Overview
Wolfenhain is the collective name for a group of independent towns and cities. On the surface, it is a place of mostly towns and villages, with two cities, and the bulk of the people are simple farmers, lumberjacks, fishermen and humble townsfolk. But beneath the surface a greater darkness lurks within. Many of the legends of monsters and beasts that lurk in the darkness have truths here, and after years of living amongst the evil, the people are suspicious of strangers, and most know not to go out after dark. The architecture of the area is very gothic, adding to the dark and foreboding feel.
History
As the birthplace of human-kind, the oldest human settlements are all in the land now called Wolfenhain. Wolfenhain has never been a united or powerful empire. It has remained a group of city-states more interested in themselves then in any greater cause. Initially this made them a tempting target, and it was the annihilation and enslavement of the human race that triggered the Great War between Razilin-Tera and the Micronian empire. Had Micronia lost, Wolfenhain would have been conquered and destroyed. This has also made them ripe for creatures such as the Vorshorran and Lycanthropes, who’s dark shadow has been hanging over the region for hundreds of years.
Slowly a conflict has been brewing between the forces of Faylen, and his allies against the creatures of the night. And while the battles are mostly invisible, happening in the dark away from watchful eyes, there are signs the conflict is threatening to spill out into plain view. The creatures of the night struck a very bold move when they destroyed the main cathedrals to Faylen in both Arken and Eisenholt in one night. In Arken this has the desired effect, with people cowering, and much of the resistance going out of the populace. However, in Eisenholt the effect has been the reverse, with it pushing people closer to the church, and now that cathedral is being rebuilt, the number of Knights and Clerics is growing, and the people are showing signs of banding together against the darkness.
Common Races
Humans
The most common race, Wolfenhainers tend to slightly shorter than the norm, and both nimble and sturdy. They are distrustful and suspicious, which can make them seem unfriendly. They are fair skinned, with both light and dark hair and eyes common. Beards are quite common among men. The Southerners are slightly more sturdy, and often refer to themselves as Foresters.
Vorshorran
Many of the older, powerful families in Wolfenhain are Vorshorran. They control the region, but usually from behind the scenes, as mystery and fear is one of their greatest weapons. They are particularly influential in the North.
Lycanthropes
The Lycan are another darkness lurking within Wolfenhaim, but often worse at remaining inconspicuous. They war with the Vorshorran and have traditionally been much stronger in the south, in around the forested areas.
Cities
Arken
The largest Wolfenhain city, Arken has slowly outgrown its aging stone walls, so now most of the commoners live outside the walls in a sprawling array of dirt roads and hovels. It has a large, but simple port filled primarily with fishing vessels. The central keep itself is now quite aged, and the walls would be unlikely to repel a serious assault. The High Prince of Arken is rarely seen these days anyway, and rumours of a great illness have swept the city. The main Cathedral of Faylen remains a burnt-out wreck as a stark reminder of the price of resisting the Darkness.
Eisenholt
Perhaps the one city with some fight left in it, Eisenholt has recently begun rebuilding the central chapel to Faylen, and many of the Knights are now based here. The Foresters have always had more fight in them, and this is now resulting in much conflict with the denizens of the night, and the cobbled streets are often stained in blood or worse come morning.
Organisations and Suggested Characters
The Invisible Rulers (the Darkness)
Because the Vorshorran can so easily manipulate the mortal mind, it is actually quite difficult to separate the normal from the Vorshorran, and from the Vorshorran minion. Exactly how much of Wolfenhain is truly controlled by the Vorshorran may never be known, but the Inquisition watch all of the old powerful families with a great deal of suspicion. Playing an ally of the Darkness can be a dark and challenging angle for a character or party. The Vorshorran will unite against common enemies, but they are anything but united, and the families frequently work against each other.
The most powerful of the Vorshorran families are (although few outside the families would know this):
Valcross
The oldest family in Wolfenhain, the Valcross value aristocratic heritage and are the masters of political influence. They have shaped Arken for centuries. They are famous for art, shows, and lavish masquerades, where they influence other major players, and oftentimes kill their rivals.
Nightingale
Originally from Drasak, the Nightingales came to Wolfenhain nearly two centuries ago. They are known for their mastery of darkness, and shadow manipulation. Their leaders are usually female, as they use the males as their warriors and risk-takers. They are considered experts on curses and will often assist in undoing curses not of their creation if its new or interesting.
Von Drachenfeld
A family of ferocious Knights and warriors going back generations, the Von Drachenfelds still openly profess to fighting the darkness. And in many cases their warriors do fight the Darkness and the Lycan. But one of their Lords was taken by a Valcross vampire. He killed the Vampire before he turned, and hence his family was not foresworn to them after he turned. He then tragically killed or turned the rest of the family. To most of the Von Drachenfeld’s. this change is not seen as bad, as it makes them more powerful warriors. Some within the Inquisition are beginning to suspect that this proud family has fallen to Darkness.
Lichtenstein
Loyal followers of the church of Faylen, this family has only recently been turned. Rather than turn the rest of the family, those that had turned were instrumental in the fire which destroyed the Cathedral in Arken, and many of the surviving members of the Lichtenstein family. Those that remain have sworn vengeance publicly, but they are now strong allies of the Nocturnescu family. They did help the Nocturnescu family destroy the Von Eisenhart family, who had turned the first Lichtenstein. This has freed them from control and thrown the Inquisition off the scent. But many within the family are not at peace with what has befallen them.
Falkenrath
Originally from the far north, the Falkenrath are more savage and untamed than the other families. They tend to keep feral beasts as pets, and are not afraid of getting their hands dirty if things turn violent. It is said they will sometimes work with the Lycan, which means the other families don’t trust them very much. They generally have an aversion to flames, so rarely will light them. They still have substantial holdings in the South.
Nocturnescu
The Nocturnescu are a relatively new family, but they are actually an ancient family, the Reikshalls, renamed. The Reikshalls were one of the first families to be judged and condemned by the Inquisition. Most of the family was destroyed, but a few survived, rebuilding themselves as the Nocturnescu. They hate the church and were the instigators in the plan to burn both cathedrals to the ground. They are family most agitating for more open conflict, but they wish allies before they make their move. The Lichtensteins originally condemned them, and have no idea the Reikshalls have had their revenge.
The Inquisition
As may be expected, Inquisition agents frequent Wolfenhain. But here they are often the hunted, for they are among the rare few with the knowledge and tools to kill many of the creatures who make their homes here. Many of the darkest “Witch Hunts” and “Burnings” by the Inquisition have happened in these troubled lands.
Faylenian Knights
As the gathering place of so many Undead, the brave souls who hunt these creatures also have a strong presence in Wolfenhain. This includes all of the chapters of the Faylenian Knights, who have Chapterhouses here, and Knights of other orders are also often drawn here by cause, curse or calling.
Undead and Lycanthrope Hunters
Clerics, Paladins, Hunters and many others who may seek revenge against the Darkness or Lycans may come here. It is a dangerous game though, for the creatures they hunt are powerful and ruthless, and will band together to eliminate common threats.
The Dark Reapers
A myth within Wolfenhain says that these dark agents are the ones charged with protecting the dark denizens from the various hunters and heroes within Wolfenhain at any one time. This is very hard to confirm or deny however, as few who ever receive a visit from them live to tell the tale. And most witnesses either refuse or are simply unable to communicate what it is they saw.
The Lycans
To those not familiar with Wolfenhein politics, the Lycans are often assumed to be part of the Darkness. But in reality, they more frequently fight against it. The Lycans are savage, and their moon-rage is harder to control than the “Thirst”, leading to them being more feared and often easier to find. Playing an agent of the Lycans (or a Lycan) can again be a dark and challenging angle for a character or party. Lycan tribes will often fight over territory or resources. The most powerful of the Lycan tribes in Wolfenhein are:
Luminari
A werewolf tribe who revere the white moon, even as their curse is controlled by the red moon. They are often nocturnal, are known for their stealth, and are exceptional hunters at night. They try to fight against the rage, but not the other animalistic traits of their affliction. They will hunt on a full moon of the white moon.
Clawborne
A feral tribe of werebears who believe Lycanthropy reveals your true soul rather than corrupting it. They see their claws as sacred weapons, and rarely ever use weapons. The Clawborne settle any dispute with a Trial by Combat under the moonlight.
Blood Pack
A tribe of werewolves who give into the Bloodlust of battle, and are known for their savagery and berserk rages in battle. Rivals of the Luminari and Grey Walkers, who they believe are too soft. They also think the Grey Walkers are pathetic.
Scions of the Earthmother
A tribe of werewolves who believe their calling is to protect nature from the deprivations of the other races. They believe the Earthmother created lycanthropes to be her soldiers. They rage against the lumber industry in the south.
Grey Walkers
A tribe of wererats who live under the towns and cities of Wolfenhein. Their unique ability to get in to so many places makes them perfect at gathering information and stealing things. They tend to be more cunning than savage. The Grey Walkers struggle for respect from both Lycans and the Darkness, which is something they intend to remedy.
Regional Life
Relations
Because of the lack of unity, the Wolfenhainers have never forged strong ties with other nations. They receive assistance from the Faylenians, and occasionally the Drasnians. There are no Wolfenhain ambassadors, and nobody sends any in return.
Clothing
The wealthy Wolfenhainers wear old world fashions such as long gothic or Victorian era gowns and dresses, while men wear collared shirts, buttoned vests and cloaks. Dark colours are common, often with red trim. Other than for shirts, White is seen as a sign of innocence so usually only the young wear it. Others wear the clothes of their trade, which for most is farming rags, or sailor kit.
Women
Women have few real rights, although they are well treated. Daughters in particular are highly protected for many of the creatures of the night have an attraction to them. Because so many of the people here are too afraid to do anything about the darkness in their lands, an increasing number of the Hunters are women.
Cities
Key settlements: Arken, Eisenholt.
Trade
Other than some ship-based trading, they have no strong trade other than between the cities and towns of Wolfenhein. The South generates the timber, while the North produces more food.
Exports: Antiques, clothing, gothic architecture and statues
Imports: Metal, weapons and armour.
Arms
Those with martial training tend for broadswords or sabres, although those in the know will always have a mace, crossbow or stake at the ready also. Armour is uncommon in the cities except for the militia (and even they wear studded or brigandine, with perhaps Chain for the officers), and all weapons are expected to be peace-knotted.
Language
Most Wolfenhainers speak Common and Wolfenhain, which is actually the original language from which Common has descended, so there are many similarities. Most Wolfenhainers cannot read or write as this is discouraged by the Darkness. This has placed dependence on Bards and Town Criers for communications.
Religion and Magick
No single religion ever held much sway in Wolfenhain, which allowed the various faiths to be slowly pushed out or eliminated. Only the church of Faylen ever provided any resistance, culminating in a massive Fire gutting both the central church in Arken and Eisenholt simultaneously, from which few of the Priests survived. Similarly with Arcane orders, most have been slowly hunted down and eliminated by the creatures of Darkness. There is one large Channeller Order known only as the Umbra, which has so far avoided major conflict. Because many of their members are rumoured to be Necromancers, they may well have links to the dark masters of Wolfenhain.
The Cathedral to Faylen in Arken burns.The Cathedral to Faylen in Eisenholt is rebuilt. Never give into the darkness.
The Cathedral to Faylen in Arken burns.
The Cathedral to Faylen in Eisenholt is rebuilt. Never give into the darkness.
Wolfenhain Lore Points
The Veil
It is not known whether the phenomenon known as the Veil is caused by an artifact, the long-term presence of the creatures of darkness, or some long-standing, incredibly powerful ritual. What is known is the Veil interferes with any magickal attempt to divine the true nature of creatures of darkness within the boundaries of Wolfenhain, confusing, misdirecting or just rendering inert divination magicks which may otherwise determine if somebody were a Vampire, Lycanthrope or other creature of darkness.
Mayor Vladimir Valcross
The long-serving mayor of Arken, Vladimir tries to guide the families to keep their internal conflict to a minimum and to focus on destroying any who resist them. He wants a healthy level of fear in the people, but he does want chaos or slaughter. He sees the unpredictable Lycan as a threat and tries to limit their influence in Arken and the north in general.
High Inquisitor Maximilian Eckhardt
The Inquisitor has come to Eisenholt to cleanse the city of corruption. He is not reckless, or foolhardy. He is a calculated, patient and clever man, and he is recruiting as many Clerics, Knights and Hunters as possible to his cause. While the newly promoted Cardinal technically controls the Church’s resources in Wolfenhein, it is the Inquisitor who really controls what they are doing.