Wyrmwood

Wyrmwood is a goblin kingdom which covers the regions corresponding to northern Ireland and western Scotland on Earth-1380 (Upper Heartworld). It is regarded as a rogue state in the Twilit Worlds for its use of cold iron. It and Undermoon have long been inimical, and have had many bloody wars.

History
Under the terms of the Great Accord following the Dragon Wars, the regions of Earth-1380 corresponding to the North of Ireland, Kintyre, Argyll and several nearby islands were granted to goblin tribes. These borders held for a time, but as the goblin population grew they began to move into areas which were, though only thinly populated, largely due to devastation in the Dragon Wars, part of the kingdom of Undermoon. For a while the fae tolerated this, but as the number of invading goblins increased and as they penetrated Undermoon further, Orthanien demanded that they leave his lands. When they did not, war began. The war was devastating to the goblins, who despite greater numbers could not match the greater skill, magic and technology of the fae. They were driven back to their borders and beyond, or cut down. For a while there was a long cycle: the goblins would recover, increase their numbers, expand their lands again, and the fae would fight back. Eventually it was decided that the goblins had to be driven from the island entirely, to end the war once and for all. Given the goblins’ use of guerrilla tactics, this was not an easy campaign, but it was an almost complete success: but for a few bands in hiding, the goblins were driven over the sea. All of mainland Scotland, and the isle of Arran, of that Earth were in the hands of Undermoon.

The war was so one-sided that it appeared the "goblin threat" to Undermoon was forever finished, but two developments changed this. The first was that the goblins of the region, now unified in fear and hatred of Undermoon, united into a single realm, the Kingdom of Wyrmwood. The second was that the goblins learned how to make cold iron. Undermoon was unprepared for the Second Undermoon-Wyrmwood War, in which the goblins overran much of the Nether Heartland of Undermoon, especially the duchies of Wyrmsend, Westmarch and Greyfells. The goblin reached the gates of the city of Undermoon before the tide turned; King Orthanien of Undermoon died in the battle. Undermoon took some territory back from the the goblins, but soon signed a treaty yielding much of the territory the goblins had conquered to Wyrmwood.

Since that time, despite numerous dynastic changes and several rebellions and civil wars, the enmity with Undermoon has been a constant. At times open war has again broken out, though the more common state is one of occasional skirmishes and "cold war". Undermoon's efforts have largely focused on limiting Wyrmwood's access to iron ore to limit their ability to create cold iron weaponry, while Wyrmwood's forte is the advantage shapeshifting gives them in espionage.

Government
Wyrmwood has the most rigidly structured government of all goblin realms. It is a hierarchical system in which the word of the ruler is absolute law at each level, except that appeal may be made one level up the hierarchy. Top to bottom the ranks are:


 * 1) king
 * 2) duke
 * 3) earl
 * 4) baron
 * 5) headman
 * 6) head of household
 * 7) (person)

The higher ranks were modelled, ironically, after Undermoon's nobility; the terms for king and earl, indeed, are borrowings from the fae language (while 'duke' is derived from the older goblin word for 'king').

These positions may be held by goblins of either sex, though the tendency is for heads of household to be female and barons and above to be male.

It is common practice for leaders to appoint a deputy to handle either domestic or military matters, while they themselves handle the other. A few, notably the king, appoint multiple deputies for different tasks.

The current king is Nogjalnadrump. He main talent seems to lie in politics, and he has gained and hung onto the throne despite a shortage of other achievements.

Shamans
The shamans of Wyrmwood are people with an odd assortment of abilities. Goblins of any magical ability (apart from the universal shapeshifting) are always made shamans, but not all shamans have such abilities: goblins of noted intelligence, wisdom or knowledge may also be admitted.

Shamans provide the communities with all sorts of services, including advice, medicine, magic, contacting spirits and religious ceremonies, though not all shamans provide all of these. Importantly, they also provide the main real check on the power of the secular rulers, in that they can at least question them with relative impunity: they can appeal any judgements against themselves up the shaman hierarchy rather than the secular one.

In contrast with the varying abilities of the shamans, their organisation is absolutely regular. The shaman hierarchy was modelled after the secular one, and indeed the ranks are named after the secular ones. The ranks are:


 * 1) Shaman-king
 * 2) Shaman-duke
 * 3) Shaman-earl
 * 4) Shaman-baron
 * 5) Shaman-headman
 * 6) Shaman

Material Culture
Most goblins make little in the way of tools, instead shapeshifting to manifest claws, horns, etc, for tasks as needed. Such tools as are made are typically of bone, wood, or other plant or animal products. The goblins of Wyrmwood, however, make weapons and other objects from cold iron, and often use "lesser metals" to craft tools. While most goblins forgo ornamentation, in Wyrmwood jewellery, especially of gold, is used as a mark of rank.

Clothing is typically made of fur or leather, or fur from shapeshifting is substituted.