Marcher household
Overview
A Marcher household represents a group of yeomen, lead by one of their number who is called a steward. Political power in the Marches rests in the hands of the households.
Creating a household
A household is the easiest kind of Marcher group to create. The group leader will be its steward, and will be a political player. Even the smallest household's voice will count in the process of selecting the Warden of their territory. The core of the group will be one or more yeomen. Some of these are likely to be military characters, but not necessarily heavily-armoured men-at-arms. A household's yeomen are just as likely to be lightly armoured, with bills, mattocks and bows. The magic of the landskeepers is our justification for including this range of archetypes in one nation without a feudal system to concentrate wealth: most Marcher farms are on rich land. Imagine how wealthy Summerisle from the film "The Wicker Man" (1973) would be if the magic worked.
A household may also include the crafters who live on the household's land, often a smith, a friar or two, and usually a landskeeper. Most households also include a few beaters in their number.
You will want to choose a territory to come from: Upwold the oldest and hilliest, Bregasland home to the fen-dwellers, or rich, rolling, Mitwold. Your group may also have originated from the Mourn or the Riding, territories now held by barbarians.