ER:Farrel
From The Heretic Knowledge Vault
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==Social/political structure== | ==Social/political structure== | ||
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+ | ===Guilds=== | ||
+ | As in Errant Story proper, political power in Farrel rests not with any centralized government that may or may not exist (if it exists, it's all but invisible), but with the various "guilds" that run not only criminal enterprises but local governments. The [[Gewehr]], famous (infamous?) in Errant Story as a band of assassins that employs [[Jon Amraphel]] among others, also [[ER:Gewehr|exists]] in Errant Road; player character [[ER:Layla Sorensen|Layla]] is a member, and there are many other characters who are either NPCs and Gewehr members, or connected to the organization somehow. However, in Errant Road, the Gewehr has managed to take control of an entire decent-sized town ([[ER:Kugelheim|Kugelheim]]), which it uses as a veneer of respectability. | ||
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+ | In Errant Story, Jon [http://www.errantstory.com/2003-05-12/94 mentioned] that the Gewehr have a group of "elders" whose job is apparently to set policy for the guild (for example, the disastrous decision to expand into [[Veracia]], putting them in conflict with the [[Ensigerum]]). Most of the named guilds in Errant Road have similar groups, and these elders often wield the legitimate''[sic]'' power of the guild in its host community. Sometimes this is done ''very'' discreetly; for example, "[[ER:Jones|Jones]]," apparently the ''capo di tutti capi'' of the [[ER:Eisenfaust|Eisenfaust]] guild (no relation to [[Babylon Jones]]), works under cover as a gardener/handyman at the temple of the [[ER:Veracian Church|Veracian Church]] in [[ER:Port Lorrel|Port Lorrel]]. In other cases the connection between guild and government is considerably more overt. | ||
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+ | ====Named guilds in Errant Road==== | ||
+ | *[[ER:Eisenfaust|Eisenfaust]] | ||
+ | *[[ER:Falkenrohr|Falkenrohr]] | ||
+ | *[[ER:Gewehr|Gewehr]] | ||
+ | *[[ER:Seeadler|Seeadler]] | ||
+ | *[[ER:Waffenbruderschaft|Waffenbruderschaft]] | ||
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+ | Whether the [[ER:Silver Hands|Silver Hands]] mercenary band, numbering several important player characters ([[ER:Jade Ermingard|Jade Ermingard]], [[ER:Leo Landau|Leo Landau]], etc.) among others, is a guild or not, is probably in the eye of the beholder. | ||
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+ | ===Gender roles=== | ||
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+ | ::''See also: [[Gender roles in Errant Story]]'' | ||
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+ | Poe's comments (see above) note that in Farrel, ''"Woman can vote, own property, hold positions of power (though that's still rather rare), etc. However there are still some roles and professions that they just aren't supposed to do, such as military, law enforcement and the like. Infact, in the original story that Jon and Sara were created for Sara's reasons for join the Wraiths were because it was the only group that was even allowing women to join."'' This is tweaked slightly in Errant Road, where Layla is a full fledged Gewehr Wraith (and a more powerful one than average at that) and several other women occupy positions of real, if sometimes rather illegal, power. | ||
==Cities and towns== | ==Cities and towns== |
Latest revision as of 20:14, 30 April 2020
Farrel, in the world of Errant Road, occupies a niche generally similar to that of its opposite number in the Poe-verse. It's still a largish country located between Tsuiraku and Veracia, occupying its own mini-continent, with a social/political system that can reasonably be described as "unique." However, there are differences from what we've seen in the Poe-verse as well. Most, if not all, of the differences really aren't incompatibilities, but rather result from the need for different things to be developed in detail, because of the way the Errant Road "story" is developing.
Contents |
Geography
The geography of Farrel hasn't been well worked out in the main story, apart from what appears on the map. Accordingly, there is plenty of room for creativity/improvisation in the Errant-Road-verse version of the place. The same (small) continental landmass exists, bisected by a channel running from sea to sea across the country, southwest to northeast. This strange waterway has no name in the main story, but is being called the "Waldhaxen Channel" in some Errant Road threads. It is reputed to be difficult of access from the land, except in a few special locales, one of them known (from a "Tsuipedia" article) as the "Witch's Step." Neither the channel nor the Witch's Step have appeared yet in the story, however.
The interior of the country/continent is mountainous. A range called the "Mountains of Madness" (not to be confused with the amusement park with a similar name) occupies much of the north central interior, with another called the "Mountains of Sorrow" to its south. There are no details yet on how these interleave with the Waldhaxen Channel, particularly where it widens mid-continent. The Mountains of Madness are apparently volcanic; at least Grope thinks he saw something in the distance there that looked like an eruption plume.
Social/political structure
Guilds
As in Errant Story proper, political power in Farrel rests not with any centralized government that may or may not exist (if it exists, it's all but invisible), but with the various "guilds" that run not only criminal enterprises but local governments. The Gewehr, famous (infamous?) in Errant Story as a band of assassins that employs Jon Amraphel among others, also exists in Errant Road; player character Layla is a member, and there are many other characters who are either NPCs and Gewehr members, or connected to the organization somehow. However, in Errant Road, the Gewehr has managed to take control of an entire decent-sized town (Kugelheim), which it uses as a veneer of respectability.
In Errant Story, Jon mentioned that the Gewehr have a group of "elders" whose job is apparently to set policy for the guild (for example, the disastrous decision to expand into Veracia, putting them in conflict with the Ensigerum). Most of the named guilds in Errant Road have similar groups, and these elders often wield the legitimate[sic] power of the guild in its host community. Sometimes this is done very discreetly; for example, "Jones," apparently the capo di tutti capi of the Eisenfaust guild (no relation to Babylon Jones), works under cover as a gardener/handyman at the temple of the Veracian Church in Port Lorrel. In other cases the connection between guild and government is considerably more overt.
Named guilds in Errant Road
Whether the Silver Hands mercenary band, numbering several important player characters (Jade Ermingard, Leo Landau, etc.) among others, is a guild or not, is probably in the eye of the beholder.
Gender roles
- See also: Gender roles in Errant Story
Poe's comments (see above) note that in Farrel, "Woman can vote, own property, hold positions of power (though that's still rather rare), etc. However there are still some roles and professions that they just aren't supposed to do, such as military, law enforcement and the like. Infact, in the original story that Jon and Sara were created for Sara's reasons for join the Wraiths were because it was the only group that was even allowing women to join." This is tweaked slightly in Errant Road, where Layla is a full fledged Gewehr Wraith (and a more powerful one than average at that) and several other women occupy positions of real, if sometimes rather illegal, power.
Cities and towns
Places with no known equivalent in the Poe-verse are listed in italics.
The Poe-verse locales Taberna and Thranel may or may not exist in the Errant Road-verse, but have not put in an appearance yet if they do.
Other features
- Mountains of Madness -- volcanic range, part of the central massif; an amusement park of the same name is nearby
- Waldhaxen Channel -- central waterway that divides the country; probably of supernatural (or at least unnatural) origin
See also
- Farrel, article on the same place in the Poe-verse