Free Marches

Intro
The Free Marches is a collective name given to a wealthy group of city-states that lie in the eastern part of the continent. The “Marchers” are independent descendants from tough barbarians, their cities standing in a loose confederation that rarely unites on any matter unless one of their larger neighbours becomes aggressive. When this occurs, the Marchers can assemble a united military front, that even the greatest powers of Thedas cannot ignore. Individually however, only three of the Marcher city-states can claim to be independently powerful, Kirkwall the city of chains, Tantervale the new centre of Chantry power in the Free Marches and of course the largest of the marcher cities, Starkhaven, which has become a stronghold for The Libertarian Order. Together these cities command more influence and power than the rest of the Free Marches combined.

The Free Marches is best known as the breadbasket of Thedas. Its farms along the fertile banks of the great Minantar River provide much of the continent's food. The crops, sown in the mineral rich, silt soil allows vegetables to grow at an accelerated rate, allowing them to produce more crops per annum than any other nation in Thedas. While the Free Marches may seem relatively weak, compared to the might of Orlais or Nevarra, the region is still of vital importance to Thedas as a whole, and so is a constant power on the continent, even without the vast armies and immeasurable wealth its more powerful neighbours have at their disposal. For armies need to be feed and gold cannot cure starvation.

Ruling Dynasty
Since the Free Marches is far from a single unified nation, there is no one family that rules above the others. Instead, each city-state has its own Noble or Royal house, which governs and leads, often these house are nearly as archaic as the Free Marches themselves, the the Vaels, who have served as Princes to the city of Starkhaven for many an age, but that is not always the case. Some of the houses have only recently ascend to the ranks of rulership, such as the Wollaston-Joury’s of Kirkwall, who were elected to the Viscounts office, when the Dumar line ended in the First Battle of Kirkwall in 9:34, with the deaths of the Viscount Marlowe and his son Seamus. Other Ruling families include the Sher’s of Ostwick and old house of Di Prous from Tantervale.

Government/Ruling Model
Titles such as Viscount (Kirkwall and Kaiten), Prince (Starkhaven), Lord Chancellor (Tantervale), Margrave (Ansburg) and Teyrn (Ostwick) are used throughout the Marches but they all basically hold the same amount of power over their state though their governance varies. The seaport of Kirkwall, for example, is officially governed by a singular ruler in the form of the Viscount, but real political authority rests in the heads of the local chapter of The Templar Order. Each head of state controls a council which can be made up of nobility mostly, and usually has a Chantry representative (the Grand Cleric of Kirkwall for example and the highest ranking cleric otherwise) as well as the head of the local Templar Chapter. Such rulers often have a seneschal and depending on the Marcher state are either voted in by the council or inherit the role. In places like Starkhaven the Vael family rule and thus the position of Prince is inherited.

Nobility
There are various family lines in the states throughout the Marches, the most notable being the Amell's of Kirkwall and the Vael's of Starkhaven. Their wealth is often in trade, owning docks and for the lucky and very wealthy few lands in the region which belong to the state. All heads of house have a place on the city council and have a say in law making and enforcing as well as other city affairs.

Politics
Politics within each state depends on the type of ruler, but generally each council member vies for influence over the leader in order to get what they want. In some cases a powerful noble, a Templar Knight Commander, or perhaps a Merchant Prince will dominate the ruler and use them as more of a puppet and thus control the state by proxy.

Between the Marcher cities tension often rises due to each self-governing city being wary of intrusions from its Marcher neighbour. However when the Free Marches faces a threat from outside the rulers, general and most powerful merchants of each state convenes at something very similar to a Landsmeet to decide a joint course of action.

Connections with other countries
Kirkwall and Kaitan was once a part of the Orlesian Empire. Kirkwall was built by the Tevinter Imperium and was the slave trading centre of Thedas - hence it's nickname "City of Chains. Links to these countries remains, not only in the remnants they left behind (statues of Tevenes and ruling positions like Viscount and seneschal) but in trade ties, influence and threat. Starkhaven still has close ties to the Imperium, it's allegiance having fluctuated throughout its history it has become one of the most open cities to Tevene trade in particular. Marchers were once known for raiding the northern seaboard of Ferelden. Nevarra started out as a member of the Free Marches, but has expanded in size and power far beyond its former peers.

Connections with Factions/Organised groups

 * Ansburg - the city is controlled by Furia since the Mage-Templar war. Other connections are all through the Hand of Justice.
 * Estwatch - controlled by Resolutionists. Connections to the Felicisima Armada.
 * Hercinia - Has the first Chapter of the Thieves Guild based here. The Guild was also created here.
 * Kaiten - Unknown
 * Kirkwall - The Merchants Guild, Felicisima Armada, Bards Guild, Thieves Guild, Templars, Circle of Magi, Carta, Coterie, etc
 * Markham - Circle of Magi
 * Ostwick - Swords of the Maker, Circle of Magi
 * Starkhaven - Merchants Guild, Libertarians,
 * Tantervale - Mercenary Guilds
 * Wycome - Merchants Guild

Culture
The population of the Marches is very culturally diverse. People come from across Thedas to this central area due to the movement of cargo (especially via the Minanter) and the trading of goods. Those who are born the Marches often do not have parents who are natives due to the nature of movement of people throughout the Free Marches. Even with this movement many Marchers are xenophobic and resent the influence of outsiders, seeing it as diluting their culture further rather than diversifying it. Despite the cosmopolitan tendencies of the area, rivalries between Marcher cities usually take precedence over the common bond of "being a Marcher".

The Grand Tourney
One of the Free Marches' most celebrated events is the Grand Tourney. Participants from all over Thedas converge on this festival of martial skill and valor in a competition to crown a champion of the games. The victor is awarded a coronet of sage leaves and a trophy blade known as the Celebrant, which is inscribed with the names of every champion since the first Tourney.

A letter by a Free Marcher reads: "The most important thing to know about the Free Marches is that we're free. We determine our own destiny, and that pleases us. Beyond that, the only other time we coalesce is when Grand Tourney comes to town. Then we boldly express our pride to any foreigner who'll listen. We'll kiss freedom on the lips and even lock arms with a proud Starkhavener! Alas, it lasts only a day, but there's no harm in that, right?"

The tradition of the Grand Tourney is considered one of few common bonds that every Marcher shares happily, and is a notoriously jubilant phenomenon despite its brevity.

Language
The Common tongue is most often spoken due to the high rate of trade throughout the region.

Art
The Marches were once part of the Tevinter Imperium, evidence of which is found in the architecture of cities - high buildings built almost all in white stone. The interiors of buildings are very rustic, similar to Ferelden.

Fashion
Like the Marches itself, fashion here is diversified and influences from all over Thedas abound.

Military
Each City State has it's own city guard and the leader of the city can call upon the people of the region to form a militia at times of war. The Templars and mercenary groups within the city are often called to pick up arms as well during such times. The organisation of these troops is similar from city to city, and they are trained in siege tactics. Thus it is rare for city to march against another due to the power to withstand a siege from each Marcher city.

Religion
The Chantry is the dominant religion throughout the Marches. A Chantry can be found in every city and in villages within the region. Cults, Qunari and other nomad religions exist but they pale in comparison to the Chantry because of the hold the religion has on the region. Even in Starkhaven where the Templar Order has severe restrictions the Chantry still has influence albeit diminished in recent years.

Views on Magic

 * Ansburg - freedom for mages under the Resolutionists
 * Estwatch - mages on Armada ships frequent the island thus magic is not controlled
 * Hercinia - controlled by Chantry presence
 * Kaiten - controlled by Chantry presence
 * Kirkwall - controlled by Chantry presence and Swords of the Maker
 * Markham - controlled by Chantry presence
 * Ostwick - controlled by Chantry presence and Swords of the Maker
 * Starkhaven - freedom for mages under the Libertarians
 * Tantervale - magic controlled by Templars and city guard
 * Wycome - magic controlled by Templars and city guard

Economics
The Free Marches are known as the breadbasket of Thedas; its farms along the banks of the Minanter River are the source of much of the continent's food. Starkhaven, the largest of the cities in the Free Marches, is situated on this waterway. With no central government, no king and no capital, the Free Marches economy is disparate. For instance, Starkhaven's wealth is a sight to behold. A granite path leads up to the Vael's palace and the other nobles of the city have equally lavish estates. Being on the Minantar Starkhaven has an excellent trade in fish.

Geography
The Free Marches are located in eastern Thedas, next to Nevarra and above Ferelden, and they consist of various city-states with the most important ones being Kirkwall and Starkhaven. Geographically speaking, the Marcher’s lands are characterized by variety, since they combine the presence of mountains, fields and water. The Minanter River traverses the Free Marches and continues on to Nevarra, making the land one of the most fertile regions in Thedas, and providing all the necessary requirements for prosperity to cities like Ansburg, Starkhaven and Tantervale which are built near its banks. The element of water is also present at the southern parts of the Marches where the land meets both the Waking Sea and, further ahead, the Amaranthine Ocean. The cities of Kirkwall and Ostwick are built near the sea, important ports of the country.

At the southern parts of the Marches lie the Vimmark Mountains. The Vimmark Mountains cover a great range of the land, stretching parallel to the coast of the Waking Sea and separating the coastal strip in the south, including the cities of Kirkwall and Ostwick from the Minanter River basin in the north. The tallest mountain in the sierra is Sundermount. West of Kirkwall is the Planasene Forest, which is quite thick and rich in wildlife. The Wounded Coast is also located close to Kirkwall. It is feared for its rocky cliffs and the various predators and bandits that hide among them. Since the land is fertile and rich, there are various species of animals which inhabit it. From harmless vegetarian animals to dangerous predators which stalk the lands, you can find just about any kind of creature in the Marches. Wyverns though are not so common.

Cities/Provinces

 * Ansburg
 * Estwatch
 * Hercinia
 * Kaiten
 * Kirkwall
 * Markham
 * Ostwick
 * Starkhaven
 * Tantervale
 * Wycome

Flora and Fauna
The Free Marches is blessed with heavy rains in winter, the biggest river in Thedas, and lots of plains. Making it a perfect place for farming, and all agricultural activities. The Marchers used to grow their crops, harvest, sell, and export them since a very long time. However, with the heavy human intervention, The plains of the Marches have lost most of its natural Flora and Fauna, as the wild plants cultivated in the farms to allow the growth of more economic crops and vegetables, and the wild life hunted down to make room for farm animals.

That doesn't mean the Flora and Fauna in the Marches have become extinct, no, it was just pushed back out of civilization, in the dangerous and the less inhabited places. In the great mountains series in the south, the ancient and hardy breeds shows its dominance in these wilds. Like the wild boars, elk, and the more terrifying wyverns with many of its different species. A very high chain of food forms in these mountains, rending it very deadly environment for all humanoid races, and only the brave, the trained, and very well equipped humans would venture with hope of coming back triumphant. Almost the same goes for the wild plants, the flood and the farms usually gives them no chance near the Minanter, but the coast of the Waking Sea to the south is a more suitable place for the diverse Flora to grow. More of the herbs with poisonous properties than healing ones though.

Regional Racial Characteristics
"Complexion:" Their complexion varies from light to medium dark tones. "Common eye colors:" Any eye color "Common hair colors:" Any hair color "General Description:" When it comes to the Marchers, considering they’re not affected by racial heritage, a variety of colors, complexions and face characteristics can be found. Dark or light colors in hair or eyes. Pale or tanned complexions (More tanned to the east, closer to the ocean). This is mainly due to the fact that the central location of the Marches, relative to the other lands of Thedas, makes the population very culturally diverse. The movement of goods and trade brings people from across the continent, and many native-born Marchers are born of foreign parents.

History
At some point between -180 Ancient and -171 Ancient, Andraste's holy war against the magisters of the Tevinter Imperium had seen her army conquer the entire southern half of Thedas. It was at this point the now infamous betrayal of her mortal husband Maferath saw Andraste burned and her campaign cut short. Alamarri warlords fought among one another for the lands they had seized and soon the captured territories were fractured, giving birth to the collection of city-states we now know as the Free Marches.

In 1:92 Divine, the Second Blight, which had rampaged across Thedas for 90 years, would come to an end at the walls of Starkhaven. A human army led by Grey Wardens commanded the defense, and the Archdemon Zazikel was slain by the Warden Corin.

Centuries later, in 5:12 Exalted, the Free Marches would again feel the black touch of the Darkspawn in the Fourth Blight. After bringing the northern nations of Antiva and Rivain to ruin, the horde would spill out across the Marches. Wycome and Kirkwall would suffer severe blows from darkspawn attack, though both managed to evacuate large portions of their populations thanks to the innovative thinking of the elven Grey Warden Isseya, twin sister to the famous hero of the same Blight, Garahel.

In 7:56 Storm, the Marches would once again come under attack from an outside force, one just as implacable as the Darkspawn, the Qunari. They attacked both Kirkwall and Starkhaven, but while the latter managed to hold its defenses the former fell to the invaders. The city was held by the Qunari for four years, until Orlesian forces drove them out, instead taking the city for themselves, only to be driven out in turn in 8:05 Blessed, returning Kirkwall to its independent status.

Between 9:31 and 9:37 Dragon, the events of DA2 take place in Kirkwall, then controlled by a vast force of Templars and home to one of the worse examples of Magi Circles. A series of events involving the Champion Hawke fill this time period, all from first contact with the mysterious Red lyrium, the expulsion of a stranded Qunari army commanded in person by the former Arishok, and of course, the origins of the Templar-Mage War. The Free Marches would go on to become a major theatre of the war. Shortly after its ignition, the most publicly accepted pro-mage freedom faction, the Libertarians, would seize Starkhaven from the Templars and declare it their own.

In 9:42 Ostwick falls to the Swords, who opt not to enact the Right of Annulment upon the surviving mages.

In 9:47, ten years into the war, the Kirkwall Circle called the Gallows is finally annulled and brought back into Templar control. Conditions for the surviving mages are worse than ever. Shortly following this, the Weisshaupt Accord is signed, bringing the war to an end.

Even though open hostilities have lessened, smaller, local skirmishes have been reported. These cases often involve the extremist Hands of Justice mages. For instance in 9:51, a clash occurred between them and the Templars in Kirkwall's Darktown, leading to the deaths of many mages present, though the enigmatic leader, Furia, survived. At this time the Grand Tourney is held in Tantervale, concluding with the proclamation of Jerem Quinn as Champion of Tantervale