The Forsmarch Organization in Eashavar | World Anvil

The Forsmarch (/Forz-march/ or /Forz-mark/)

History and Government

The Forsmarch is the melting pot of the Kcalsbury Continent. Originally claimed and colonized by the Gults, the Forsmarch diverged from the peoples of The Protectorate-Commonwealth by aiding the Norskolt in the The Brothers War. As a result of the Norskolt's loss, the Forsmarch suffered harsh consequences upon them by their victorious brethren, which were further exasperated by the arrival of the Uzbari in the modern Horselands.   The Forsmarch was a backwoods land of barren fields until the Beginning of the West March Wars, when many peoples fled to its northern reaches. While the Forsmarch was itself raided by the Thalgor on numerous occasions, it did not take the brunt of the assault. In fact, these attacks led to a decline in assaults from the Uzbari who viewed the Thalgor as a greater threat, and so the Forsmarch suffered fewer direct threats as a result. Similarly, the southern Gults came to view the Forsmarch as an important haven for refugees, and hostilities cooled.   When the southern Gults centralized into the Commonwealth and the West March Wars ended, this view of the Forsmarch's convenience persisted, for it served as a buffer between them and the Horse-Lords. At the same time, good will between the Horse-Lords and the Forsmarch persisted, as many of the march's cities welcomed the riders despite their past transgressions. This resulted in close trade ties between the Uzbari and the Forsmarch, as well as an unofficial peace. Today, the people of the Horselands treat the Forsmarch as their own grazing grounds (which they affectionately refer to as Yr Kana) while respecting its cities' autonomy and authority.   The Forsmarch, unlike the Commonwealth, did not undergo any process of centralization. It remains an array of free cities and farmlands governed by a variety of nobles, elected officials, and peasant councils. For the most part, this diversity is exceptionally harmonious; the people of the Forsmarch have little desire for conflict, and they have a strong sense of brotherly attachment to the other cities (regardless of their form of governance). In the years since the Gultic colonization, the Forsmarch has underwent extreme shifts in demographic make-up. Many event have contributed to its modern mixture of cultures: the Uzbari raids, the Thalgor refugees, the dispossessed of Sylla and Decia, the crusaders of Borden, Tieflings and Ophidians seeking a better life, and Fey who've fallen for the march's values of independence and autonomy. The march has welcomed them all, so long as they are willing to join the effort and become its brethren.   In recent times, the Forsmarch has not been immune to the instability wrought by industrialization, though it has perhaps survived more effectively than any other comparable state. Naturally skeptical of any dramatic changes due to their tumultuous past, the people in most of the Forsmarch's Free Cities have instead allowed industry to slowly seep in, making their work easier without displacing labor. There are exceptions, but in such cases the displaced merely have to move to another of the cities within the Forsmarch, and the blow is thus lightened.  

Cities

Forsythe

Forsythe is one of the oldest Free Cities of the Forsmarch. It is an important trade city, lying at the fork of the Adanac River and the Urzhar River. The latter of these is sacred to the Uzbari, which has historically led to conflict and raids from the southern horse-peoples upon Forsythe's farming lands. Today, the Uzbari are free to roam Forsythe and are common passer-throughs, bringing goods from the other parts of the Kcalsbury Continent with them. Despite its prominence, Forsythe is renowned as a "slow town," whose people take their time and deal with their lives day-by-day.   There are about 25,000 permanent residents in Forsythe's lands, and it has expanded dramatically in the past few decades as a result of the growth of a stable textile industry sponsored by the local Weavers' Guild. This growth has further attracted travelers and has established an infamous "rake culture," with the Old Town District becoming a haven for various agents, charlatans, and charmers. The city is governed by a council which is primarily elected, though it features nominated Uzbari and Gultic representatives chosen by various horse-tribes and The Protectorate-Commonwealth.  

Uir Ulan (/Weer Oo-laan/)

Uir Ulan lies at the base of the Gods' Hills, from whose peaks comes the city's primary water source. Because of its proximity to this sacred site, it is a common place of congregation for various Uzbari clans. On the slowest day, about 5,000 people live in Uir Ulan; during a festival, this can increase to well over 20,000. Much of the permanent population of Uir Ulan consists of Uzbari who have chosen to settle down, and most within the city practice animal agriculture. Uir Ulan has no official government, and that has also led it to earn a reputation as a den of impropriety. Many pubs and taverns double as brothels or drug dens during the peak of Uir Ulan's festivities, though these services also remain present (though hushed) year-round as crusaders from nearby Borden often come to partake in them during their down-time.  

Geography

The Forsmarch is largely just plains, and is often considered to be the southernmost point of The Horse-Lord Lands. Its flat expanse is, however, bisected by the Howling Woods, which are infamous for housing necromancers and beasts of all kinds. Despite this reputation, the Howling Woods are routinely exploited for their timber resources and animal hides.   The Vellis River flows through the Forsmarch before feeding the many rivers of The Protectorate-Commonwealth, a fact which has historically led to tension between the two neighbors. At one point, the Forsmarch even considered damming the Vellis as it passed by Uir Ulan - effectively turning modern-day Borden into a lake - but the threat of military intervention ended the prospect. Aside from the Vellis, the Urzhar River comes to feed the Adanac River by the city of Forsythe. The former of these is sacred to the Uzbari, while the latter permits trade with the nation of Trinea.  

Resources

The agricultural products of the Forsmarch are broad and varied, though animal husbandry is especially important due to the influence of the Uzbari. Hunting is also a favorite pastime of the Fors, and furs and hides are a major export for the nation. Perhaps the most famous product of Forsythe is catnip, which contributes to the city's unique culinary culture and large Catfolk population. Mustard, hazelnuts, and sunflower seeds are primary food exports of the Forsmarch, and it's said that the world's best pumpkin pies come from the Free Cities.   The eastern Free Cities have a preponderance of mineral wealth from the World's End Peaks. The discovery of diamonds made the Forsmarch rich during the Age of War, though much of the iron and copper of the mountains does not exit the national economy. In the south, the textile industry has exploded, and railroad projects with the Protectorate-Commonwealth are underway which threaten to reshape the economy of the Free Cities.  

Ethnicities

The make-up of the Forsmarch is greatly varied after centuries of openly accepting outsiders with open arms. The dominant cultural roots of the Fors are Gults, Norskolt, Uzbari, Sygultaz and Feyfolk.  

Diplomacy

 

Related Articles

Locations

Cultures

Factions

Regiments

All

"Brotherhood of the Free"

Adjectives: Fors (colloquial), Forsmarchers (official)
National Animal: Platybear
National Instrument: Bagpipes
Ethnicities: Gults, Uzbari, Sygultaz, Norskolt, varied others
Languages: Human Common (Modern Gultic), Uzbari, Sygultic
Capital: None
Ruler: None
Government: Free Cities
Hallmarks: Coexistence, self-subsistence, diverse governments, free trade
Characteristics: Independent, open-minded, pragmatic, adventurous
Eashavar