Location: Marienburg Settlement in Den Gamle Verden - Warhammer Fantasy Roleplay | World Anvil
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Location: Marienburg

Marienburg is considered to be the largest trading hub in the Old World and is the greatest of its ports, far more wondrous than even the city-states of Tilea. Straddling the mouth of the River Reik as it drains the mainland into the Sea of Claws, nearly all maritime trade that concerns Bretonnia and the Empire happens here. It is a place of great wealth and great opportunity. It is a place despised by the Empire, despite its reliance on the fabulous port city’s good fortunes.

Demographics

Marienburg is vast; a bright spot in an otherwise forlorn and wretched landscape. The people of the city are descended by the tribe of the Jutones, who drove the Endals and the Fimir off their lands and made the marshes their new found home. In fact, the people of Westerland are of Endal stock while the city itself is purely Jutones in origin.

Government

Bystyre

Defences

Surrounding Marienburg like a mother sheltering her children in her arms is the great wall of the Vloedmuur. This is the city's main protection against the dangers of flooding fromthe sea, and against the possibility of attack from any side. It runs for miles around the perimeter of Marienburg, built onthe foundations of the walls of the old Sea-Elf fortress, but the Directors have lavished the most money and attention at either end of the Reik and at the important Oostenpoort and Westenpoort gates.[1c]   Here, ramparts of stone and great round towers face the entrance of the Reik, known as the Strompoort Gate. In timesof emergency, officers in charge of the Strompoort towers can order the raising of huge chains that have been laid across the bottom of the channel. Within a half hour, a metal fence canblock entrance to all ships coming down the Reik; and can- non on the towers ensure that vessels trapped by the chains will be in for a very rough time. At the opposite end, where the Manaanspoort Zee begins,the entrance to Marienburg's harbour is primarily guarded by the fortress-prison of Rijker's Isle and its cannon and fire-hurling catapults.[1c]   Here the towers of the Vloedmuur are smaller and the walls are meant more to shelter the harbours of Manaanshaven and Elftown, whose ships and marines are vital to the city's defence. In between Strompoort and Rijker's Isle, broken only by the imposing gatehouses of Oostenpoort and Westenpoort, the Vloedmuur is more of a large dike, built of packed earth, stone and wood pilings, constantly reinforced and rebuilt. Brick-lined tunnels pierce it at several points, each built within thebase of a stone watch tower. During times of dangerously hightides, residents near the walls can hear the rhythmic thrumming of the Dwarf-built pumps forcing water out into the swamp. Each end is guarded by twin metal portcullises to prevent entrance from the swamp, while the city's lamplighters keep aregular patrol on the wooden palisade that tops the Vloedmuur.

Infrastructure

The city itself rises from the foetid swamp that typifies the Wasteland, that gloomy march between the impenetrable Drakwald Forest and the immense Pale Sisters. With the regular rains, sucking mires, and the strange breed of peasants that make their living trawling the dark waters of the countryside, reaching the grand city can sometimes be a feat in and of itself. A visitor to Marienburg can quickly be overwhelmed by the sheer size of this metropolis, with its innumerable islands, canals, and labyrinthine streets. So large is the city that many of its denizens rarely venture beyond their own districts, and can only speculate about what happens on the other side of the city.   Anyone wishing to get anywhere in the city must cough up a few coins to pay for passage on one of the canals. Certainly, one could get where they want to go on foot, but the streets are so narrow, so twisting, it’s easy to get lost, swallowed whole by a city that always hungers for fresh meat. Thus the canals are the main thoroughfares and the murky waters, glistening with the oily sheen of filth, are filled with skiffs, rowboats, sailing ships, and even galleons come to pass through the city and venture onwards to Altdorf or even as far as Nuln.

History

The facts of Marienburg's origins are all but lost in the distant past. War, fire, floods, rats and even the Cult of Manaan have all done their best to obscure the truth. What have come down to the present are little more than tall tales told in tap-rooms and educated guesses by Old World scholars poring over crumbling manuscripts. Marienburgers are a practical lot; their city just is, and that's that. As long as it's a profitable place to be, then how it came to be here is of little concern to its average inhabitant. Still, almost any street urchin will gladly sell a visitor a map to Marius's secret treasure hoard, or showing the vault where the cult of Manaan hid their altar-pieces during the Bretonnian occupation.[1e]   Marius the Fen Wolf (-20 to -10 IC) Yet despite this layer of fabrication, some accurate facts are known about the city's early history. According to sagas set down in writing centuries later, between the departure of the Dwarfs and the coming of Man, the fens around the islands of what would become Marienburg came to be infested with Fimir. At the same time, far away in the northern forests of the Old World, the Juton tribe was at the brink of destruction at the hands of the far larger and seemingly invincible Teutogens, a warlike tribe that dominated all the others in the days before the coming of Sigmar. Faced with the choice of slavery, starvation or suicidal battle, their paramount chief, the semi-mythical Marius, persuaded his people to instead flee the Forest of Shadows and head west with all they could carry in a great exodus.[1e]   However they got there and for whatever reason they left, it's agreed that the Jutones were in the Wasteland by the year -20 I.C. There, all the tales state, they engaged in a fierce war with the Fimir, with neither side giving quarter, each bent on genocide. Around -10 I.C., the Jutones and the Fimir met in a climactic battle amidst the ruins of the Sea Elf fortress. The Saga of Dobbe Arend, the oldest known with fragments dating from the sixth century, says that Marius met the Fimir queen in single combat and killed her on Slagveldsrots ('Battlefield Rock'), the old name for the island on which the Staadtholder's palace sits. He laid claim to the marsh and all the lands between "the forests and the seas" and founded his city on the Elven ruins of the ancient Elven city, proclaiming himself King of Jutonsryk ('Realm of the Jutones').[1e]   He saw fit to name the city for himself, and built his tower on Rykseiland ('Realm's Isle'), these days called Rijkers' Isle. The next several centuries are shrouded in obscurity. A column in the crypts of the Cathedral of Manaan bears carved names and accomplishments, some of which are still readable. Though styled 'kings', they were little better than chiefs in these days, ruling a crude fishing village amongst the ruins. Euricius Mariuszoon and the twin-tailed comet of his reign are mentioned. Then Gijsbert Mannelykheid of the dozen sons in the third century I.C., and his heir, known only as Grootneus ('Big nose').[1e]   Sigismund the Conqueror (-10 to 501 IC) The Jutones tried to settle the Wasteland, too; especially the fertile country around the banks of the Reik. One can still see the artificial hills of old motte-and-bailey forts, some maintained as places of refuge to this day. Small towns and villages were founded on the Tumble Downs, of which Aarnau is the largest and oldest. None survived the few attempts made to settle the Bitter Moors, Almshoven being the last to die. After the first few centuries, these attempts at colonisation were half-hearted at best, a bone thrown to disaffected factions or young nobles who "wanted land, not fish!" Even in these early days, Marienburg was not only the chief city of the Wasteland, it was the Wasteland.[1e]   The next time the city enters history with any certainty is in the Chronicles of the Venerable Ottokar, an early Grand Theogonist of the Cult of Sigmar. The unknown scribe records Ottokar's blessings on the efforts of Emperor Sigismund II "the Conqueror" to extend the domains of "the unity of Divine Sigmar". While the chronicle concentrates on wars to the south and east, it makes brief mention of a campaign against the "barbarians of the Reik's mouth" in the spring and summer of 501 IC.[1e]   Mustering a great army, Sigismund is said to have swept aside the resistance of the Jutones and received the submission of King Bram, the Jutones ruler. The chronicler praises the wisdom and generosity of the Emperor, for "he neither razed their Citadel nor reduced them to charcoal, but rather loved them as Children, making their King a Baron and Vassal of the Empire, and naming the new province 'Wessterland'. And so he shewed His Love for all the Children of Sigmar."[1e]   The Raiders of the Far North (501 to 632 IC) Two key factors shaped Marienburg's early history: the people's growing love of the sea and their contacts, violent and commercial, with the Norse. The Manaanspoort Sea was Marienburg's gold mine - its seemingly inexhaustible supply of fish provided a large surplus that was salted and exported to the growing towns and cities of the interior, while the King of Jutonsryk (and, later, the Barons of Westerland) enjoyed a monopoly on the production and export of salt. In fact, the salt trade was so profitable that the earliest Imperial laws against smuggling were devoted to it. The penalty for salt-smuggling was imprisonment for life in the dungeons of the Baron. But bright gold often draws greedy eyes. Across the Sea of Claws the Norscan jarls saw the gathering wealth to the south and decided that taking it all at once would be more profitable than trading for it with amber and furs.[1e]   It was in 632 I.C. that the first raiders appeared, their dragon-headed longboats bringing terror to the coasts of the Old World. In the library of the Temple of Verena, an ancient diary records the fear the Norscan raids inspired: "Merciful Shallya," pleaded the unknown writer, "spare us the fury of the Norscans!" Mercy was apparently in short supply, since this year also saw the first sacking and burning of Marienburg, an event that would happen three more times over the next 1200 years. Not that the Marienburgers took it quietly. From studying captured longboats they learned how to built their own open-ocean craft and tried time and again to fight the attackers on their own ground. Sometimes they succeeded, sometimes they didn't. When they didn't, the Barons would agree to some enormous tribute, usually gold, in return for peace - at least until the next time the Jarls of Norsca wanted more. When it did work, treaties would be signed that provided for trade instead of tribute, the Marienburgers always seeking to bind the Norscans with luxury imports they could obtain more easily than by risking lives in a war.[1e]   The Rise of the Merchants (632 to 2150 IC) All this bound Marienburg's inhabitants more closely to the sea. With their new-found confidence, they explored the coasts of the Old World, making contact and trading with the cities and towns of Bretonnia, Estalia and Tilea. They even crossed the Sea of Claws to sign treaties of commerce with the inhabitants of Albion, and ventured far to the south to bring back silks and spices from the distant lands of Araby and Ind. At first, trade was run by the noble families of the Wasteland, who were traditionally close to their people and not above working side-by-side with their villeins. But, along with Imperial fashion, Imperial attitudes took hold among the Wasteland's nobles, who began to sniff at commerce and leave it to the common folk.[1e]   It was an unwise move. The new merchants took up the slack with such gusto that successful trading houses soon began to rival the nobles in terms of wealth, even becoming the creditors of those that had fallen on hard times. By the Time of the Three Emperors, the influence of the middle class and its entrepreneurs had grown to the point that they could demand and get seats on the Baron's advisory council, the Stadsraad, which had formerly been restricted to the clergy and the nobility. At first, Baron Roelandius van Buik refused absolutely: 'Admit commoners to governance and you might as well give Chaos the keys to the Old World!"[1e]   The Arrival of the High Elves (2150 to 2301 IC) He saw the light, however, after the Merchants' Association revealed several past-due loans against the homes of the nobility, including the Baron's new palace, that would sadly have to be foreclosed upon. Not relishing the thought of moving back to the draughty castle on Rijker's, nor of being stuck there again with his dispossessed noble chums, Baron van Buik relented in return for a renegotiation of the loans. The real turning-point in Marienburg's history came in 2150 I.C., when a strange ship was sighted approaching the Manaanspoort Zee. While not obviously hostile, its alien design prompted Baron Matteus van Hoogmans to despatch four ships of his own to make contact and discover the newcomer's intent. Within a day caution had turned to joy as the ship sailed into Marienburg harbour with the four carracks as escort, firing their cannons in salute. The Sea Elves had returned to their ancient port. Having the chance of a lifetime fall into his lap like a ripe apple, Baron van Hoogmans immediately opened negotiations with the Sea Elf Wavemaster, Sullandiel Fartrader. A team of negotiators comprising the Baron himself, the chief priest of Haendryk and the heads of the great merchant houses worked for two hard weeks with the captain and officers of theLughsoll. The result was the Treaty of Amity and Commerce. With this coup, Marienburg made fast its claim to be the premier port in the Old World.[1e]   Imperial Crisis (2301 to 2378 IC) Crisis came to Marienburg, as it did for the entire world, during the Incursion of Chaos in 2301 I.C. The last Baron of Westerland, Paulus van der Maacht, died without heir while serving in Magnus the Pious's army in Kislev. Almost as soon as the war was over, Emperor Magnus was besieged by claims to the province and its vast wealth. The ruling families of both Talabecland and Nordland had reasonable claims, but literally hundreds of petitions flooded the Imperial Palace from noble families across the Empire who sought the office. Lawyers and genealogists worked overtime to produce connections to the House of van der Maacht, no matter how tenuous. More disquieting were the reports from spies that several of the Empire's electoral provinces had begun to secretly gather armies.[1e]   Magnus saw the full picture; should any of the great noble families feel slighted, the resulting animosities could rekindle the civil wars he had so recently ended. It was late one spring night that Magnus received yet another deputation, not from an Imperial noble, but a committee representing the wealthiest merchants of Marienburg, bearing a proposal. Their scheme was simple yet daring: rather than risk renewed fighting by choosing one noble house over another, Magnus could refuse to appoint anyone and instead let Marienburg be governed by a directorate comprising the greatest of its Merchant Houses and temples. Business would go on as it always had - taxes would be collected, trade goods would flow into and out of the Empire, and Imperial peace and unity would be preserved.[1e]   The Emperor, according to legend, prayed hard for several days and nights. In the end, he agreed and declared the Barony ceased, renaming it the Province of Westerland and placing the merchants in charge. All seemed to be in order, and things ran so smoothly that subsequent Emperors came to take Marienburg for granted and largely forgot about it. Whether it was part of a grand plan on the part of Marienburg's plutocrats or simply a canny sense of the opportunities that came their way, over the next century the Directorate concentrated more and more power in their hands, loosening the ties that bound them to the Empire.[1e]   The Directorate of Marienburg (2378 IC to Present) First, the Merchant Houses gained the right to arm and maintain large private militias, ostensibly to deal with the pirates of Reavers' Point. After the successful campaigns of 2378, this right was made permanent and the Imperial garrison was withdrawn. Playing on that success, the Directorate offered to take over the maintenance and operations of the Imperial Second Fleet, which had been stationed in Marienburg for over a thousand years. The financially strapped Emperor Leopold von Ulhafiger was only too happy to agree, freeing the funds he needed to fight wars to the east and put down revolts at home. Content to leave the defense of Westerland to its helpful burghers, Leopold swiftly disbanded the Second Fleet. Not surprisingly, its ships and sailors quickly found their way into the private forces of the Merchant Houses.[1e]   Finally, the Directors appointed their own excise service in 2399 IC to see to the efficient collection of taxes and tariffs and control of smugglers. Every penny was neatly counted and tallied before it reached the Imperial Legation, while the Marienburg excise men proved themselves skilled at catching smugglers. Some said at the time that the innocent people were framed when no real smugglers could be found, just to make things look good. A grateful government in Altdorf allowed the Imperial Excise Service in Marienburg to wither until it did little more than receive the Directorate's payments. The final break with the Empire came at the end of the reign of Emperor Dieter IV, last of the Unfahigers, who imposed heavy taxes on beer and sausages to prosecute his invasion of the Border Princedoms. In the chaos caused by revolts against the taxes and Dieter's deposition in favour of Grand Prince Wilhelm of the Reikland, the Directorate seized the moment and had the Stadsraad declare Westerland's independence.[1e]   The newly made Emperor Wilhelm III did not take the news quietly. He sent three expeditions against Marienburg. All three were defeated, and the last resulted in the surrender of the Imperial Army at the so-called Battle of the Grootscher Marsh. This also revealed the ties between the Directorate and the Sea Elves, whose wizards were decisive in the final campaign. With threats on all sides, Wilhelm acceded to the inevitable and recognized the independence of what was now proudly calling itself the 'Wasteland'. With the treaty of 20 Kaldezeit 2429, Marienburg was free to chart its course in the world.[1e]

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