in whose section the violation took place. There is a dungeon in Wicklow, but it is more often used to jail drunks, pirates, and others who do little more than offend local sensibilities. Those held in a dungeon await trial, which may take weeks or months, or simply pay a fine and be released as soon as they are sober or notably sorry for their offenses.
Ad hoc courts are convened to resolve disputes between humans. There are a number of ways this may occur, but generally a jury of seven to nineteen citizens will be selected, either at random by a sheriff or by the parties of the dispute. Jurors hear the case, then deliberate in open court; they are able to recall witnesses or summon additional witnesses. The decision of a jury binds all parties involved and may not be appealed to any other authority. In disputes that involve non-humans, juries may be a mix of both human and non-human races, and laws or traditions other than those of Wicklow or Eire may be submitted as evidence and be considered in the jury deliberations and determinations of judgment.
A defensive militia is maintained by taxes collected from each of the clans as well as a property tax on the citizenry. This militia consists primarily of archers who maintain a constant defensive vigil along the city walls. There is also a company of pikemen and spearmen who also defend at the walls and within the city if necessary. This militia is lead by a Sergeant at Arms, who is hired under contract by the governing council.
Life in Wicklow
For such a diverse and lawless city, Wicklow is surprisingly safe. The primary concern of most citizens is the acquisition of personal wealth. Violence is seen as a hindrance to good business, and so it is shunned by most. Theft and other dishonest trade is also seen as detrimental to good business, so are discouraged and those caught transgressing are usually punished severely. The banker’s guild, for example, will cut off both thumbs of any member caught stealing clients’ monies.
Much of the peace in Wicklow is due to its diversity. Various races and faiths have learned to get along over the years, deciding to let perceived differences go unexpressed in an effort to maintain a productive environment for business and development. Most of the humans in the city follow traditional beliefs, but the teachings and practices of the Visitors has had a profound influence on the population. Most human children are familiar with the legends and lore of their elfin friends, and goblin stories are told around many human campfires. Some human miners know as many dwarf songs as those who brought the tunes to Eíre.
Every culture and religion from the continent is represented in Wicklow. Some of the only Theists on the island of Eire are in Prydaín, and while they have no church and are discouraged from proselytizing (preaching in public usually gets them whipped), they can be found throughout the city. Many object to the presence of these believers from the continent and have argued for their exile. There have been incidents of violence, and more than a few Theists have been murdered. During the riots following the Great Devastation, the only church in Wicklow was destroyed.
Piracy is a problem along the coast north and south of Wicklow. There is no organized navy to protect merchant ships. This has led to a thriving maritime mercenary business, with entire ships and experienced crews for hire. Some suspect the pirates themselves to be among these mercenaries. Wicklow enjoys robust trade with Prydain, bringing a wide diversity of products and peoples to the streets and markets. These trade routes, as well as those with the rest of Eíre, are the primary targets of piracy.
Slavery was outlawed in all the old kingdoms of Eire, but it is big business in and around contemporary Wicklow. There are three areas near the docks where slaves are now sold and traded. This practice began in the days immediately after the Great Devastation, when Baron Vardamon ordered all alien visitors arrested, citing their risk to the security of the barony. Elves, dwarves, humans, and others were placed in chains and made to serve the barony. Others were sold into slavery and shipped to Prydain on pirate vessels. Rumors persist that before fleeing Vardmon had a large number of elves and other non-humans exterminated. Once the clans had restored order in the city the non-humans were released from the dungeon. However, the practice of slavery and involvement in slave trade persists among several of the clans and is a common among the pirates along the coast.
Notable Places in Wicklow
Notable Residents of Wicklow
GURPS Statistics
Population: 56,000 (Search +2)
Physical and Magical Environment
Area: 960 acres (1.5 square miles)
Terrain: Plains, Island/Beach
Appearance: Average (0)
Hygiene: -2
Mana Level: Low (Common Enchantment)
Culture and Economy
Language: Gaelic, Latin
TL: 3
Wealth: Struggling
Literacy: Broken
Status: -3 to 5
Political Environment
Government: Free City. Representative Democracy with Caste/Clan elements.
CR: 2
Military Resources: $190K
Defense Bonus: +5