Marwen
Marwen: The City That Grew With the Trees
"She asked me once what Marwen made that I couldn't find elsewhere. I told her: the wood here remembers the forest it came from. Everything else follows from that."
— A Dort merchant, in private correspondence
At a Glance
| Continent | Irna |
| Region / Province | Northern Irna, Bellree Rainforest margin |
| Settlement Type | City |
| Population | ~28,000 |
| Dominant Races | Elf (majority), Human |
| Ruler / Leader | Queen Slvanna (born Holly Jofir) |
| Ruling Body | House Slvanna, hereditary matriarchal rule |
| Primary Deity | Bethsia |
| Economy | Woodworking, textiles (silk, lace), master weaponry, honey, venison |
| Known For | Architectural woodcraft of exceptional quality, matriarchal governance, the royal palace built into living trees, and a silk-and-lace trade that reaches the Crown |
First Impressions
Marwen announces itself through the smell before anything else — damp earth, fresh-cut wood, and something floral that visitors from drier cities can't immediately identify. The Bellree Rainforest presses against the northern edge of the city, and the city has not pushed back so much as negotiated: the tallest trees remain standing, the streets wind around them, and the buildings rise alongside rather than in place of them.
The architecture is the thing most people remark on first. The woodworkers of Marwen treat timber not as raw material but as medium — the buildings show their grain, are shaped to suggest the forms they came from, and are maintained with a care that elsewhere goes into stonework. Carved balconies drip with hanging gardens. Eaves are cut into leaf shapes. The effect should feel overwrought and manages instead to feel inevitable, as if the city were a natural extension of the forest edge.
The Wartna River runs along the southern boundary, wide and calm here, and the docks are active — not a war port, but a working one. The city trades in objects that weigh relatively little and sell for quite a lot, which means the docks handle a steady traffic of smaller vessels rather than heavy cargo ships.
The population mixes elven and human residents in proportions that have shifted gradually over the centuries. The current balance is elven-majority but not overwhelmingly so, and the two communities have long since stopped organizing their social lives around the distinction.
Geography & Setting
Marwen sits on the northern bank of the Wartna River at the point where the Bellree Rainforest reaches its southernmost extent. The forest to the north provides the raw material for everything Marwen produces and the water from the river enables the city's cleaning, dyeing, and finishing industries. Neither resource is infinite, which Marwen learned the hard way and has not forgotten.
The city spreads outward from the river in a pattern that follows natural terrain rather than a planner's grid — paths trace contours, neighborhoods form around existing groves, and the largest trees have effectively become urban landmarks. The palace sits at the city's highest point, visible from the river but not imposing on the rest of the city.
The forest itself is managed. Sustainable harvest zones were established after the timber crisis approximately two centuries ago; the areas accessible to loggers are rotated, the old-growth sections are protected, and the recovery has been substantial. The forest visible from Marwen's northern streets is genuinely old and genuinely dense.
The People
Demographics
Marwen's population is majority elven, with a substantial human minority that has been present since the city's early growth period. The two groups have integrated well enough that neighborhoods are not ethnically segregated, marriages between them are unremarkable, and the notable families include both. House Slvanna itself is dual-lineage, which has made that particular question symbolic rather than practical.
The city also has a small but established artisan community drawn from other continents — craftspeople who came to study Marwen's woodworking methods and never left, or who married in and raised families. This community has contributed techniques that the local masters have absorbed and made their own.
Economy
The economy is built on craft exports. Marwen's woodworkers produce furniture, instruments, and architectural elements that command prices elsewhere that reflect their quality. The textile industry runs second — the silk and lace produced here use thread sources and dyeing methods that have not been fully replicated elsewhere. The master weaponsmiths are few in number but their work reaches courts and collections across Irna. Honey and venison are specialty goods: the forest honey is distinct enough to be valued as a culinary product rather than a sweetener, and the ethically culled deer herds produce venison that has found its way into the finer kitchens of Dort.
The water fee from Wartna River access is negligible — the river is not the bottleneck, the craft is.
Primary Exports
- Marwen hardwood goods — Furniture, instruments, carved architectural elements; commanding premium prices
- Bellree silk and lace — Textile production using forest-sourced thread; known for quality and design
- Master weapons — Bows, blades, and hafted weapons from a small number of extraordinarily skilled smiths and bowyers
- Forest honey — A specific flavor profile from Bellree flora; sold as a luxury culinary good
- Venison — Managed herd culling; exported preserved and fresh to southern markets
Primary Imports
- Metal goods — Marwen produces skilled metalwork but does not have strong ore access
- Stone and masonry — The city's construction is primarily wood; stone must come from elsewhere
- Wine and spirits — The forest provides food but not viticulture
- Arcane materials — For the Queen's magical work and the court magician's practice
Key Industries
- The Woodworkers' Guild — The city's most powerful trade organization; manages apprenticeship, sets quality standards, controls forest access permits
- The Loomworks Quarter — The textile district; a dense neighborhood of weaving houses, dye shops, and finishing studios along the Wartna
- The Master Smiths — Not formally organized; a loose association of perhaps eight individuals whose work is recognizable by reputation
- The Forest Management Authority — Coordinates sustainable harvest zones; politically independent but practically allied with the crown
Food & Drink
Marwen eats from the forest and the river in roughly equal measure. Venison appears in everything from festival roasts to the stews sold in working neighborhoods. Fish from the Wartna is prepared simply — the city does not have a complex seafood tradition because the fish don't require much intervention. Forest mushrooms and herbs go into everything. Honey is used in cooking to a degree that visitors from elsewhere find notable.
The city's bread is dense and substantial, made from grain that comes upriver by trade. The drink of choice is a mead made locally from forest honey — light, floral, not aggressive — which is the thing that Marwen's merchants most consistently bring as gifts when traveling.
Culture & Social Life
Marwen's defining cultural feature is the matriarchal governance of House Slvanna and the way it has shaped broader social norms over two centuries. The city is not rigidly matriarchal in daily life — it has not legislated gender roles in business or family structure — but the prestige attached to women in positions of expertise and authority is higher here than in most Irna cities, and this has compounded through generations.
The craft traditions are deeply tied to family and lineage. Technique is passed from parent to child; the best workshops are multigenerational. A piece of Marwen furniture made by a recognized family carries implicit information about craft history, not just current quality.
The city has a significant festival culture — not performative celebrations, but genuine community events organized around the production cycle. When the honey harvest comes in, when the loom season changes, when the forest management calendar turns — these are marked.
Festivals & Traditions
The Forest Walk
Each spring, before the logging season opens, the city's master craftspeople walk the authorized harvest zones with the Forest Management Authority. This is partially administrative and partially ceremonial — the trees to be taken are assessed, the areas to rest are confirmed, and the walk itself has accumulated enough tradition to be genuinely observed. The Queen attends when she is not otherwise engaged, which she generally manages to be.
The Loom's End
When the major textile season closes in late autumn, the weavers of the Loomworks Quarter hold a night of display — finished works are hung from the balconies and lit. It lasts one evening. People come from outside the city for it. The commercial dimension (buyers attend) and the cultural dimension (it is genuinely beautiful) coexist without obvious tension.
Music & Arts
Instruments made in Marwen are played in Marwen first. The city has a tradition of public performance that is tied directly to the craft — the best luthiers are known, their instruments are associated with particular players, and the concerts that happen in the riverside squares are informal but well-attended. The tradition is not for formal concert halls; it is for playing in public.
Carving and woodworking are the visual arts, and the line between craft and art is not observed. A chair made by a recognized craftsperson is art. The carved decorations in the Bethsia temple are frequently cited by scholars as among the finest examples of the form in Irna.
Religion
Primary Faith
Bethsia is Marwen's primary deity — the faith that governs natural anomalies and the mysterious aspects of the world. The Bethsia temple in Marwen is built into a living tree cluster, the walls incorporating the trunks, and the interior is lit by a bioluminescent phenomenon in the wood that the priests have studied for centuries without arriving at a complete explanation. The carving throughout is the finest concentrated religious artwork in the city.
Bethsia is an appropriate patron for a city that lives alongside the forest and has cause to take its peculiarities seriously. The priests tend toward scholarly documentation of natural phenomena — the more unusual the occurrence, the more interest it generates among the clergy. This gives them an unusual relationship with Queen Slvanna's magical work.
Secondary / Minority Faiths
Human residents maintain shrines to various Irna-wide deities. None has a significant formal presence in Marwen, though the craftspeople have a strong informal tradition around Caminus.
History
Founding
The original settlement at the Wartna River crossing predates House Slvanna by several centuries. The first community was elven — artisans drawn to the Bellree timber, who established the basic woodworking traditions. Human settlers arrived over the following century as the river trade developed.
Key Events
The Arrival of House Slvanna
The house arrived approximately three hundred years ago as an already-established family with both elven and human lineage and an existing reputation for governance. They took over from a succession of informal leadership arrangements that had worked well during the city's small period and were inadequate for its larger one. The matriarchal system arrived with them.
The Timber Crisis (approx. 180 years ago)
Overharvesting in the Bellree's accessible zones reached a crisis point when the yield per season dropped sharply and several old-growth sections showed signs of collapse. House Slvanna's response under the Queen of that era was the creation of the Forest Management Authority and the rotation system that has held since. It was economically painful for a generation and is now regarded as the decision that preserved the city's entire basis for existence.
The Silk Development (approx. 80 years ago)
A textile worker identified a silkworm species specific to the Bellree understory and developed a cultivation method. The resulting silk is structurally different from mainland varieties — finer and with a particular natural sheen. The discovery was within living memory of the oldest residents and is treated as recent history. The lace tradition developed in parallel as an application of the new thread.
Current State
Marwen is prosperous and aware of it. The Forest Management Authority's regime has allowed the old growth to recover to a point that production quality is actually better now than before the crisis. The Queen is focused on the political situation regarding Oshala's expansion, which she regards as the primary threat to Irna in the current period. She is not wrong, and her attention to it pulls her away from domestic administration more than she would prefer.
Leadership & Governance
House Slvanna — Overview
House Slvanna holds authority by hereditary claim and has governed Marwen for three centuries. The matriarchal structure is the house's defining characteristic: leadership passes through the eldest daughter, men who marry into the house take the Slvanna name, and the reigning queen adopts the name "Slvanna" upon ascension and holds the throne for a maximum of two centuries. The current Queen has held the position for forty-seven years.
The house is financially entangled with the city — they receive levies from the craft guilds, own significant river frontage, and the palace grounds include some of the finest old-growth timber on the urban edge. This is not disguised.
Queen Slvanna (Holly Jofir)
Elf, Female — present reign 47 years
Holly Jofir came to the throne in her early fifties — young for an elf to take on a two-century commitment, which was the point. She had spent the preceding decades building a reputation as a wizard of genuine ability and a political operator of similar skill, the two things House Slvanna values in a successor.
In public she is composed, precise, and not particularly warm — the ceremonial aspects of the role are discharged without performance. In private she is more direct and considerably more interested in the arcane work she keeps being pulled away from. The Oshala expansion has become the primary external demand on her time, which frustrates her because it is a real threat and therefore cannot be deprioritized.
She leans on Hass to manage the domestic administration she finds least engaging. He is good at it and does not appear to resent the arrangement.
Hass Jofir
Elf, Male — consort, Queen's primary domestic administrator
Hass took the Slvanna name upon marriage and then declined to use it except in formal documentation, which is technically within the rules and which the Queen allows. He is a Bellree Forest elf with genuine administrative competence and no apparent ambitions beyond ensuring that the things he has agreed to manage are managed well. He is more visible in day-to-day city life than the Queen, which some people mistake for greater authority than he actually holds.
Elara — Chief Advisor
Elf, Female — the council chamber, formal hours
Elara has held the chief advisor position through the last Queen and the current one, which creates a mild institutional tension she navigates carefully. Her expertise is in diplomacy and in the older magical traditions that Queen Slvanna studies; the two of them have a working relationship that is something like collegial.
Faelar — Dockmaster
Elf, Male — the river docks, most hours
Faelar manages trade flow and keeps meticulous records of what moves through the Wartna. He has an encyclopedic knowledge of which merchant is reliable and which requires watching, and he shares that information freely when asked by the right people.
Lirel — Captain of the Guard
Elf, Female — the palace and city patrol rotations
Lirel runs the guard with an emphasis on pattern recognition over incident response. Marwen doesn't have significant crime; she intends to keep it that way by noticing things before they become incidents.
Thandir — Court Magician
Elf, Male — the palace arcane laboratory
Thandir and the Queen share magical research interests that have produced, over the years, a productive collaboration. He is the more theoretical of the two; she is the more applied. He also mentors promising young magic users from the city.
Notable Figures
Mira Hollens — Master Woodworker
Human, Female — fifties — the Hollens Workshop, artisan quarter
The most recognized living name in Marwen woodworking. Her workshop produces perhaps forty major pieces a year, each commanded before completion. She is opinionated about what she will and will not make and has declined commissions from the Crown on aesthetic grounds. The Queen found this interesting rather than offensive, which says something about both of them.
Basal — Forest Management Warden
Elf, Male — seventies — the northern forest boundary
Basal has held the primary warden position for thirty years and regards the Bellree with something beyond professional care. He was present during the final years of the original crisis and has never fully relaxed. His inspections of the harvest zones are thorough to the point of being slightly obstructive, and the Woodworkers' Guild complains about him regularly. House Slvanna declines to intervene.
Key Locations
Seat of Power
- Marwen Palace — Built at the city's northern high point, the palace is partially constructed into standing tree clusters — walls incorporate living trunks, certain interior spaces open to the canopy above. It is as much an architectural statement as a residence and has been added to by each Queen in turn.
Houses of Worship
- The Bethsia Temple — Built into a living tree cluster in the city's center. The bioluminescent phenomenon in the wood that lights the interior has not been fully explained in three hundred years of study. The carving is exceptional. Pilgrims come from outside Marwen specifically for it.
Inns & Taverns
- The Wartna Rest — The principal inn for merchant and visitor traffic; on the river, clean, with a dining room that serves well above functional quality. The house mead is the thing to order.
- The Upper Grove — A smaller establishment in the artisan quarter, used primarily by people doing business with the workshops. Noisier than the Wartna Rest and more interesting for it.
Shops & Services
- The Hollens Workshop — Mira Hollens's operation; known internationally. Viewing the showroom is permitted by appointment.
- The Loomworks Quarter — The textile district. Individual operations vary; the quarter as a whole represents the full range of Marwen textile production from raw silk to finished lace.
- The Instrument Row — A street of luthiers, instrument repair shops, and music suppliers. The concentration is high enough to constitute a minor destination for musicians traveling through Irna.
The Market
- The Riverside Market — Open daily; heavy on luxury craft goods and forest products. Agricultural produce occupies a smaller share than in most cities of this size. The craft goods available here are genuine Marwen work.
Other Points of Interest
- The Old Growth Northern Trail — The edge of the protected forest section is accessible on foot from the city's northern boundary. What the Bellree looks like without managed intervention. The understory is dark, genuinely old, and occasionally disorienting to visitors.
- The Dye Houses — The Loomworks Quarter's back end; where the silk and linen get their colors. The runoff management is excellent and the smell is present but not oppressive.
Secrets, Rumors & Hooks
- The Queen's ongoing arcane research concerns a specific phenomenon documented in the Bethsia temple's bioluminescence — something in the wood that should not, by any model she knows, be doing what it is doing. She has not shared the full scope of her interest with Elara or Thandir. The temple priests have noticed she visits more than ceremonially.
- The Timber Crisis records in the Forest Management Authority archive include a section that has been physically removed. Basal knows what it contained — it described which noble families were responsible for the overharvesting. House Slvanna asked him to remove it two decades ago. He kept a copy.
- Three master weaponsmiths have declined all commissions for the past six months. The stated reason (personal creative pause) is not credible for all three simultaneously. The actual reason involves a commission they collectively refused and a buyer who has not accepted the refusal.
- Hass Jofir's family in the Bellree interior has been sending unusual numbers of messages. He has not mentioned this to the Queen. The content of the messages concerns something in the deep forest that the family's hunters have been finding and not reporting to the Management Authority.