Thieves & Kings
Hexwater - Fortified Trade Town
“Hexwater is the dark grate of the sewer drain where foul and unappetizing debris collects.”
Hexwater is a town in Ambarin Vale, in the Principality of Shem. The settlement sits only a short day’s ride north of Mornhaven and is little more than a fortified logging village, comprised almost exclusively of lumbermen in the employ of the Timberwright’s Guild and their families. With few exceptions, the buildings and their inhabitants belong to the Guild’s members and they dominate trade and the economy.
Hexwater is located a short distance west of Thornkeep, and many of the inhabitants of the community work as loggers within the forest’s confines in the employ of the Timberwright’s Guild; roads heading east from the town eventually lead to lumber camps operating on the edge of the treeline of the Echo Wood. The dormant volcano of Zog’s Crag dominates the skyline to the northwest all along the Ambarin River Valley, and its presence is felt throughout the region around Hexwater in the form of mudpots, geysers, and the large Hexwater Marsh that lies east of town. Marking an old twist in the river that has since filled with silt, the forest here has become a marshy woodland of steaming bogs around a long, thin lake. The area is a source of many herbs and also the home of a fairly peaceful and shy tribe of goblins, known as the Garland Goblins.
The town itself is a soot-streaked, though heavily fortified, legacy of the coins the local guild has been willing to spend in support of its operations, boasting many stone houses, shops and even a small, well-built temple of Nolom – The Shining One, with close ties to Mornhaven’s larger order. The castle, easily the size of the village itself, dominates the ridge to the west, though there is very little contact between the castle and the village beyond goods flowing in and coins flowing out. Many come here searching for their fortune cutting timber and making charcoal from the forests to the east, while others travel to this community to try and make new lives away from the streets of Mornhaven, only to fall under the control of the local Timberwright’s Guild.
Hexwater is home to more than a thousand people, mostly human farmers, with the rest of the population are primarily involved in the back-breaking work of the timberwright’s and charcoaler’s professions. The town thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance. The townsfolk of Hexwater live in abject poverty, having sold their homes and shops to the Guild and working for them ceaselessly. People born into the town seem to face a life devoid of hope or improvement.
The town, its people, and everything in it belongs to the lords of Hexwater, and they are firmly in the pockets of the Timberwright’s Guild. Lord Zarad Witchbyrne is a craven lord from a long line of craven lords, who is more concerned with living a good, quiet life of luxury, than in doing good or dealing with politics. He stays out of the limelight, pays his taxes to the Crown on time, and is relatively unmolested in his efforts.
The true power in town, is Master Thuldrin Kreed, the head of the local Timberwright’s Guild, and the cold and cruel leader of its criminal elements. More than a little sadistic and cowardly, he is a bully at the head of the town’s bullies, often surrounded by his thugs and murderers, made loyal by coin, and takes an unwholesome pleasure in the suffering of his fellow man. He is practically the local ruler of both lordship and town, holding all its power and influence. Any who anger him suffer. He is the head of the Mangai’s operations, and is also considered the local leader of the Lia-Kavair.
The only other notable individual in town, is Lady Cirthana, the local priestess of Nolom, the Shining One. An honest and forth-right cleric of the Morninglord, she continues to struggle against the growing darkness of the community, trying to win followers and converts in the beleaguered town. Few townsfolk trust her, especially given their own dark dealings, and the temple is avoided, especially as the Timberwright’s Guild has made itself clear in denouncing the meddling of its clerics in the town’s affairs. The Guild, however, does nothing to antagonize the church directly, especially given its history in dealing with threats such as piracy to itself, with direct and absolute confrontation.
Hexwater (NE Small Town)
Caer Stormwater : Caer Stormwater lies west of the town, and can only be accessed through the town itself, built on a large ridge of flint that dominates the town, and is connected to the gray mass of Zog’s Crag some miles to the south. A large affair of outer curtain walls and towers, the inner keep and towers are impressive. Like many castles of Argoth, Caer Stormwater shows the signs of several periods of renovation and improvement to its defenses over the centuries of its existence. The most recent construction includes the gatehouses and many of the towers along the curtain wall, most of which have been improved to provide the large force of thugs in the local lord’s employ (in truth, mostly Kreed’s hired goons) with somewhat opulent barracks.
The castle keeps its own bonded weaponcrafter, Master Timbercastle, a laconic man who does not entertain conversation easily. A former military smith, he walks with a limp and massive scar on his left leg from an orcish mang. The local lord also keeps a bonded ostler, Master Holarin Sharp, who resides in the town, and spends much of his free time trying to recruit Eomus Waters as his apprentice. There are plans to move Master Sharp and his family into the castle walls, with the addition of a small residence in the near future.
The lowest levels of the castle are the family crypts and a cold storage area for ale and meat. Being built on a solid plug of stone, means that there are no known lower levels or cellars beyond the “ground floor”.
The first level gives access to the ramp, portcullis and drawbridge of the main gate, usually left open and down unless expecting trouble, while the inner door to the keep is closed and barred at dusk and re-opened at dawn, each day. In the main level are a substantial kitchens with a deep, rain water cistern drilled into the rock below the castle, along with food stores accessed from here into the lower level. The great hall itself is open to the third floor, where wide east-facing windows provide some morning light, though it turns dark after mid-morning. The west wall behind the raised dais of the receiving area is laid-out in a substantial mural of tiny stone pieces, depicting Hugai Witchbyrne, the large and brutal founder of the clan, defeating an army of bugbears and founding the clan’s castle. A massive and impressive affair, despite its age, it is believed the artist was a dwarven mercenary serving in Hugai’s armed host. Adjoining the great hall is a large council chamber, reflecting the local clan’s attention to autocracy, with long tapestries of the local clans, the Warduke’s “Leaping Black Hart” crest central to the “Bound Hart” of House Witchbyrne, and those of the three local knights in the clan’s service.
The gallery of the third level, and over-looking the great hall was intended to serve the women of the hall as a private dining site and a place to conduct their own business, though it now often serves as a musician’s loft, for when the lord entertains himself with visiting bards and musicians, something he appreciates, but doesn’t have the skills himself. The upper levels of the castle include three tall towers of rooms for family servants, residents and guests, and are noted for their comfort and fine furnishings.
Broker’s Well (“Low Market”) : A small spring bursts from beneath the walled town of Hexwater here that supplies most of the town with its fresh water, and represents the primary gathering place for its citizens, and the site for its monthly “Moon Market”. Many a visiting merchant makes their deals in town’s important shops and halls, located around this common, and has gained its name from the presence of the Mercantyler’s Guild. Goods available in the “Low Market” include meat and vegetables, often heavily pickled and salted (2-3 sp per day’s rations), or on the verge of spoiling (2 cp per day’s rations); and most items that will sell for a few coppers, such as buckets, candles, wooden bowls and plates, pottery jugs and pitchers, canvas sacks, soap, and torches.
Mercantyler’s Guild Hall (“High Market”) : With access restricted exclusively to members of the Mercantyler’s Guild and their guests, the High Market is protected by Thuldrin Kreed’s bullies. The hall now consistently serves only those with some degree of influence in the town, most of whom are guests of Kreed and visiting merchants seeking to acquire a good deal on timber or charcoal.
The building itself has become an opulent building with polished granite floors, sweeping tapestries, and the heavy feeling of influence and wealth. There is even a small garden and reflecting pool in the halls back against the town walls, and several private quarters, and a servant’s area with kitchens and a dining hall, for visiting merchants and their “guests”. Typical bulk goods traded in the hall include preserved meat and vegetables (5 sp per day’s rations); nicely made clothes other than wool, linen and leather (silk and buckram cloth and textiles); spices (particularly salt); and any trade items worth more than 100 sp, such as bundles of furs and hides, wines and ales, barrels of lamp oil, timber and quality wooden furnishings.
Hall of the Mangai : This is where the trade council meets, and does double duty as the town hall. The town magistrate is the diminutive halfling Master Valiance Hogs, who ensures mining and timber claims are paid, and passes judgement on local civic crimes (such as non-payment of sales taxes in the markets, or theft from local craftsmen), and refers everything else to the castle.
Master Hogs is an attractive young halfling fond of finery and romantic entanglements with other young halfling men. The locals jokingly refer to the irony of his name, since his “valiance” is firmly rooted in Thuldrin’s pockets, and he makes no effort to disguise it. Master Hogs is well known as a former town litigant from Mornhaven, and it’s also well known that Kreed supported his placement into town, and that he exists solely at the timberwright’s pleasure. His quarters are a nicely appointed suite in the third floor.
Timberwright’s Guild Hall : Once the second-most impressive building in town (after the local castle), the Timberwright’s Hall has long since been allowed to fall into disrepair, once Kreed effectively took over control of the Mercantyler’s Guild Hall. Thuldrin Kreed’s own residence located north of the town, is by contrast a polished, palatial affair. The Timberwright’s Hall is only used nowadays when there is official Guild business to conduct, and this once bustling building now often stands empty, simply employed to store timber shipments for select guild members.
Attached to the guild hall is a large, sturdy stone barracks that provides local temporary workers with a place to sleep and live when not in the forests. Since many of its employees tend to be transient and seasonal single men, this place is popular. Made with heavy timbers and sturdy stone, it is a virtual fortress, complete with armored door and shutters.
House of the High Morninglord
Temple (“House of the High Morninglord”) : Temple of Nolom – The Shining One : Hexwater has few clerics. Despite little active competition from other churches and a demonstrated record of concern for the community’s citizens, Lady Cirthana continues to struggle to win converts in the beleaguered town. Few locals trust Lady Cirthana and her acolytes, mostly because they lay their concerns at the feet of the local herbalist, or the brotherhood of Korg – Father of the Fields who maintain a small shrine in the fields north of town.
The temple is an impressive sandstone building, and the second-most notable structure after the castle. It boasts a wonderful array of colored glass windows depicting each of the primary gods of good, above small shrines dedicated to each of these gods along the north and south walls of the chapel. The primary votive chapel is located in the far east of the hall, a brightly lit golden sandstone altar dominating the center of the central priest’s worship area. Facing east, it displays a brightly burnished bronze sun disk of the God of Light on the west side facing east towards the rising sun, where its numerous stained glass windows send their glittering lights throughout the entire hall with each dawning sun.
Behind the chapels are a small reflecting area with trees and a herb garden, and access to numerous small cells for the faithful, a small hospice for healing the sick, a kitchens and dining area, granaries and a barracks to provide visiting worshipers a place to stay for a time. The dozen acolytes take turns spending time in the local fields, tending to services in the chapel and serving each other in cooking and cleaning, while the rest of their time is spent at prayer. Lady Cirthana herself works alongside them all, taking her turn with the rest. They all have a great deal of love and respect for her.
Apothecary (“Roots and Remedies”) : ### $$$$ : Creeping ivy and full window boxes cover this rugged-looking, two-story shop bearing the faded sign of the apothecary guild’s thistle, above the written sign “Roots and Remedies”. Owned by the herbalist and healer Laurel, the small shop smells of growing things, burnt earth and spices. Bunches of dried herbs hang from the ceiling, along with dangling pots of growing mushrooms, various alchemical apparatuses on tables, and glassware for unknown arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved and liquid substances fill high shelves and tables, that also display her herbs (common for 9 sp per vial; uncommon for 30 sp per vial), and various potions for sale. There is a small workshop in the back, happily bubbling whenever anyone enters, as Laurel works on her latest philter. Two large black ravens watch every patron to the small herb shop, both smart and capable of various word and phrases, and known to pick the pockets of the unwary when they see something shiny.
Laurel herself is a rail-thin half-Hepekerian woman with severe spectacles and silvered hair pulled tightly away from her face. A tough woman, she is well-known to receive the bulk of her income selling oils and aphrodisiacs in the form of bitter teas. She is as quick to remind buyers that she is not a physician, and does her best to honestly help people, but her prices are high due to her primary market; visiting merchants and adventurers. She does always have a few actual home-made Potions of Healing on hand (750 sp per flask), but their price tends to be ruinous to common folk.
Chandler (“Goose N’ Gander”) : ### $$$ : Owned by the town’s only gnome resident, Master Hildren Mudbricks, who sells various standard amenities such as grain (Oats – 8 sp per 30-lbs sack; Rye – 10 sp per 30-lbs sack; Wheat – 12 sp per 30-lbs sack), packaged rations (5 sp per day), lamp oil (1 sp per flask), ink (100 sp per flask), and mining supplies (rope, shovels, picks, spikes and hammers). He is also known to stock limited quantities of rare oddities such as alchemist’s fire, antitoxin, and Potions of Healing (each selling for 500 sp per flask), and various taxidermy projects he personally works on, such as stuffed pixies. He tends to service passing adventurers almost exclusively, and is a free master of his guild, holding a seat on the local town council.
Clothier : ### $$$ : Tomas of Pethmark, an unremarkable man running the shop his parents founded. He doesn’t specialize in any one trade, but he and his three apprentices spend much of their time making hardy work clothes for the local wood cutters, such as durable buckram pants (40 sp), jackets (40 sp), low boots (30 sp per pair), and gloves (20 sp per pair). Woolen travel cloaks (30 sp) are also quite popular.
The House of the Rogue Lady
Courtesan (“The House of the Rogue Lady”) : ### $$$ : A notorious fest hall for gambling and dancing, its primary purpose is as a Courtesan’s Guildhouse, serving the locals and visiting merchants alike with its half-dozen men and women who serve the local lady of the house, “Matron Eanflead Valebright, as her apprentices. Matron Valebright is a tall brown-haired woman from the Isle of Phaedra, who runs a darkly erotic hall where the vilest of Hexwater’s flesh-peddlers, sneak thieves and murderers are known to carouse, gamble and plan their next acts. Services are variable, based on quality of the companion, but are usually around 2-3 sp per hour. The place also sells a cheap wine and common ales for 2 sp per pitcher.
The facility is the not-so-secret home to the town’s actual thieve’s guild, the Ironstone Guild. Little is known about their present membership or activities, beyond their leader Kabran Bloodeye, a brutal half-orc psychopath who literally crushes all enemies of his guild. This guild lives in an uneasy truce with Kreed, paying the guild a part of their weekly earnings in exchange for legitimacy and protection. The most popular girl in the Rogue Lady is the young and beautiful Vesina, who is also the personal favorite of Kabran himself.
Hideworker : ### $$$$ : Dyonius Sparepockets inherited the shop of her father four years ago when he was tried and executed in Mornhaven for using human skins in his work. Her haughty pretensions and the rather rapid circumstances regarding his conviction and death, have led many to think that Dyonius might have turned her father in, and have further fueled the rumor that she is either Kreed’s or Lord Witchbyrne’s mistress. Master Sparepockets typically produces harness for wagons (50 sp per set), thick high leather boots (150 sp per pair), drover’s whips (30 sp), hide wineskins (3 sp), and tanned hides for resale (Pig hide – 12 sp; Horse hide – 30 sp; Ox hide : 60 sp).
Innkeeper (“Jack a’ Napes”) : ### $$$ : A leaning ramshackle inn located and owning the town’s stables, offers lodging and food to many a traveller who passes through Hexwater. Local fare includes stews and soups with bread and a hunk of cheese for 3 sp, various local ales for 4 cp per tankard, and common wines from both Berryshore and Winewater at 2 sp per tankard. Travel rations are also available, usually with fresh food and a few strips of smoked eels and some cheese at 5 sp per day. The upper floors have four rooms, each the typical four-bunk affairs found throughout Argoth, at one gp per bunk (or five for the entire room), but it includes oatmeal and ale for breakfast.
The owner, the red-faced and rotund Jack Crystal, with his single whisp of red hair on an otherwise bare head, is a former bard who always sports an easy smile. Jack’s spiced cakes are legendary in town (the secret is cinnamon), as is his skill in juggling frying pans, and his remarkable marksmanship with a crossbow. Jack is known as a man of many talents. He has two young boys that he claims are his children, but no one ever remembers him having a wife, and they help serve and clean the place.
The attached stables are a large, barn-like building that is bonded to the inn, run by Journeyman Olvenwater, and his two older sons, who spend as much time quarreling and involved in fights in the tavern, as they do working in the stables. Although quarrelsome, they are hard-working when the demand is there. Thankfully, the young Eomus Waters, son and heir of the other innkeeper in town, is dedicated to learning this side of the innkeeper’s trade, and trying hard to get his guild certificate, and is always around. Stables for a mount cost 3 sp per night, but includes a rub-down, fodder and a shovel full of oats.
Innkeeper (“The Golden Goose”) : ### $$ : Sitting a little too close to the town’s north gate and walls, the Golden Goose is the local spot for adventurer’s, explorers, and other ne’er-do-wells looking for excitement. The inn is a simple tavern serving a cheap, locally fermented “Hexwater Ale” (selling for 2 cps per tankard), made of mushrooms and spices from the swamps. It is rumored enough of the brew can drink an ogre under the table. Other fare is various typical ales (3 cp per tankard), common meals (bread, roast beef or chicken and a hunk of cheese for 3 sp). Those seeking a room have to settle for space on the common room floor, for 5 cp a night. Raucous games of “Knivesies” and “Lefty-Loosey” (both with a good chance of self-maiming) often rage long into the night. Adventurers share tales of the region, Zog’s Krag, and other locations for the simple price of a tankard of Hexwater Ale.
The owner, “Baron” Victory Waters is a large, blunt, hearty man who offers his opinion on the various political topics discussed in the strongest and bluntest of words. His wife, “Lady” Silver Waters is the center of the local social circle, wearing full, ornate dresses and acting above her station. A fallen noblewoman with a past as shady as anyone, she spends much of her time at the castle, serving the local lord in any way he desires. The couple’s only son, Eomus is noted as a good young man, but carries a dagger and crossbow wherever he goes, and works in the other inn’s stables as an apprentice Ostler, mostly to improve his understanding of that side of the business. He is also quite good at both dice and cards, and is rumored to be the illegitimate son to the local lord; their resemblance lends credence to the rumor.
Mason : #### $$$$ : Mourn Stonehall is among the only dwarves to work in Hexwater and is expensive, but does good work and holds the exclusive contract to maintain the town walls and local castle. He also designed and helped build the tower fort in Southwood three years ago. He stays out of local politics, and is generally left alone, because he has skills no one else in town has. He is often away in Thornkeep looking at stone for shipment from the Triumph Quarry. Rumor also has that he might be taking a local boy as his apprentice soon. Common shaped limestone of good quality sells for 3sp per 2’-square, 100-120 lbs block.
Metalsmith : ### $$$ : Pyotr Pockets and his apprentices do simple metal work, like hatchets (20 sp), woodsman’s axes (30 sp), nails and spikes (2 sp per 1-lb handful and 2 sp each), and spike hammers (30 sp) for supplying the Timberwright’s Guild. They also make tools on commission for the various local craftsmen, but are very busy fulfilling local needs.
Physician : #### $$$ : Tomas “Quickfingers” is a spry, silver-haired man who operates a bathouse, provides haircuts and shaves, and is known to have a master’s certificate in his guild, though no one knows his real name. Unlike most, he’s actually pretty good, and doesn’t charge much, often taking barter in services and goods for his work. for locals. Travellers and the wealthy, however, can expect to pay well in cash for his work, but he leaves few scars and is very good. Master Quickfingers offers 10 sp for treating common ailments among the locals, and around 100 sp for dangerous cures or patients.
Potter (Specialty : Glazed Crockery) : #### $$$$ : Gamwyn Vale is a good craftswoman, whose clay pit is exceptional and her oven produces a good quality of glazed crockery, mostly used throughout the local area, but sometimes gets special orders from Mornhaven taverns that know about her skills. She is very busy meeting demand, and has two apprentices. Common pieces sell for 4-5 sp, such as stoneware pitchers, plates or bowls. The fine glazed crockery is usually marketed for 6-8 sp per piece.
Salter (Specialty : Smoked Eels) : ##### $$$$ : Minstrel Carrock is a very talented salter, who buys eels from Timberbay’s fishermen, and smokes them using rare woods from the eastern forests. His products are a popular meal for visitors, and often find their way into traveller’s rations in the town. His produce are one of the few local products that finds a ready market in Mornhaven on occasion. Salted fish and beef sell for 2-3 sp per one 1-lbs, while Carrock’s smoked eels can sell for 5 cp each, or 300 sp per barrel. Salt is also available at 1 sp per pound.
Weaponcrafter : ### $$$$ : Tomas Guardian “the Weaponsmith” is an over-priced craftsman, who is nonetheless in demand for simple knives (30 sp), short blades (150 sp), and battleaxes (150 sp) and hatchets (120 sp). He and his two apprentices do not make armor, but could conduct repairs if the price were right (roughly 10% of its original cost).
Woodcrafter : ### $$$ : In a town where the Timberwright’s Guild has power, and wood-cutters are everywhere, Rikard Shadetree and his three apprentices produce only average goods, mostly concentrating on producing wood-carts (150 sp) and conducting wagon repairs (roughly 35 sp per task). They do not make wagons, but do sell individual wheels of various sizes (20-30 sp each).
Woodcrafter : #### $$$$ : Master Raonull Gates and his four apprentices make good quality furniture for the town’s wealthy, but usually work on consignments from the castle and Kreed’s personal friends. They will take furniture contracts (usually 20% above market) and even wagon repair work (50 sp per task) in need, but such work is expensive, though good. They usually have a few travel chests (50 sp) available as apprentice pieces, and the traditional wagon wheels in various sizes (20-30 sp each).
The Lordship of Hexwater
The Lordship of Hexwater is a small feudal holding encompassing a thin section of farmland sandwiched between the east bank of the slow-flowing River Ambarin and the swampy depths of the Hexwater Marsh, located in a broken hollow below the Grand Escarpment_. Encompassing roughly thirty square miles, it is a region of swampy little farms with little to interest the wealthy traders and merchants that pass through on their way between Princess Adrianna Warduke, and is considered a royal holding.and Content Not Found: mornhaven, beyond a warm meal and a dry bed, and services for their wagons and mounts. As the province of Seaholme is held by the Warduke clan, the lordship swears its allegiance directly to
The lordship is dominated by the economy of the town of Hexwater, which is in turn, dominated by the efforts of the Timberwright’s Guild, and its associate Charcoaler’s Guild. All the town’s production is bound for Mornhaven, where it fuels the city’s industry and construction efforts, and as such, has developed into an important part of that city’s economy. Its supporting villages are small farming communities that spend all their efforts fueling the town that controls them, sending farm produce, fish and little else to their feudal lord as taxes. The lordship exports only timber and charcoal.
Hexwater derives its name from the quagmire known in ancient maps as the Lowlands of Hexwater, or Hexwater Marsh, which extends from the eastern cliffs of the Grand Escarpment, to the raised roadway of the Forest Road and Hexwater town itself. The entire region is a forest swamp covering about twelve square miles and surrounded, for the most part, by the stony lips of the Escarpment’s cliffs.
Located around an ancient ox-bow lake, the region is notorious for its treacherous mists and typical swampy denizens, such as monstrous frogs, insects and stirges. The goblins typically found in this region are a small tribe of fairly hopeless creatures, known as the “Garland Goblins”, so-called for the flowery garlands they festoon themselves with. The tribe stays pretty much to themselves, but are known to waylay lone wanderers and merchants, and are sometimes seen in town selling their tribal charms, dried fish and other crafts-work, like dried-gourd water bottles. They especially love to trade for torches, cloth and spices, like salt.
Their den is a small collection of crude stone hovels carved high into the eastern cliffs of the Escarpment, and they are believed to worship some local nature spirit, consistent with their quiet, pacifistic ways; most fetishes they display are of trees. They are, however, known to be good fishermen and to keep bees, subsisting on a diet of fish, insects, gourds, swamp-melons and honey mead. They rarely have anything more offensive on them than a flint spear and dagger, or leather sling, they don’t favor shields, and often won’t fight at all if confronted. Most people treat them like a tramp dog.
It is said that in times long past, dwarves settled in the surroundings of Hexwater, particularly having taken an interest in the dark and shattered volcanic cone of Zog’s Crag; rumors persist that forgotten treasures of their fallen civilization yet remain to be found. Dwarves do occasionally visit the town, and make expeditions to the crag, but rarely stay longer than a day or two, before moving on to Mornhaven.
The clan of Witchbyrne have held the lands around Hexwater for several generations, and have a reputation for staying off the map of the political scenes and keeping largely out of the social scene of the realm. Their original members were the typical adventurers who settled in the area following the establishment of the Kingdom of Mercia around TR 750.
For centuries, the village was a simple agrarian community, until the rise of Mornhaven, and the interests of the Mangai fell upon the realm, bringing wood-cutters and charcoalers seeking fuel for the rising economy of that city. Throughout it all, the Witchbyrne clan stayed close to their lands, never involved themselves in politics, and until the arrival of the Warduke to the realm, never sought to ally itself with anyone.
In TR 988, the clan acknowledged the Warduke’s call to arms, and swore allegiance to their banner along with all the other former noble clans of the Kingdom of Mercia. Since that day, the clan has remained quiet and out of the politics of the realm, though they pay their taxes like everyone else.