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Mordent (MOR-dent) is a bleak domain on The Core's western coast, a land of fishing hamlets and desolate, haunted moors. Tracks of dense forest still cover much of the countryside, alternating with low, foggy plains and rolling heaths. Stiff winds whistle across the eastern moors; some travelers have reported hearing chilling howls carried on the breezes. At night, curling fog creeps out of the moors and into the domain's decrepit graveyards. Majestic, ruined manors, crumbling and choked on dark ivy, loom out of the fog. Abandoned to the restless spirits of the moors, such estates are widely regarded as haunted, and the Mordentish know better than to investigate when a dim light is spotted in an upper window. In particular, they avoid the infamous House on Gryphon Hill, where the dread spirit of Lord Wilfred Godefroy lurks. Mordent's shore along the Sea of Sorrows is rocky and battered by cold winds, the rugged chalk cliffs rising up a hundred feet or more. Salt spray perpetually hangs in the air, and belligerent seagulls gather to snatch the bait of fishermen. It is in Mordent that the broad Arden River finally joins the Sea of Sorrows, at Arden Bay.
Mordent's seaside communities, huddled in the bitter ocean winds, are stoic clusters of shanties and venerable taverns. The whitewashed buildings are constructed with thick wooden frames, soft brick, and plaster. Wooden plank roofs grave the humble structures, gray and warped by the sea air. Every window and door is equipped with sturdy storm shutters. Narrow tin chimneys puff white smoke into the sky, and weather vanes spin frantically in the shifting winds. Twisting wooden staircases descend the steeper cliffs, providing access to the humble vessels moored along the docks below. Mordent is a gray, damp land, its temperatures moderated by the sea; extreme summers and winters are uncommon.
Major Settlements
Mordentshire (pop. 2,600)
The People
Population: Humans (99%), Other (1%)
Languages: Mordentish*, Falkovnian, Vaasi
The Mordentish are lean, hearty people hardened by generations of fishing and sailing. Their skin tends to be fair and ruddy, though duskier tones aren't unknown. Mordentish eyes are usually a faded blue, green, or gray. Hair color varies widely, with flaxen blond and medium brown being most common. Men cut their hair very short or grow it past their shoulders, often keeping it in a neat braid or ponytail. Women grow their hair exceptionally long, though those with curlier locks trim it to halfway down their backs. Clothing is woolen, durable, and kept fastidiously neat and clean whenever possible. Men wear loose shirts with breeches and high socks; wealthier men also don waistcoats over their elegant, lacy shirts. Women wear long dresses close fitting on top and flaring below the waist. The Mordentish seem to prefer somber colors, either black and grays or dark hues of blue, green, yellow, and red. Ornamentation is shunned, though patterns such as checks or plaids are sometimes seen. Jewelry is rarely worn, as it's regarded as gaudy even among the nobility.
The Mordentish are simple, practical people who value common sense and established traditions. They do things at their own pace and are prideful of their ways. They are also superstitious folk who believe whole-heartedly in the supernatural, particularly the restless dead. They aren't paralyzed by fear, however. The Mordentish have learned to respect and avoid haunted places lest the resident spirits seek out the curious in their homes. This strategy seems to work for them, at least most of the time. The Mordentish are polite and friendly toward strangers but always remain somewhat reserved. They guard their own secrets closely and have a knack for getting others to talk candidly without revealing much of anything themselves.
Mordent is the former home of Rudolph van Richten, the famed monster hunter and scholar of the macabre, now presumed deceased. Gennifer Weathermay and Laurie Weathermay-Foxgrove, granddaughters of Mordent's noble lord, currently manage van Richten's herbalist ship in Mordentshire. The twins are themselves acquiring a reputation as dedicated sages and hunters of the supernatural, much to the distress of their father. They idolize their grim uncle, George Weathermay, renowned as Mordent's favored prodigal son. A stalwart foe of evil, Weathermay rides a forlorn path across The Core in search of the minions of darkness.
The Law
Mordent is a hereditary aristrocracy. The ailing Lord Jules Weathermay, patriarch of the Weathermay family, rules Mordent from his grand estate, Heather House. The Weathermays have always governed with a light hand, and despite Lord Weathermay's poor health, life rolls on in Mordent, as consistent as the tides. The Weathermays are the last prominent noble household in the domain, the others having fallen to tragedy and attrition centuries ago. Indeed, the crumbling estates that dot Mordent's moors testify to such vanished bloodlines. The Weathermays have managed to hold on to both their estate and their lineage, though their presence is barely felt outside of the village of Mordentshire. Lord Weathermay rarely pronounces any laws; he merely collects regular taxes and keeps a close eye on his lands. Mordent's villages are essentially autonomous, administrating their own laws and militias. Mayors and other civic servants are elected from among the male property owners, who remain dutifully mindful of how their decisions affect the poor. The mayor of MOrdentshite, Daniel Foxgrove, is the widower of Lord Weathermay's daughter and father of Gennifer and Laurie.
Trade and Diplomacy
Resources: Barley, wheat, hops, sheep, cattle, dairy, flounder, sole, sardines, lobsters, oysters, chalk, clay, ships.
Coinage: Mournepiece (gp), weepstone (sp), saltpenny (cp).
Fishing provides an important backbone for Mordent's economy, though sheep herding is also vital to the domain. Mordent does brisk trade with Dementlieu, where demand for seafood and wool provides Mordent with access to high culture and new inventions. Borca and Richemulot are also important trading partners. All four domains have agreed to a mutual defense pact to protect against potential threats from militaristic Falkovnia. For a domain of such small size and with a predominantly agrarian landscape, Mordent is a familiar land to folk throughout The Core. This may be due to its reputation as the rural, slow-paced sister to Dementlieu.
Magic
While it has no formal schools for magic, the Mordentish are superstitious people and magic isn't uncommon in their lands.
Characters
Mordentish heroes are usually bards, clerics, fighters, rogues, or sorcerers.
Mordentish heroes have proficiency with firearms and blackpowder weapons.