Difference between revisions of "Sacred 2:Artamark"

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{{Languages}}
 
{{Languages}}
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<div style="float:right;">
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__TOC__
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'''Reference:''' [[Sacred 2:Book 2 - Artamark|Geography of Ancaria, Book 2: Artamark]]
 +
{|
 +
|[[File:Flag hu banner 002.jpg|x180px]]
 +
|'''Flag of Artamark''' - The player will see this [[Sacred 2:Heraldry|flag]] flown throughout the [[Sacred 2:Humans|Human]] region, alongside the local colors of the baronies.  It can be considered the "national flag" of Artamark.
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/house_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_house_human.jpg]
+
With its triple fleur-de-lis design, the flag seems based on the coat of arms of the French kings, although the real-life version is reversed with two lilies above and one below.
 +
|}
 +
==Geography and Climate==
 +
The Human region is primarily a feudal society, positioned just north of the [[Sacred 2:Tyr Lysia|High Elf region]]. It is bordered by mountains, and the climate is one that supports several forest areas.
 +
{|
 +
|{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/house_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_house_human.jpg]|none}}
 +
|{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/villa_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_villa_human.jpg]|none}}
 +
|}
 +
The central landmass is divided by rivers into three primary sections: eastern, central and west. The feudal system and the division of the landmass by rivers and forest cover results in a region that is in immediate danger of being torn apart by intrigues and the resulting battles, which grapple to ruin the land.
 +
{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/farm_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_farm_human.jpg]|none}}
 +
 
 +
The land of the Humans is green. From the mountains that line it a cold wind constantly blows carrying rain in summer and snow in winter. Large woods cover Artamark. Beneath the trees the ground is fertile. The large variety of crops that grow here are responsible for the many tasty kinds of breads taverns serve in Artamark. This green land again and again surprises the traveler with is beauty like the view of snow covered mountain tops and mist rising from the woods and evaporating in the pale sunlight.
 +
{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/porter_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_porter_human.jpg]|none}}
 +
 
 +
Whether it's caused by the geographic location or the dense forests, the area is covered in a hard cold light reminiscent of medieval middle England. It's a place where you can easily imagine bandits and strange creatures suddenly appearing out of the shadows, then quickly vanishing into the forests again when their nefarious work is done or they need to escape.
 +
{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/ruin_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_ruin_human.jpg]|none}}
 +
 
 +
The flora is a mix of pine and deciduous trees, as well as scattered shrubbery. The forests here are very thick, which makes them very good for hunting game as well as a place for outlaws and other unsavory types to hide.  The fauna is about what you'd expect from heavily forested areas bordered by water and mountains. There is a variety of game to be hunted in the forests, with turtles and fish by the various water areas. Some domesticated livestock can also be found, especially near the capitals of the baronies.
 +
 
 +
==Inhabitants==
 +
The inhabitants are friendly and open-minded toward strangers. Artamark is almost exclusively populated by [[Sacred 2:Humans|Humans]], with the bulk of them being in service to one lord or another. The thatched huts and houses they live in look picturesque, but offer good protection against common winter storms. Most people in Artamark work as farmers or craftsmen, but some go to the woods and try their luck as hunters. They kill game for meat and sell the pelts to passing merchants. Brigands who also live in the woods often rob these merchants.
 +
{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/soldiers_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_soldiers_human.jpg]|none}}
 +
 
 +
The political situation keeps things very agitated though, so you have to sometimes wonder how any of them survive.The DeMordrey and Urtamark baronies are constantly at loggerheads with each other, and the fighting being reported in the northeast section of the region indicates a concentration of trouble. As if that wasn't enough, there are also rumors of activity from an obscure and disruptive cult in the southwest, in [[Sacred 2:Grunwald|Grunwald]].
 +
{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/markt2_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_markt2_human.jpg]|none}}
 +
 
 +
Strangers are welcome in Artamark, but its inhabitants generally do not care for [[Sacred 2:Elves|High Elves]] or  [[Sacred 2:Orcs|Orcs]]. This is understandable as High Elves regard Humans as slaves whereas Orcs constantly threaten Artamark’s northern borders.
 +
 
 +
==Capital==
 +
As a feudal society, there isn't one main capital. '''Artamark''' is the central empire, with a capital city of [[Sacred 2:Griffinborough|Griffinborough]] located on the peninsula in Ostbrander. To the east is the '''DeMordrey''' free barony, and to the west is the '''Urtamark''' free barony. The economy of the region has developed into one with a focus on agriculture and farming. Given the pyramid population you find in a feudal society, the few at the top benefit the most from the good economy.
 +
{|
 +
|[[File:Flag hu banner 003.jpg|x180px]]
 +
|[[File:Flag heraldry 010.jpg|x180px]]
 +
|The Flags of Urtamark and DeMordrey, respectively.  These two baronies represent the major forces in Artamark and are often in conflict with one another.  The central power in Urtamark is [[Sacred 2:Kufferath Castle|Kufferath Castle]], where [[Sacred 2:Baron Urtamark|Baron Urtamark]] resides.  [[Sacred 2:Skook's Corner|Skook's Corner]] is the home of [[Sacred 2:Baron DeMordrey|Baron DeMordrey]] and is his center of power.
 +
 
 +
*'''Trivia Note:''' In many of the game files, Urtamark is labeled as "Mascarell."  Mascarell was the "good" kingdom from [[Sacred:Underworld]], and a rival of DeMordrey (also present in the first Sacred as an enemy kingdom).  Therefore, the classic rivalry between Mascarell and DeMordrey would have returned again in Sacred 2, had the name been kept.  Instead "Mascarell" was changed to "Urtamark."
 +
|}
 +
 
 +
The grand homes are composed of stone and other materials indicating affluence. The areas around these residences are composed of villages, where the homes are half timbered structures. While they don't look too bad at a glance, in most cases more than one family is cramped into a space that's far too small for the number of people living there. In the countryside, the peasants live in thatched huts.
 +
{|
 +
|{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/capital_road_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_capital_road_human.jpg]|none}}
 +
|{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/capital_graveyard_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_capital_graveyard_human.jpg]|none}}
 +
|}
 +
 
 +
==Recommendations==
 +
 
 +
If at all possible, one should travel through Artamark in the summer. The weather is mainly pleasant then and one can also get a taste of a local delicacy: a mush of deer brain and strawberries that is served with fresh bread.
 +
 
 +
In Artamark it is considered impolite to make a gift of something that could be of use to the giver, as it implies that the giver is better off and therefore superior to the receiver.
 +
 
 +
==Places of Interest==
 +
{|
 +
|{{S2frame|[[File:Renders House2.jpg|180px]]|none}}
 +
|Humans aren’t particularly renowned for their architectural masterpieces. There buildings are mainly simple and practical, and they seem to have no eye for beauty. Still, there are some places one should visit, for example [[Sacred 2:Urthak's Moxie|Urthak’s Moxie]] near the Orcish border. It is said that it was built over a period of two hundred years and looking at its mighty walls rising out of the woods one can almost believe this.
 +
 
 +
The market in [[Sacred 2:Black Oaks|Black Oaks]] in the south of Artamark should be the last stop on one’s journey through the land simply to avoid being robbed further north. It is the largest market in Artamark and deals mainly in furs, meat, and craftsmanship, especially wood carvings. Human woodcraft is highly regarded in all of Ancaria and may well be the only form of [[Sacred 2:Art of Ancaria|artistic expression]] displayed in this land. The market offers all sorts of carvings from small earrings to life size warrior [[Sacred 2:Statues|statues]] that look so real one almost expects their hair to move in the breeze.
 +
|}
 +
===Full List of [[Sacred 2:Places of Ancaria|Places]]===
 +
{|cellpadding=20
 +
|valign="top"|[[Sacred 2:Academy of Arcane Science|Academy of Arcane Science]]
 +
 
 +
[[Sacred 2:Arkenmark's Refuge|Arkenmark's Refuge]]
 +
 
 +
[[Sacred 2:Artamark's Gate|Artamark's Gate]]
 +
 
 +
[[Sacred 2:Artamark's Splinters|Artamark's Splinters]]
 +
 
 +
[[Sacred 2:Black Oaks|Black Oaks]]
 +
 
 +
[[Sacred 2:Bottomless Lake|Bottomless Lake]]
 +
 
 +
[[Sacred 2:Crag Rock|Crag Rock]]
 +
 
 +
|valign="top"|[[Sacred 2:Dark Army Camp|Dark Army Camp]]
 +
 
 +
[[Sacred 2:East-Skookemchuck|East-Skookemchuck]]
 +
 
 +
[[Sacred 2:Fortress Reikenstein|Fortress Reikenstein]]
 +
 
 +
[[Sacred 2:Griffinborough|Griffinborough]]
 +
 
 +
[[Sacred 2:Grunwald|Grunwald]]
 +
 
 +
[[Sacred 2:Hagelstein|Hagelstein]]
 +
 
 +
[[Sacred 2:Island of Malday|Island of Malday]]
 +
 
 +
|valign="top"|[[Sacred 2:Kufferath Castle|Kufferath Castle]]
 +
 
 +
[[Sacred 2:Last Watch|Last Watch]]
 +
 
 +
[[Sacred 2:Lumen's Shrine|Lumen's Shrine]]
 +
 
 +
[[Sacred 2:Nagash's Nest|Nagash's Nest]]
 +
 
 +
[[Sacred 2:Orcish Byway|Orcish Byway]]
 +
 
 +
[[Sacred 2:Orcish Byway Cemetery|Orcish Byway Cemetery]]
 +
 
 +
[[Sacred 2:Pirate Bay|Pirate Bay]]
 +
 
 +
|valign="top"|[[Sacred 2:Pointed Peak|Pointed Peak]]
 +
 
 +
[[Sacred 2:Prisoner's Camp|Prisoner's Camp]]
 +
 
 +
[[Sacred 2:Royal Honky-Tonk Tavern|Royal Honky-Tonk Tavern]]
 +
 
 +
[[Sacred 2:Skook's Corner|Skook's Corner]]
 +
 
 +
[[Sacred 2:Tavern Lakeview|Tavern Lakeview]]
 +
 
 +
[[Sacred 2:Trallheim Manor|Trallheim Manor]]
 +
 
 +
[[Sacred 2:Three Winds Winery|Three Winds Winery]]
 +
 
 +
|valign="top"|[[Sacred 2:Ulli's Potato Field|Ulli's Potato Field]]
 +
 
 +
[[Sacred 2:Urthak's Bay|Urthak's Bay]]
 +
 
 +
[[Sacred 2:Urthak's Moxie|Urthak's Moxie]]
 +
 
 +
[[Sacred 2:Valeview|Valeview]]
 +
 
 +
[[Sacred 2:Wargfels|Wargfels]]
 +
 
 +
[[Sacred 2:West-Skookemchuck|West-Skookemchuck]]
 +
 
 +
[[Sacred 2:Whisperwood|Whisperwood]]
 +
|}
 +
==[[Sacred 2:Bestiary|Bestiary]]==
 +
The most common and widespread enemies in Artamark are Humans and Wild Animals.  Ghosts are common in the northeast, while Goblins fill the northwest.  Werewolves and Minotaurs can be found in the southeast, while Elementals are common in the southwest.  Undead are mostly confined to crypts and caves.  The player may additionally encounter a large number of other enemies through quests (See [[Sacred 2:Quest Bestiary|Quest Bestiary]]).
 +
{|cellpadding=20
 +
|valign="top"|'''Animals'''
 +
 
 +
[[Sacred 2:Alpha Wolf|Alpha Wolf]]
  
 +
[[Sacred 2:Black Bear|Black Bear]]
  
The Human region is primarily a feudal society, positioned just north of the High Elf region. It is bordered by mountains, and the climate is one that supports several forest areas.
+
[[Sacred 2:Black Tusker|Black Tusker]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/villa_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_villa_human.jpg]
+
[[Sacred 2:Giant Dark Rodent|Giant Dark Rodent]]
  
The central landmass is divided by rivers into three primary sections: eastern, central and west. The feudal system and the division of the landmass by rivers and forest cover results in a region that is in immediate danger of being torn apart by intrigues and the resulting battles, which grapple to ruin the land.
+
[[Sacred 2:Grizzly|Grizzly]]
 +
 
 +
[[Sacred 2:Heavy Turtle|Heavy Turtle]]
 +
 
 +
[[Sacred 2:Plague Rat|Plague Rat]]
 +
 
 +
[[Sacred 2:Rat|Rat]]
 +
 
 +
[[Sacred 2:Spitting Spider|Spitting Spider]]
 +
 
 +
[[Sacred 2:Timberwolf|Timberwolf]]
 +
 
 +
[[Sacred 2:Tusker|Tusker]]
 +
 
 +
[[Sacred 2:Vampire Bat|Vampire Bat]]
 +
 
 +
|valign="top"|'''Energy'''
 +
 
 +
[[Sacred 2:Ghost Chicken|Ghost Chicken]]
 +
 
 +
[[Sacred 2:Ghost Bear|Ghost Bear]]
 +
 
 +
[[Sacred 2:Ghost Boar|Ghost Boar]]
 +
 
 +
[[Sacred 2:Ghost Wolf|Ghost Wolf]]
 +
 
 +
[[Sacred 2:Human Ghost|Human Ghost]]
 +
 
 +
 
 +
'''Goblinoid'''
 +
 
 +
[[Sacred 2:Goblin Archer|Goblin Archer]]
 +
 
 +
[[Sacred 2:Goblin Leader|Goblin Leader]]
 +
 
 +
[[Sacred 2:Goblin Shaman|Goblin Shaman]]
 +
 
 +
[[Sacred 2:Goblin Warrior|Goblin Warrior]]
 +
 
 +
[[Sacred 2:Weak Goblin Warrior|Weak Goblin Warrior]]
 +
 
 +
|valign="top"|'''Monsters'''
 +
 
 +
[[Sacred 2:Bloodthirsty Werewolf|Bloodthirsty Werewolf]]
 +
 
 +
[[Sacred 2:Elemental of Destruction|Elemental of Destruction]]
 +
 
 +
[[Sacred 2:Elemental of Protection|Elemental of Protection]]
 +
 
 +
[[Sacred 2:Minotaur|Minotaur]]
 +
 
 +
[[Sacred 2:Small Fire Elemental|Small Fire Elemental]]
 +
 
 +
[[Sacred 2:Werewolf|Werewolf]]
 +
 
 +
 
 +
'''Undead'''
 +
 
 +
[[Sacred 2:Ghoul|Ghoul]]
 +
 
 +
[[Sacred 2:Mummy|Mummy]]
 +
 
 +
[[Sacred 2:Zombie|Zombie]]
 +
 
 +
[[Sacred 2:Zombie Warrior|Zombie Warrior]]
 +
 
 +
|valign="top"|'''Humans'''
 +
 
 +
[[Sacred 2:Assassin|Assassin]]
 +
 
 +
[[Sacred 2:Brigand Leader|Brigand Leader]]
 +
 
 +
[[Sacred 2:Dark Archer|Dark Archer]]
 +
 
 +
[[Sacred 2:Dark Mage|Dark Mage]]
 +
 
 +
[[Sacred 2:Dark Paladin|Dark Paladin]]
 +
 
 +
[[Sacred 2:Dark Temple Knight|Dark Temple Knight]]
 +
 
 +
[[Sacred 2:Hunter of the Cult|Hunter of the Cult]]
 +
 
 +
[[Sacred 2:Shaman of the Cult|Shaman of the Cult]]
 +
 
 +
[[Sacred 2:Slave Outcast|Slave Outcast]]
  
 +
[[Sacred 2:Thraconian|Thraconian]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/farm_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_farm_human.jpg]
+
[[Sacred 2:Thraconian Captain|Thraconian Captain]]
  
 +
|valign="top"|'''T-Mutants'''
  
'''Capital'''
+
[[Sacred 2:Mutated Giant Rat|Mutated Giant Rat]]
  
As a feudal society, there isn't one main capital. Artamark is the central empire, with a capital city of Greifenburg located on the peninsula in Ostbrander. To the east is the DeMordrey free barony, and to the west is the Urtamark free barony. The economy of the region has developed into one with a focus on agriculture and farming. Given the pyramid population you find in a feudal society, the few at the top benefit the most from the good economy.
+
[[Sacred 2:Mutated Human|Mutated Human]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/capital_graveyard_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_capital_graveyard_human.jpg]
+
[[Sacred 2:Mutated Rat|Mutated Rat]]
  
 +
[[Sacred 2:Mutated Spitting Spider|Mutated Spitting Spider]]
  
The grand homes are composed of stone and other materials indicating affluence. The areas around these residences are composed of villages, where the homes are half timbered structures. While they don't look too bad at a glance, in most cases more than one family is cramped into a space that's far too small for the number of people living there. In the countryside, the peasants live in thatched huts.
+
[[Sacred 2:Mutated Turtle|Mutated Turtle]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/capital_road_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_capital_road_human.jpg]
+
[[Sacred 2:Mutated Wolf|Mutated Wolf]]
  
  
'''Inhabitants'''
+
'''Other'''
  
The majority of the population here is Human of course, with the bulk of them being in service to one lord or another. The political situation keeps things very agitated though, so you have to sometimes wonder how any of them survive.
+
[[Sacred 2:Traps|Traps]] (Most types)
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/soldiers_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_soldiers_human.jpg]
+
|valign="top"|'''Bosses'''
  
The DeMordrey and Urtamark baronies are constantly at loggerheads with each other, and the fighting being reported in the northeast section of the region indicates a concentration of trouble. As if that wasn't enough, there are also rumors of activity from an obscure and disruptive cult in the southeast.
+
[[Sacred 2:Banshee|Banshee]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/markt2_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_markt2_human.jpg]
+
[[Sacred 2:Bloodclaw|Bloodclaw]]
  
'''Environment'''
+
[[Sacred 2:Evocator|Evocator]]
  
Whether it's caused by the geographic location or the dense forests, the area is covered in a hard cold light reminiscent of medieval middle England. It's a place where you can easily imagine bandits and strange creatures suddenly appearing out of the shadows, then quickly vanishing into the forests again when their nefarious work is done or they need to escape.
+
[[Sacred 2:Gar'Colossus Boss|Gar'Colossus]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/porter_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_porter_human.jpg]
+
[[Sacred 2:Grunwald Cave Dragon|Grunwald Cave Dragon]]
  
The flora is a mix of pine and deciduous trees, as well as scattered shrubbery. The forests here are very thick, which makes them very good for hunting game as well as a place for outlaws and other unsavory types to hide.
+
[[Sacred 2:Raging Boar|Raging Boar]]
  
[http://www.sacredwiki.org/images/Sacred_2/Regions/ruin_human.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_ruin_human.jpg]
+
[[Sacred 2:Shelob|Shelob]] ([[Sacred 2:Community Patch|CM Patch]] Only)
  
The fauna is about what you'd expect from heavily forested areas bordered by water and mountains. There is a variety of game to be hunted in the forests, with turtles and fish by the various water areas. Some domesticated livestock can also be found, especially near the capitals of the baronies.
+
[[Sacred 2:Succubus|Succubus]] ([[Sacred 2:Community Patch|CM Patch]] Only)
 +
|}
  
  
== References: ==
 
  
  
[http://forum.sacredeng.ascaron-net.com/showthread.php?t=45732 Sacred International Forum]
+
Back to [[Sacred 2:Regions of Ancaria|Regions]]

Latest revision as of 05:06, 3 March 2014

Reference: Geography of Ancaria, Book 2: Artamark

Flag hu banner 002.jpg Flag of Artamark - The player will see this flag flown throughout the Human region, alongside the local colors of the baronies. It can be considered the "national flag" of Artamark.

With its triple fleur-de-lis design, the flag seems based on the coat of arms of the French kings, although the real-life version is reversed with two lilies above and one below.

Geography and Climate

The Human region is primarily a feudal society, positioned just north of the High Elf region. It is bordered by mountains, and the climate is one that supports several forest areas.

The central landmass is divided by rivers into three primary sections: eastern, central and west. The feudal system and the division of the landmass by rivers and forest cover results in a region that is in immediate danger of being torn apart by intrigues and the resulting battles, which grapple to ruin the land.

The land of the Humans is green. From the mountains that line it a cold wind constantly blows carrying rain in summer and snow in winter. Large woods cover Artamark. Beneath the trees the ground is fertile. The large variety of crops that grow here are responsible for the many tasty kinds of breads taverns serve in Artamark. This green land again and again surprises the traveler with is beauty like the view of snow covered mountain tops and mist rising from the woods and evaporating in the pale sunlight.

Whether it's caused by the geographic location or the dense forests, the area is covered in a hard cold light reminiscent of medieval middle England. It's a place where you can easily imagine bandits and strange creatures suddenly appearing out of the shadows, then quickly vanishing into the forests again when their nefarious work is done or they need to escape.

The flora is a mix of pine and deciduous trees, as well as scattered shrubbery. The forests here are very thick, which makes them very good for hunting game as well as a place for outlaws and other unsavory types to hide. The fauna is about what you'd expect from heavily forested areas bordered by water and mountains. There is a variety of game to be hunted in the forests, with turtles and fish by the various water areas. Some domesticated livestock can also be found, especially near the capitals of the baronies.

Inhabitants

The inhabitants are friendly and open-minded toward strangers. Artamark is almost exclusively populated by Humans, with the bulk of them being in service to one lord or another. The thatched huts and houses they live in look picturesque, but offer good protection against common winter storms. Most people in Artamark work as farmers or craftsmen, but some go to the woods and try their luck as hunters. They kill game for meat and sell the pelts to passing merchants. Brigands who also live in the woods often rob these merchants.

The political situation keeps things very agitated though, so you have to sometimes wonder how any of them survive.The DeMordrey and Urtamark baronies are constantly at loggerheads with each other, and the fighting being reported in the northeast section of the region indicates a concentration of trouble. As if that wasn't enough, there are also rumors of activity from an obscure and disruptive cult in the southwest, in Grunwald.

Strangers are welcome in Artamark, but its inhabitants generally do not care for High Elves or Orcs. This is understandable as High Elves regard Humans as slaves whereas Orcs constantly threaten Artamark’s northern borders.

Capital

As a feudal society, there isn't one main capital. Artamark is the central empire, with a capital city of Griffinborough located on the peninsula in Ostbrander. To the east is the DeMordrey free barony, and to the west is the Urtamark free barony. The economy of the region has developed into one with a focus on agriculture and farming. Given the pyramid population you find in a feudal society, the few at the top benefit the most from the good economy.

Flag hu banner 003.jpg Flag heraldry 010.jpg The Flags of Urtamark and DeMordrey, respectively. These two baronies represent the major forces in Artamark and are often in conflict with one another. The central power in Urtamark is Kufferath Castle, where Baron Urtamark resides. Skook's Corner is the home of Baron DeMordrey and is his center of power.
  • Trivia Note: In many of the game files, Urtamark is labeled as "Mascarell." Mascarell was the "good" kingdom from Sacred:Underworld, and a rival of DeMordrey (also present in the first Sacred as an enemy kingdom). Therefore, the classic rivalry between Mascarell and DeMordrey would have returned again in Sacred 2, had the name been kept. Instead "Mascarell" was changed to "Urtamark."

The grand homes are composed of stone and other materials indicating affluence. The areas around these residences are composed of villages, where the homes are half timbered structures. While they don't look too bad at a glance, in most cases more than one family is cramped into a space that's far too small for the number of people living there. In the countryside, the peasants live in thatched huts.

Recommendations

If at all possible, one should travel through Artamark in the summer. The weather is mainly pleasant then and one can also get a taste of a local delicacy: a mush of deer brain and strawberries that is served with fresh bread.

In Artamark it is considered impolite to make a gift of something that could be of use to the giver, as it implies that the giver is better off and therefore superior to the receiver.

Places of Interest

Humans aren’t particularly renowned for their architectural masterpieces. There buildings are mainly simple and practical, and they seem to have no eye for beauty. Still, there are some places one should visit, for example Urthak’s Moxie near the Orcish border. It is said that it was built over a period of two hundred years and looking at its mighty walls rising out of the woods one can almost believe this.

The market in Black Oaks in the south of Artamark should be the last stop on one’s journey through the land simply to avoid being robbed further north. It is the largest market in Artamark and deals mainly in furs, meat, and craftsmanship, especially wood carvings. Human woodcraft is highly regarded in all of Ancaria and may well be the only form of artistic expression displayed in this land. The market offers all sorts of carvings from small earrings to life size warrior statues that look so real one almost expects their hair to move in the breeze.

Full List of Places

Academy of Arcane Science

Arkenmark's Refuge

Artamark's Gate

Artamark's Splinters

Black Oaks

Bottomless Lake

Crag Rock

Dark Army Camp

East-Skookemchuck

Fortress Reikenstein

Griffinborough

Grunwald

Hagelstein

Island of Malday

Kufferath Castle

Last Watch

Lumen's Shrine

Nagash's Nest

Orcish Byway

Orcish Byway Cemetery

Pirate Bay

Pointed Peak

Prisoner's Camp

Royal Honky-Tonk Tavern

Skook's Corner

Tavern Lakeview

Trallheim Manor

Three Winds Winery

Ulli's Potato Field

Urthak's Bay

Urthak's Moxie

Valeview

Wargfels

West-Skookemchuck

Whisperwood

Bestiary

The most common and widespread enemies in Artamark are Humans and Wild Animals. Ghosts are common in the northeast, while Goblins fill the northwest. Werewolves and Minotaurs can be found in the southeast, while Elementals are common in the southwest. Undead are mostly confined to crypts and caves. The player may additionally encounter a large number of other enemies through quests (See Quest Bestiary).

Animals

Alpha Wolf

Black Bear

Black Tusker

Giant Dark Rodent

Grizzly

Heavy Turtle

Plague Rat

Rat

Spitting Spider

Timberwolf

Tusker

Vampire Bat

Energy

Ghost Chicken

Ghost Bear

Ghost Boar

Ghost Wolf

Human Ghost


Goblinoid

Goblin Archer

Goblin Leader

Goblin Shaman

Goblin Warrior

Weak Goblin Warrior

Monsters

Bloodthirsty Werewolf

Elemental of Destruction

Elemental of Protection

Minotaur

Small Fire Elemental

Werewolf


Undead

Ghoul

Mummy

Zombie

Zombie Warrior

Humans

Assassin

Brigand Leader

Dark Archer

Dark Mage

Dark Paladin

Dark Temple Knight

Hunter of the Cult

Shaman of the Cult

Slave Outcast

Thraconian

Thraconian Captain

T-Mutants

Mutated Giant Rat

Mutated Human

Mutated Rat

Mutated Spitting Spider

Mutated Turtle

Mutated Wolf


Other

Traps (Most types)

Bosses

Banshee

Bloodclaw

Evocator

Gar'Colossus

Grunwald Cave Dragon

Raging Boar

Shelob (CM Patch Only)

Succubus (CM Patch Only)



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