The Arstola Forest and Wenelia
[The Arstola Forest and Wenelia]
In the Second Age, Wenelia was a battlefront between the Empire of Wyrm's Friends and the Middle Sea Empire. Many of the locals just wanted to be left alone to worship their gods. Slontos was a major center of magical research and the region produced copious metals and food for the Middle Sea Empire. But when the empire began to unravel due to the Closing and the backlash against the God Learners, the region fell apart; Slontos blew up and parts of it sank into the ocean. The bottom fell out of the Mournsea, which grew much deeper, warping conditions around it. Parts of Wenelia proper sank into the ocean. And the Empire of Wyrm's Friends pushed into the area in its final years before the Dragons and Dragonnewts turned on it and destroyed it.
Many Wenelians joined the True Golden Horde which tried to take revenge for the EWF ever existing on the Dragonnewts. Then they died in the Dragonkill. The survivors reverted to the old ways, though towns of Malkioni survived among the Orlanthi of the region. In time, trade even resumed on a small scale, favoring inland routes. The Aldryami of the Arstola Forest seized this chance to change local culture, forming a compact with the tribes and convincing them of a new order of things. Because the new order helped them to adapt and survive, they embraced it.
The Wenelian Orlanthi now believe that due to Orlanth's defeat at the hands of the dragons that he and Flamal must compete yearly for Ernalda's favor. The heart of this is a contest between the Wind Shrine of Orlanth and the Shrine of Flamal and Ernalda. Most of the time, Flamal wins and the Wenelian male Orlanthi are increasingly likely to have Plant as a rune. Orlanth generally consorts with Flamal's sister Arstola whenever he loses to Flamal. Orlanth years are lucky for war, hunting and feature more hospitable weather; Flamal years the weather is much more erratic but crops and trees flourish like crazy.
The Opening in the 1580s changed everything; coastal towns suddenly flourished as ocean trade opened. Even the caravan routes shifted. Goods from Prax and even Kralorela now flowed into the area and its goods flowed out. Along the coast, where Orlanthi and Malkioni had long mixed, a league of city-states was formed and some clans threw in with it. The rest have formed into tribes, worried they will be conquered, yet unable to unite on a large scale either. The Aldryami are clearly displeased by the League but it is beyond their power to easily stop short of all out war, which they have been trying to avoid around here for centuries.
The League itself doesn't want war; there's so much else to do! But the Orlanthian motto still hangs over everything: Violence is always a solution. Things haven't blown up yet, but tensions are building.
The Arstola Forest
The Arstola Forest is led by a council of Elves, mostly deciduous but some evergreen and dryads as well. Ever since the end of the second age, they have pursued links with the Orlanthi, gradually infusing them with elements of Aldryami culture. This has often clashed with the aggressiveness of Orlanthi culture; conversely, there's some evidence the Aldryami have moved towards their neighbors as well; their ruling council is known as the Forest Ring and it elects a 'King' who is effectively the chairman of the council. But now the leaders are known to be gravely concerned by the rise of the Wenelian League of Free Cities and there may well be a war between the Aldryami and their Orlanthi allies vs the Urbanized Orlanthi and Malkioni of the coast. Violence is always an option.
While deciduous plants dominate the forest and the Aldryami population, evergreen Aldryami have boomed in population since the formation of the modern style of Wenelian worship. They are the group pressing hardest for war.
The Aldryami have no capital but certain holy trees provide focal points for religious ceremonies and meetings of the Forest Ring.
- Shrine of Flamal and Ernalda: This temple's cult competes with the Wind Shrine of Orlanth to determine which god will wed Ernalda for the next year. The shrine is a giant tree with a trunk 300 feet thick, woven with others to form branch platforms where priests live and ceremonies take place. Only metal objects sacred to Ernalda are to be found here, and only when this shrine wins the contest. An open field south of the tree is full of crops which flourish most when Flamal wins.
Traditional Wenelia is in most respects like Orlanthi elsewhere. The introduction notes the changes to Orlanthi religion. The Wenelians have formed several 'Confederacies', which elect a High King from among the ranks of the tribal kings. The inability of these to unite and old feuds help to ensure they will likely continue to kill each other until they have no other choice. (Or their women find some way to make them stop. Those women who don't serve Vinga, anyway.)
Many Traditional Wenelians simultaneously fear the Wenelian League of Free Cities will destroy them, yet can't unite to oppose it and many are tied into the Caravan trade. This is a serious problem, especially given what happened to Visby. But one little tribe isn't enough to make the others unite.
The League of Free Men: During the early years after the Dragonkill, this region saw huge amounts of death at the hands of invading Broo. Only the rise of alliance with the Elves and a relief force from the east saved anyone here and two of the major tribal holds became known as 'Mournstad' and 'Mourndal' in memory of the fallen. Ty Kora Tek and Asriela have particularly powerful cults in this region. The League is currently at odds with the Duchy of Bastis over caravan tolls and the fact that the clansmen have had long troubles with the Duchy. The tribal kings don't want war; it would wreck the prosperous trade. Yet if they could bring Bastis to heel... They feel little threat from the Wenelian League of Free Cities, it's their neighbors they worry about. And the threat of the Broo coming down from the mountains, but surely they'll eat those damn trolls first, right? The Shrine of Orlanth Thunderous would never let them pass.
- Amal: Fierce warriors, the Amal are the front line of defense against trolls, broo, and other raiders; they have a close alliance to the Temple of Orlanth Thunderous. Their steads tend to be surrounded by dense forest and rely a lot on hunting and herding. They are neutral on the issue of war with Bastis. Kungsbacka and Amal have long standing agreements for cooperation against the insane trolls and broo who lurk north of them.
- Erikstad: Opposed to war with the Duchy of Bastis, they want revenge on the Falkoping for their many, grievous offenses against them, from murdering Swen the Red to the time they stole 300 cattle in one night! That being said, if forced to fight the Duchy of Bastis by the High King, they will go along with it, grumbling the whole time and fighting well with their axemen.
- Mourndal: High King Roffe One Eye doesn't want a war with the Duchy of Bastis. It would wreck the caravan trade which makes him rich. But an increasing number of chiefs want a war to get loot from Bastis' wealth and those clans not hooked into the caravan routes have a lot less incentive for peace. Mourndal has an unusually large shrine to Ty Kora Tek and Asrelia which is a memorial of those who died in the Dragonkill and the years immediately after it. The women of Mourndal are allied to the Green Diamond Temple and strongly oppose war.
- Mournstad: King Ture the Bold is calling for war on Bastis; he has a list of excuses, but it's pretty clear he just wants plunder. Mournstad has not benefited from the rising trade, as it is not on any routes; instead, it has to buy its goods by trading with Mourndal and feels ripped off. It would not surprise anyone if he challenged Roffe for the High Kingship at the next meeting of the League's Ring.
- Saffle: Access to rare trees, cultivated by the tribe's devotees of Flamal, has enabled this tribe to get caravans to come and buy their expensive woods, like mahogany and icewood. The result is that wealth is flowing in and they have dropped their old feud with Kungsbacka in favor of profits. Varberg, on the other hand? They can go to hell. Varberg and Saffle have a long feud over who ran away first at the battle of Hjiskal's Ford a century ago. They insist Varberg took bribes to desert the field, leaving Saffle's forces to get slaughtered.
Lundesland: A confederation of tribes who control the upper Lundes river valley. They keep wobbling between fear of the rise of the League of Free Cities and their desire for more goods from Safelester.
- Falkoping: They have a long feud with the filthy, murdering bastards of Erikstad, who murdered Inga the Lucky, killed a hundred horses for no reason and made all the ale go sour last year. This feud tends to distract them from other issues and they're bucking for a war on the League of Free Men if it is going to harbor filthy horse killers. They are strongly devoted to Elmal with frequent traffic along the Lundes to the lands of the temple. They are sworn to kill all Sundome Templars on sight for their sins against Elmal, an oath they have never broken because only twice in 400 years has any Sundomer happened to come their way. Clearly they learned their lesson. As you'd expect, Falkoping is an excellent place to buy horses if you don't mind listening to them curse Sundomers and Erikstaddians. They have mixed feelings about the cities, seeing them as filthy and corrupt but also probably too hard to break through the walls.
- Halmstad: High King Yrjan is very wealthy due to the wine production of his tribe; they ship their goods down the river to Lundesborg or by land to Trellesborg. He seems likely to block any war with the League while he is high king but he doesn't seem to stop some clans raiding. So no one is sure what he wants.
- Kungsbacka: To the surprise of everyone, they have dropped their feud with Saffle in favor of mutal profit off a new caravan line that has made them substantial money replenishing caravan food supplies and selling beer and ale to the traders. Kungsbacka and Amal have long standing agreements for cooperation against the insane trolls and broo who lurk north of them.
- Varberg: This tribe is rather ambiguous on the League of Free Cities; they enjoy the trade caravans but they see the League getting far wealthier and not sharing the wealth and they resent that. They stand against insane trolls who otherwise would eat those lazy city bastards! They deserve compensation! They have a long-standing alliance with Ljungsberg for dealing with troll and broo attacks. Varberg and Saffle have a long feud over who ran away first at the battle of Hjiskal's Ford a century ago. They insist Saffle fled first, because they are filthy cowards who consort with raccoons.
Falkenvolk: A confederation of tribes who control the upper Falken river valley. They benefit somewhat from the Caravan trade but are leaning towards hostility to the League, under the influence of Maran Gor priestesses. Several clans of Aldryami dwell on their lands, living peacefully with them.
- Falkenstad: High King Mikhil leads this confederation, and he is rather concerned that the League will expand into their lands to get at the Confederation bronze mines. He is clearly reluctant to move forward without more than just his Confederation, however. His tribe is well known for their archery and hunting skills and their dedication to Odalya.
- Ljungsberg: They are more concerned with trolls and Broo from the north than with the League. They spend their time patrolling the woods, hunting and growing a lot of asparagus. They have a long-standing alliance with Varberg for dealing with troll and broo attacks.
- Nasjo: Nasjo is the weakest tribe, simple grain farmers who know they're on the frontline of any war and thus are reluctant to get involved.
- Valkjo: Mining has long made them rich; they feel they aren't getting a good deal from the League, which has too much bargaining strength, so King Orstalor urges action to break the league.
Talmhattan: A confederation of tribes who control the upper Talm river. Staunchly conservative, they view the Wenelian League as traitors who need punishment, though they seem unlikely to try to strike alone.
- Alingsas: Esrania is the Queen of this tribe; she is a Vinga initiate, noted for her unusual level of subtlety and javelin skills. Her tribe are most noted for making pottery and baskets, though they can fight if need be. Under heavy influence from the Maran Gor temple, her tribe is eager to fight, though it's unclear how *well* they will fight.
- Bjorholm: Many young men who have had little chance to fight are eager to crack some heads and demonstrate the superiority of Orlanth over Flamal. And over Malkion, who they imagine as a similar war god. Really, they don't care too much about ideas, they want to HIT SOMETHING FOR GLORY.
- Fagerstad: Fruit growers who make especially fine peaches, they are also skilled at forming spear-squares and circles. They feel ripped off by the merchants of the League and are ready to march.
- Volkhattan: High King Gorovan is eager for war on the League but is trying to talk the other Confederations into a GRAND Confederation with enough muscle to actually win. His tribe are strong warriors, ready for action; they serve Elmal.
The Wise Children: A confederation of tribes who control the middle Talm river. Staunchly conservative, they have long ties to the Cult of Lhankor Mhy and welcomed the League at first; now they fear it is tainted with atheism (Malkioni ideas) and have turned on it.
- Ernaldastad: Queen Larisia, an initiate of Ernalda, rules this city sternly, having anyone who espouses Malkioni ideas burned alive as quickly as possible. She is closely friendly with the Elves and tries to restrain use of metal as much as she can; the extensive plant magics of her tribe make this possible. This is an excellent place to acquire fresh food and food magically preserved for long trips.
- Gotland: The Gotlanders, ruled by King Ture, are sworn to Orlanth and eager for war on the League, as they want *glory*. Their enthusiasm may well drag the Wise Children into war.
- Talmstad: High King Olov rules this land from this 'city', which is home to a very fine temple of Lhankhor Mhy, into whose cult he is initiated. He has an unusually large library for an Orlanthi monarch and is steeped deeply in the customs of his people, and thus distrusts the Malkioni influence on the League despite long advocacy of greater unity. Talmstad has a large Scriborium in which copies of books can be acquired. So long as the cult of Lhankor Mhy approves of them, mind you.
Fagarane: A confederation of tribes south of the Wenelian Mountains. They are torn between modernizers and conservatives. They have strong traditions of female leadership.
- Asrielastad: Queen Gerdi is an initiate of Issaries and a thorough going modernist who wants to 'bring Fagarane into the future'. Many of her people are part of the Wenelian Reformed Malkioni church and sorcery is opely practiced here. Gustbran Bonesmith has an unusually large number of followers here also and a major temple which outshines those of Ernalda and Orlanth and Flamal!
- Esriolaborg: Queen Bengta, Devotee of Ernalda, is determined to keep out Malkioni influences in her tribe and proudly champions the traditional ways and plays off the Orlanth and Flamal high priests against each other nimbly, year-marrying whichever one's cult wins the yearly contest. Her lands flourish and prosper and she points to this as a sign the old ways are best. Queen Gerdi and Queen Bengta have a long personal hatred of each other, dating back to a shouting match twenty years ago before either was anything but a young, up and coming woman.
- Talmbad: King Valentin is a member of the Wenelian Reformed Malkioni Church; his accession to the throne was after a huge brawl and there are rumors his tribe is contemplating joining the League, civil war, or both. Certainly a man being in charge heavily violates tradition!
- Talmheim: Queen Batilda is a Vinga initiate and eager for a war with the League to defend the old traditions. Her people are fierce warriors and skilled athletes. Men are pretty thoroughly subjugated in these lands.
- Uddesborg: Cattle raising dominates this area and old High Queen Kaja is a Devotee of Uralda, who has great significance for this tribe. Her powers remain steady, but she ignores everything but cattle, oblivious as to how the cattle trade itself is bringing both wealth and outside ideas into her lands despite her traditionalism. There is an ongoing fight over who should succeed her to which she seems oblivious.
The Wenelian League of Free Cities
Quinpolic influence has triggered the rise of the Wenelian League of Free cities now that the ocean is open. What had been fishing villages have boomed into a prosperous, growing nation which ships Wenelian goods to other lands and imports goods from Seshnela all the way to the mouth of the River of Cradles. The cities have a mixture of Wenelian Reformed Malkioni and Wenelian Orlanthi as the main groups but with representatives of many lands, including Lunar missionaries. The league would prefer peaceful trade with the interior but tensions are rising and many worry war will soon come.
The League is ruled by a council; each city-state sends one delegate which forms the League Ring. It meets in a different city each year, rotating, and elects a Spokesman for the league.
The Wenelians are very proud of the new road network; two decades of work have paid off since then in spades. The roads are maintained by magics driven by worship ceremonies, freeing up resources for trade. Conversely, this means less magical power for other purposes, which could be trouble in war.
Wenelian Reformed Malkioni Church
The Wenelian Reformed Malkioni church was a rejection of the God Learners and the Abiding Book, blaming them for the disastrous fall of the Middle Sea Empire. At the same time, Elven influence was crucial to the survival of the Wenelians, so they didn't go the Rokari route either despite missionaries from Seshnela. Rather, you had the rise of Saint Byrghir, who converted a group of Aldryami and encountered the Essence Rune Lady of the Plant Rune, Kaskaria, and brought her back to true service to Malkion. Their quest together brought back the Halover Codex, the holy text of the Wenelian Reformed Malkioni church. It interprets the caste system as life stages: children work hard and obey, young adults fight to make a place for themselves in the world, parents pass on wisdom and the oldest and wisest lead. Those who pass through all four stages become the blessed Men-of-All, who will hold the highest place in Solace after death. But so long as you serve your stage of life well, you will enjoy the Joy of the Heart here on the mortal plane alongside those further advanced in spirit. Men typically devote themselves to an appropriate saint; women follow the way of Kaskaria through four stages: childhood, young adulthood, motherhood and grandmotherhood. Women farm because they have special magic over crops from the redeemed Kaskaria, while men do craftwork, though in the cities, women usually work with their husbands and just grow a garden.
The Wenelian Reformed Malkioni Church keeps a tight watch on Wizards for fear that they will go hog wild as the God Learners did; the church oversees all Wizard schools and anyone who wants to become a Wizard must join an order and remain in it for life. Celibacy is not required, however.
The WRM uses an elected delegate system to govern with a council in each city-state and a national level one. Church elders are elected and gain priestly status by the election of the faithful, then have to be periodically re-elected.
Unlike most Malkioni churches, the only limit on sex for the unmarried is to avoid incest and adultery. This drives Rokari missionaries up the wall.
They firmly oppose the Lunar missionaries but don't use violence against them. Yet, anyway.
- Arvicka (5,000): This city is mainly ducks and traders passing through. The ducks are fine ship builders and sailors and run the town, so mistreating them will get you in trouble. Much of the city is duck-scaled but a lot is there to encourage suckers^H^H^H^H^H^H^Hvisitors to stay and spends lots of money. The Blue Lantern is a famed casino run by a small group of exiles from God Forgot. It is totally honest and never cheats at all. Honest. But every so often, people do win big and something gets them to keep coming back and it's not the duck dancing girls. Not for the humans, anyway. About 33,000 ducks and 3,000 humans live in this city-state. The humans are Malkionized Orlanthi organized into three clans in the southernmost tip of the city state; they run the lighthouse, which is located in their 'tribal capital' of Lighthouse. Whey they converted, they forgot the old name.
- Emmaboda (3,900): Two clans had to be exiled when this tribe joined the Wenelian league; everyone else is making out like bandits, shipping whiskey and timber down the river to Ystad and getting various previously rare luxuries. A few worry the exiled clans may come back for revenge but how could they threaten the entire league with two clans? Probably not worth worrying about. About 26,000 Orlanthi live here in 20 clans. Due to their prosperous trade, these clans have grown unusually large, with about 1,300 members each. Three clans who lead the rest live in the capital. They have not Malkionized and use Flamal's magic to regrow cut timber swiftly; the Elves are not happy anyway, as they'd rather not have large scale timber harvesting to start with. But the annual 'Barntar Clears Fields to Plow' heroquest and the annual 'Flamal Regrows Fallen Timber' heroquests have proved quite effective in tandem and the Aldryami haven't managed to wreck them yet.
- Hallstahammar (9,000): The people of this town are heavily Malkionized Orlanthi and actual Middle Sea Empire colonist-descendents. The city supports two schools of wizardry: The Green Sphere (Stasis and Earth magics) and the Silver Swords (Mastery and Air magics). The wizards are watched like hawks for signs of messing around with things they should not; everyone is a little jumpy, though the schools greatly strengthen the military of the town. Some 40,000 people live in this city state.
- Harboda (50 heavy cavalry (Knights), several Priests, 2 wizards, and 450 light infantry / archers): This tower and wall castle was built as a base for forces guarding this stretch of border. The forest hampers cavalry, so it houses light infantry in the Orlanthi style with a small force of knights who usually have to dismount and fight on foot.
- Jomala (2,400): King Isak of this tribe married a Malkionite, Holga of Solvesborg, and his tribe is headed towards converting to the Wenelian Reformed Malkioni Church. He is rolling in dough and living the high life off the trade, while many members of the tribe hire out as mercenaries. They grow grains and make whiskey, which they are constantly improving. There are now 29,000 people living here; 24,000 who will likely Malkionize soon and some 5,000 Malkionized Orlanthi who mostly farm fruits and vegetables in the open lands of the city-state or live in the capital.
- Lundesborg (1,200): This was a quiet fishing tribe of Orlanthi until the Opening. They devoted themselves to Heler and learned some of Magasta's lore and they soon realized they needed help protecting their ships and signed on with the rise of Solvesborg. Some worry about too much assimilation; most are too busy hunting whales and sea serpents, then turning the bodies into goods to care. The tribe has 15 now unusually large clans, totaling about 15,000 people.
- Malmo (7,000): The peninsula south of the city is a major center for wine production and the Malmites are very happy for it; their city is prospering and caravans come through constantly during the months where travel is possible. The annual wine festival is a huge draw, even for non-league Orlanthi. There is a single school of magic here, the Green Grape, who practice Plant and Earth magic and are masters of wine production which has made them the most popular wizardly school in the country. Roughly 70,000 people, mostly Malkionized Orlanthi, dwell in these lands; clan structures and tribes have largely faded away. Many Malmites identify with the local vinyard, which generally also has a temple and connected village. The land is densely settled here.
- Nysboda (1000): This is an unusual tribe of Wenelian Orlanthi who have become semi-Malkionized due to the need for more discipline to avoid being slaughtered by raids from Caladraland. They have adopted a fixed law code and a more military government and invited a wizard and some knights and WRMC priests to move in. It seems likely in a generation or two, they will become completely Malkionized, Wenelian style. Eight clans with a total of 7200 people form this tribe.
- Solvesborg (11,000): The prosperous city of Solvesborg, founded long ago by two Orlanthi tribes, has two schools of wizardry, a large Malkionite cathedral (attuned to the Water Rune) and a huge income from having crushed and annexed the Visby tribe. The Order of Taran (Mastery, Beast) has its school here as does its rival, the Golden City School (Harmony, Water), both founded by the last survivors of the original schools by these names, during the fall of the God-Learners. They've squabbled ever since. The Golden City has the upper hand as it has been skilled at stopping piracy. But both schools are still being watched, because you know how Wizards are. Solvesborg also has large fishing fleets and hunts whales in the Mournsea. Close to 40,000 Malkionized Orlanthi live in their northern and central lands; the disgruntled 18,000 members of the Visby tribe live in the South. Their land is densely dotted with villages, farms, and vinyards.
- Tannum (7,000) : What trade happens with Caladraland has to pass through here and this city has grown from its middle-man status. Tannum is mainly a place where Caladran and Wenelian goods are exchanged and mainly provides support services to traders, including an inn with some very lush accomodations for the wealthy, like a fancy canopied bed and your own bath, a personal servant while you stay here, food brought to your room, and a small library for the elite customers' use. Okay, plush by Wenelian standards. There is a Malkioni cathedral attuned to the Trade Rune. A small part of the town is a forest with Caladran style shelters for Caladrans to stay in while trading. The forest also has a temple to Caladra and Aurelion. About 33,000 live in this city-state total.
- Trellesborg (6,000): Some nine thousand people live in this fine town, which is home to the Order of Saint Vitel, who watch over the wizards of the league to make sure they are not corrupt. They are noted for skill with the Truth and Magic runes. They also play a major role in the court system. This is a major city for metalworking, importing metal from the Orlanthi lands to the north and trading them goods from other city states and elsewhere. The local cathedral is tuned to the Metal Rune. Lundesborg is part of the city-state but it joined up peacefully and the old tribal chief now lives in a nice villa in Trellesborg. About 63,000 total people live in the city-state; 15,000 are of the Lundesborg tribe and 48,000 Malkionized Orlanthi.
- Varhamn (6,000): Endless fields of wheat and other grains and vegetables combine with ore and metal working to make Varhamn a prosperous city-state founded by four tribes which joined together with the Malkionite city folk to create one of the most powerful and wealthy states of the League. Which is good because they're on bad terms with the faithful Orlanthi shrines in the mountains. Varhamn is home to the Faithful Champions, a order of holy knights who practice Fire and Stasis magics. They fight raids from the Temple of Elmal a lot. (The Green Diamond doesn't raid.) The local Cathedral is tuned to the Stasis rune, making the city very orderly. Roughly 67,000 people live in Varhamn as a whole.
- Visby (900): Once the center of a Wenelian Orlanthi tribe, now it's a fishing village with the lands owned by Solvesborg merchants; its members ran up huge debts to buy luxuries, tried to fight their way out of debt and were squashed. The survivors are now tenants on their old lands, cranky but impotent, as they're forbidden to train at arms or own weapons. This worries many clans who live further inland. The village is home to 900 people of the Visby Clan, who once gave its name to the entire tribe. Their main shrines are dedicated to Heler and Erlanda. About 400 more Orlanthi farm around the village and are part of the clan; some 18,000 Orlanthi live around Visby on its highly fertile lands, divided into 20 clans. Many dwell close to the Visby stream, where the land is most fertile. Clan tulas are small compared to places like Sartar or even further north in Wenelia, with very little wild land.
- Ystad (6,000): Ystad is a center for fine furniture and barrel making, using timber floated down the river from its trade partner Emmaboda. The city is growing at a rapid pace, and as a result, many are living in ramshackle housing built too quickly and this is causing tensions; if the city can catch up with its growth, though, it seems to have a bright future. The local temple is attuned to the Plant Rune. Some 60,000 people live in its territory, growing grains and fruit and worshiping at local Malkioni temples. They are organized by villages of 500-1000, organized into districts in groups of 8. There are 10 districts, each headed by a local member of the leader caste, chosen by other leaders. Along with a delegate from Ystad proper, these 11 make up the ruling council.
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