Leoven's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/leoven Bilinger Kingdom Story #9 Hello there,

It been a while but here is the 9th installment.

I would like to take a swing at the economics of Bilinger Kingdom and how great the mercantile influences really are and where they are coming from.
Who controls the flow of goods, who makes them and who actually buys all the stuff?

Last episode I told you about Titels and Duties, more so we took a closer look at The Duke of Denwell (the biggest dukedom of the Kingdom).

If you are curious about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
4) Titels & Duties - The duke of Denwell
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

Merchantile Influence
This time I'd like to take some time to take a look at the money making machiene.
What keeps the engine going, where does the fuel come from, where does the mechanic come from and are there any ghostriders on the road.

I could make the metaphorical comparson even more dodgy and vague but let's get on to actual stuff at hand.

Mind though that I'll give a layout of:
1) The Main trade insitutions of Bilinger
2) Surrounding lands and their imput
3) Eventual development of Bilinger the Trader state
Not in that order though hehe.
It should be a quick read, hope you'll like it.

Bilinger Kingdom the Merchant state
Long before Bilinger became a Kingdom it already dabbled in trade, it's central location gave this option a natural touch to it.
The singular river that runs through the kingdom and splits at the southern edge enforced Bilinger's monopoly on water/sea bound trade. As long as it could control the port of Kelm and prevent any other ports springing up in the close proximity.

Cultural and racially flexible
Water/sea bound trade has with it the added effect that goods can come from far, and with distant (exotic?) trade partners come different cultures and in the world of DD that also means different races.
As Bilinger always had a strong inclination to trade the general oppinion and feeling towards foreigners was always warm. Even so that pressent day Bilinger is abit of a patchwork blanket of colours sewn on a cloth of cotton (cotton being the human race). Halfbreeds included, incase you were interpeting things abit differently.

The Kingdom has always been predominantly Human and every settlement has a main population of Humans and is also styled in Human fashion there are places in the Kingdom where other races have made their mark. The village of Muna comes to mind. The local barroness has embraced the Elven population and various racial elven buildings can be found there. Along with elven traditions or celebration.

The racial flexibility stretches to the point where well behaving ogre's ca find jobs in the cities, half orcs are accepted and almost all races are given a fair chance to behave civilly and fit in. This wide acceptance of also visual difference may be a side effect of the various mage guilds and their.. experiments with spells and those side effects (decolouration, hairgrowth, deformaties, dwarvism, giantgrowth etc etc.. mages..) also called spellscarred.

The main Trade/Economic institutions of Bilinger

Tax collectors
Ofcourse the tax collectors are number 1 and peerless.
They are thourough, dilligent, relentless and ofcourse with Royal decree!
Also known to be Fair and just if not a tad bit presumtious.
Trade, production(of certain goods), land owned, Residential,
Royal tax (unavoidable), Tolls, license (hunting, fishing etc etc) and some other area's are taxed.

The Traders confederation of Kelm
This institution is a force of commerce among peers.
Wealthy merchants, landowners, captain of ships and the like come togeher in the richly decorated mansion of the confederation based in Kelm Harbour to do the big deals. The swapping and trade of land, large amounts of cattle, bulk goods as ship loads of grain and produce, exotic goods and the like.

Imagine a upscale lounge with alot of rich business people talking casually to one another about the fates of lesser(wealthy) men and women. Money the amount of a lifetimes work for a commoner changing hands as easily as passing the butter at breakfast.

The Merchantshouse
This place which is also found in Kelm harbour but also in Bilinger City is where the common and somewhat established traders do there business.
A small caravan holder, a succesful shopkeeper that lives off buying specialty goods, a commoner with a big amount of money (big savings/inheritance) wanting to buy a small(ish) house or the sort. Village traders ofcourse aswel and other people around this status.

The Golden Coin Traders
This is more a business than an institution I suppose.
The GCT in short, open up shop in reasonably prosperous (large) villages and above and link those shops to their trade net. Small caravans come and go from the shops and warehouses of the GCT offering premium prices to their own shops to sell to the local population.

Its a well respected and commonly concidered fair organisation whom is well liked by many a mayor or ruler.

The Emerald Eyes
This organisation is like the GCT a group of traders who have their own trade channels and trade routs albeit the EE(emerald eyes) are more questionable as to how they do their aqcuisitions. ''How the devil did you get your hands on such a fine piece!'' EE trader: ''Well, the best part of our find is that you may purchase it at a very lucrative price..''

They are shady and dont set their shops/warehouses up in the fancy parts or even the trade districts (nessicarily). Ofcourse if you become a regular and trusted by this organisation you may get special acces to goods otherwise offlimits to the general public. That could range from stolen goods (they would never admit this) to poisons and thieving tools etc.

The Blue Feather Family
These are the definately the higher echelons of the trader society.
They inhabit the most prestigious buildings and most favourable location as far as traders society goes. The most wonderous items can be found at their galleries/auctions. They dont really have shops anymore, its rather more like an exposition of goods that borders musea at times. ''Ahh yes the Runarian swiftblade, made by the master smiths of Nardak'fan. Indeed an excelent choice, as you may see the enchantments are all at full strenght and flawlessly woven into the metal.'' *looks strangely friendly and condencending* ''may it please you to hold it for a time?''
That kind of thing. They ain't cheap but they have the best selection.

Caravan Holds
Ofcourse the largers villages and settlements with an eye for trade have independant Caravan holds where said caravans or traders can store their goods and beasts of burden.

Markets and shops
Being a trader state such as Bilinger Kingdom does almost goes without saying that most settlements have a market of sorts and shops. This can range from simple peasant markets where local produce is traded to the large and mightly Merchant district of Bilinger City.
To list abit Bilinger City itself has:
The Large market,
The Promenade (noble market)
The Trade District (huge market/shop area),
The Crafters market (a market where local craftsmen sell their wares,
The small market (poor quarters)
and ofcourse many many shops.

External Merchantile Influence
Now that we covered several area's of Internal economics (in a quick and fleeting manner though). Let us take a look outwards.

Central Bilinger Kingdom has to the:
North: Water, an ocean.
- Close by several island groups
  *Wealthy merchants may own these
  *Noble family own these
  *Uninhabited
  *Yarrrrr Pirate owned!
  *Monster dwellings
- An ocean route to the City State of Migas
  *Migas is a large city set against a mountain range and is rulled by a council
    of rivaling noble houses.
  *Smiths, Ore, stone and hunting goods being produced mostly.
  *The Bastion is the independant medium castle that protects Migas.
- An ocean route to the far east to the Tigren lands and the Harbour City of
  Sharadush, a large and sandy version of Kelm Harbour.
  *Main population of Tigren (catlike humanoids)
  *Quite religious and hunter minded, but still watches over the local halflings
  *Various strange and mystical objects are found in the deserts.
  *Produce fish, art, silks, Hunting goods, Ivory, etc
West: The Kingdom of Medin, borders to Bilinger.
  *Medin has been at war twice with Billinger both of Medinnian Agression,
    both lost.
  *Medin Kingdom allows slave trade and is conciderately less tolerant to other
    races.
  *Medin houses an Order of occult Knights clad in raven black armour.
    They even own a castle in Medin Kingdom.
  *Far to the west are the orc steppes, A land that borders the Medin Kingdom
    and where part of there slaves come from.
South: Riverlands, independant.
  *Various ports, villages, small states and fletchling cities and emerging
    kingdoms that prosper and some fall.
  *A main junction of the rivers is duely south, 4 massive main rivers converse as
    a crossroad with several small islands dotting a lake.
East: Wildlands of fertile plains and rivers, hills.
- Landroute to various independant towns, villages and even a cityof two.
  *bandit camps
  *Merchant city states, usually at the seaside of river
  *Small confederations of villages
  *A republic of several towns united in their cause against something called the
    black pitts (undead claw their way out of the ground at a massive scale there).
  *Far to the east lies the Savage Nation, a land of Barbarian tribes and wildmen,
    half beasts half men etc, tinged with magic or so the stories go.

So here we are then.
Some insight into what kind of players are behind the trade that goes on in Bilinger Kingdom. I understand it isn't the entire picture and that alot of players have been left out. Keep in mind though that it is ment to give a feeling of how it kinda is.
The cold, hard, exacts are but a whim of the GM.

Hope this installment helps you, that it was entertaining and ofcourse educational. Wouldn't want to write UN-educational stuff pfff.

Thanks for reading and till next time!

-Leoven

0 Comments - Leave a Comment
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Wed, 07 Mar 2012 02:58:17 -0600 http://community.wizards.com/leoven/blog/2012/03/07/bilinger_kingdom_story_9 http://community.wizards.com/leoven/blog/2012/03/07/bilinger_kingdom_story_9 Hello there,

It been a while but here is the 9th installment.

I would like to take a swing at the economics of Bilinger Kingdom and how great the mercantile influences really are and where they are coming from.
Who controls the flow of goods, who makes them and who actually buys all the stuff?

Last episode I told you about Titels and Duties, more so we took a closer look at The Duke of Denwell (the biggest dukedom of the Kingdom).

If you are curious about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
4) Titels & Duties - The duke of Denwell
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

Merchantile Influence
This time I'd like to take some time to take a look at the money making machiene.
What keeps the engine going, where does the fuel come from, where does the mechanic come from and are there any ghostriders on the road.

I could make the metaphorical comparson even more dodgy and vague but let's get on to actual stuff at hand.

Mind though that I'll give a layout of:
1) The Main trade insitutions of Bilinger
2) Surrounding lands and their imput
3) Eventual development of Bilinger the Trader state
Not in that order though hehe.
It should be a quick read, hope you'll like it.

Bilinger Kingdom the Merchant state
Long before Bilinger became a Kingdom it already dabbled in trade, it's central location gave this option a natural touch to it.
The singular river that runs through the kingdom and splits at the southern edge enforced Bilinger's monopoly on water/sea bound trade. As long as it could control the port of Kelm and prevent any other ports springing up in the close proximity.

Cultural and racially flexible
Water/sea bound trade has with it the added effect that goods can come from far, and with distant (exotic?) trade partners come different cultures and in the world of DD that also means different races.
As Bilinger always had a strong inclination to trade the general oppinion and feeling towards foreigners was always warm. Even so that pressent day Bilinger is abit of a patchwork blanket of colours sewn on a cloth of cotton (cotton being the human race). Halfbreeds included, incase you were interpeting things abit differently.

The Kingdom has always been predominantly Human and every settlement has a main population of Humans and is also styled in Human fashion there are places in the Kingdom where other races have made their mark. The village of Muna comes to mind. The local barroness has embraced the Elven population and various racial elven buildings can be found there. Along with elven traditions or celebration.

The racial flexibility stretches to the point where well behaving ogre's ca find jobs in the cities, half orcs are accepted and almost all races are given a fair chance to behave civilly and fit in. This wide acceptance of also visual difference may be a side effect of the various mage guilds and their.. experiments with spells and those side effects (decolouration, hairgrowth, deformaties, dwarvism, giantgrowth etc etc.. mages..) also called spellscarred.

The main Trade/Economic institutions of Bilinger

Tax collectors
Ofcourse the tax collectors are number 1 and peerless.
They are thourough, dilligent, relentless and ofcourse with Royal decree!
Also known to be Fair and just if not a tad bit presumtious.
Trade, production(of certain goods), land owned, Residential,
Royal tax (unavoidable), Tolls, license (hunting, fishing etc etc) and some other area's are taxed.

The Traders confederation of Kelm
This institution is a force of commerce among peers.
Wealthy merchants, landowners, captain of ships and the like come togeher in the richly decorated mansion of the confederation based in Kelm Harbour to do the big deals. The swapping and trade of land, large amounts of cattle, bulk goods as ship loads of grain and produce, exotic goods and the like.

Imagine a upscale lounge with alot of rich business people talking casually to one another about the fates of lesser(wealthy) men and women. Money the amount of a lifetimes work for a commoner changing hands as easily as passing the butter at breakfast.

The Merchantshouse
This place which is also found in Kelm harbour but also in Bilinger City is where the common and somewhat established traders do there business.
A small caravan holder, a succesful shopkeeper that lives off buying specialty goods, a commoner with a big amount of money (big savings/inheritance) wanting to buy a small(ish) house or the sort. Village traders ofcourse aswel and other people around this status.

The Golden Coin Traders
This is more a business than an institution I suppose.
The GCT in short, open up shop in reasonably prosperous (large) villages and above and link those shops to their trade net. Small caravans come and go from the shops and warehouses of the GCT offering premium prices to their own shops to sell to the local population.

Its a well respected and commonly concidered fair organisation whom is well liked by many a mayor or ruler.

The Emerald Eyes
This organisation is like the GCT a group of traders who have their own trade channels and trade routs albeit the EE(emerald eyes) are more questionable as to how they do their aqcuisitions. ''How the devil did you get your hands on such a fine piece!'' EE trader: ''Well, the best part of our find is that you may purchase it at a very lucrative price..''

They are shady and dont set their shops/warehouses up in the fancy parts or even the trade districts (nessicarily). Ofcourse if you become a regular and trusted by this organisation you may get special acces to goods otherwise offlimits to the general public. That could range from stolen goods (they would never admit this) to poisons and thieving tools etc.

The Blue Feather Family
These are the definately the higher echelons of the trader society.
They inhabit the most prestigious buildings and most favourable location as far as traders society goes. The most wonderous items can be found at their galleries/auctions. They dont really have shops anymore, its rather more like an exposition of goods that borders musea at times. ''Ahh yes the Runarian swiftblade, made by the master smiths of Nardak'fan. Indeed an excelent choice, as you may see the enchantments are all at full strenght and flawlessly woven into the metal.'' *looks strangely friendly and condencending* ''may it please you to hold it for a time?''
That kind of thing. They ain't cheap but they have the best selection.

Caravan Holds
Ofcourse the largers villages and settlements with an eye for trade have independant Caravan holds where said caravans or traders can store their goods and beasts of burden.

Markets and shops
Being a trader state such as Bilinger Kingdom does almost goes without saying that most settlements have a market of sorts and shops. This can range from simple peasant markets where local produce is traded to the large and mightly Merchant district of Bilinger City.
To list abit Bilinger City itself has:
The Large market,
The Promenade (noble market)
The Trade District (huge market/shop area),
The Crafters market (a market where local craftsmen sell their wares,
The small market (poor quarters)
and ofcourse many many shops.

External Merchantile Influence
Now that we covered several area's of Internal economics (in a quick and fleeting manner though). Let us take a look outwards.

Central Bilinger Kingdom has to the:
North: Water, an ocean.
- Close by several island groups
  *Wealthy merchants may own these
  *Noble family own these
  *Uninhabited
  *Yarrrrr Pirate owned!
  *Monster dwellings
- An ocean route to the City State of Migas
  *Migas is a large city set against a mountain range and is rulled by a council
    of rivaling noble houses.
  *Smiths, Ore, stone and hunting goods being produced mostly.
  *The Bastion is the independant medium castle that protects Migas.
- An ocean route to the far east to the Tigren lands and the Harbour City of
  Sharadush, a large and sandy version of Kelm Harbour.
  *Main population of Tigren (catlike humanoids)
  *Quite religious and hunter minded, but still watches over the local halflings
  *Various strange and mystical objects are found in the deserts.
  *Produce fish, art, silks, Hunting goods, Ivory, etc
West: The Kingdom of Medin, borders to Bilinger.
  *Medin has been at war twice with Billinger both of Medinnian Agression,
    both lost.
  *Medin Kingdom allows slave trade and is conciderately less tolerant to other
    races.
  *Medin houses an Order of occult Knights clad in raven black armour.
    They even own a castle in Medin Kingdom.
  *Far to the west are the orc steppes, A land that borders the Medin Kingdom
    and where part of there slaves come from.
South: Riverlands, independant.
  *Various ports, villages, small states and fletchling cities and emerging
    kingdoms that prosper and some fall.
  *A main junction of the rivers is duely south, 4 massive main rivers converse as
    a crossroad with several small islands dotting a lake.
East: Wildlands of fertile plains and rivers, hills.
- Landroute to various independant towns, villages and even a cityof two.
  *bandit camps
  *Merchant city states, usually at the seaside of river
  *Small confederations of villages
  *A republic of several towns united in their cause against something called the
    black pitts (undead claw their way out of the ground at a massive scale there).
  *Far to the east lies the Savage Nation, a land of Barbarian tribes and wildmen,
    half beasts half men etc, tinged with magic or so the stories go.

So here we are then.
Some insight into what kind of players are behind the trade that goes on in Bilinger Kingdom. I understand it isn't the entire picture and that alot of players have been left out. Keep in mind though that it is ment to give a feeling of how it kinda is.
The cold, hard, exacts are but a whim of the GM.

Hope this installment helps you, that it was entertaining and ofcourse educational. Wouldn't want to write UN-educational stuff pfff.

Thanks for reading and till next time!

-Leoven

0 Comments - Leave a Comment
]]>
0
Bilinger Kingdom Story #8 Hey everyone,

In this 8th installment we'll delve deeper into the Politics of Bilinger Kingdom.

Last episode I started to tell you about the politics of Bilinger Kingdom. We began with the Founding of the Kingdom, we talked about the Feudal system that is in place and we skimmed the surface of Vassals and Tributaries.

If you are curious about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
4) Titels & Duties - The duke of Denwell
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

I want to talk more indepth about what titels means what in terms of ''what do they actually do beside getting rich?!'' So that means I'll be describing several important members of the kingdom and explaining abit about what they do and why they do it.

By telling you that and on the topic of Titels, what titels are grouped together so to speak. What kind of Ruling bodies are there beside induvidual persons with titels of Nobility? Yes you guessed it, there are councils of various kinds. I'll try to highlight the most important ones at the moment and describe their function(s).
The List of Councils and their function can be found near the bottom of this blog.

4) Titels & Duties

So here we are. Last episode we talked about the upper nobility titels like King, duke, count, viscount and duke. Ofcourse there are many more possibilities all the way from page to emperor but I use titels relatively loosely. If I think it fits to use a specific titel I use it ingame. 

Ofcourse there are Knights (landed and non-landed), Bondsmen, Retainer, City Officials, Theological titels, Army titles etc etc, but I'll try to stick to the Higher Noble titles for now.

This part of the telling might get abit hazzy as to what it exactly is what I'm trying to tell you so I'll just say. I will try to describe several settlement rulers and their motives, actions and duties.

We'll start with:

Duke Atmos Rhainbon, Lord of Denwell.

Crest:
A rich brown background upon which an Ornate, golden letter D is displayed at its center.

Description:
Tall and Broad build, Brown/reddish hair which he wears loose around his shoulders. A full and well groomed beard around a powerful jaw,  Dark chestnut eye colour and is 41 years of age.

Duke Atmos is foremost a military man, and such his pressence commands authority. His shrewdness and innate spirit for hard work have made him a motor for the dukedoms prosperity. His benevolent nature and his proven bravery caused  him to be a ruler well liked and even loved by his subjects and soldiers.

Family:

Wife: Dutchess Levendia Rhainbon
A headstrong woman of 36 years of age with long golden hair and stark, deep blue eyes. She has always shown strong sympathies for the common man and her known reputation as an instigator have marked her as somewhat as a rabble rouser among other nobles. Despite this she is a supprisingly graceful woman more to natural talent than education some say.

Son 1: Mordakay Rhainbon
The heir to the Ducal Throne at 19 years of age. He is both blessed with hight and an athletic build. He wears his hair as his father, loose and at shoulder lenght with the same colour even. His eyes belie a shade of green which would make some more knowledgeble person wonder. He has recieved a warriors upbringing an has excelled so far at it. He is very sociable and bombards his tutors with his inquisitive nature which has done his education only well. However his hard headedness is definately a trait inherited from his mother, as is his optemictic mind and generous inclination towards the common man.

Son 2: Doromos Rhainbon
At 17 he is already a Broad and barrel chested youth. He keeps his hair short cut and has a plain brown colour. His azure blue eyes hold a natural watchfullness to them which makes him less approachable than his older brother. Doromos also enjoyed a warriors upbringing at which some claim he surpasses his older Brother's.
He has already shown to posses a keen mind for military matters and is an excelent horseman. His obvious love for riding also extents to other animals. He is an acomplished beastmaster and enjoys his time out in the wilds.

Son 3: Nevindir Rhainbon
The youngest at 16 summers. During his upbringing he recieved a court education. His frame displays visibly less muscle than his older brothers but he is still describable as athletic. His lightbrown, halflong hair and clear, light jade eyes make him stand out abit. Often Nevindir can be found at the Ducal court discussing political matters with the various ducal advisors or scholars and lawyers, whom are of one mind when they admit that Nevindir has a brilliant mind. It must be said that his education made him a well informed and worldly man already, his decisions in the future will prove if he is wise aswel. Nevindir Delights in overseeing and actively partaking in forging new trade agreements and seeking out the most efficient means of organisation, be that production, logistics or troop movement. The gods hold no mysteries for him though and he is often quite rational and exceptionally curious which has upset some of the priests on occation.

Daughter 1: Siraya Rhainbon
At 18 summers she is the second born of the Duke and has always been a natural beauty. Rumour has it, and on many men's mind that the princes themselfs are in the race to win over her heart. Many believe Siraya to be the most beautiful woman in the Kingdom. Her long, golden hair clear heritage of her mother as her grey/blueish eyes must be aswel. Her frame is lith and slender with a hight to her which makes it plain where her ancestral roots ly. (northmen I recon, taller than average). With this beauty she also holds a natural grace which has aided her quite respectable diplomatic accomplishments. Her quick wits have shown her to be adept at forging profitable arrangements with other nobles and parties. Her wits also led her to become a deep thinker, ponderous of the how and the why, rather than simply accepting fate as fixed. Siraya is the only one of her family known to practise the art of magic, water magic to be more precise. Although alledgedly only an adept, it is still impressive to cultivate such an art with the schedual she usually has.

Dominion:

Large town of Denwell, second largest settlement within the Kingdom.
A center for woodworks, farming, hunting and has a good number of soldiers at its command. Commonly refferd to as the kingdoms granary.

Blakefield Forest, Largest Forest of the Kingdom at its south eastern border.
A persitant plague are the Blakefield Raiders whom seem to be organized enough to make their pressence a lasting one.

Greenfield Community, a prosperous farming settlement too small to be officially recognised as a village.

Zindou ferry, a river crossing which provides quick acces to Fort Karatas and is showing every sign of becomming a small trading port in the near future.

Muna Village, A vassal led by Baroness Daninea Steryn. Fair amount of elven inhabitants. 

Bronze Oak Village, A vassal led by viscount Eradane Worez a renown military man.
This village is on the fronteir of the kingdom and is suitably build with defense in mind.

The Voradian ''Fort'' - The Voradian Order, an order of Cavalry men were recently allowed to restore an old and ruined river guardpost. It has since been renovated and is lovingly reffered to as ''Fort'', in reality is has a rectangular stone wall with 2 gates, 2 guard towers and 2 large stone barracks, a small forge and stables ofcourse. Compact and small but still has an air of fortification about it.

Duties:

The Duke's formost important duty is to protect and further the interests of the Realm/Kingdom. He does this by ensuring his dukedom prospers, that he aids his fellow vassals to the crown and defeats enemies of the kingdom in combat.

- Regent of the High Council of Bilinger
The Duke is the second in command of the High Council only after the King.
The High Council is the council of lords in a sense, all the settlement rulers are part of this council. The Duke's vote weighs heavily and his attention often vyed for.

- High Mashal of the Bilinger Army
In times of war the Duke holds the single highest position in the military, again after the King himself. Even Marshal Dennehue Erim, Lord of the West Cape Castle has to heed his orders in time of war.

- Lord of the Dukedom of Denwell
He holds court for his vassals and has to make sure all matter legal and temporal are met with satisfaction of both his subjects and the crown. Any requests or demands placed on him by the royal family he has to furfill to the best of his ability.
It is his duty to generate income from levying taxes, trade and other means. Ofcourse the duke also has a military commitment to the royal family to provide armed forces in times of war.

Interests:

Ofcourse all these duties and responsebilities are all fine and dandy, but what about Atmos? he's a man of flesh and blood (and IRON!) what does he want.
not to go to deeply into this I'll make a short list.

1 - Win over the hearts of his subjects and be seen and remembered as a good and just lord.

2 - Strenghten the Dukedom against the looming threat of Wildmen from the Savage nations to the east whom have harried the border of the kingdom more and more frequently in recent days.

3 - Find a suitable and honourable man for his only daughter. However he wouldn't mind if that took some time still, he is quite fond of her.

4 - Expand the Dukedom eastwards into the no-mans-land. Quite a long stretch of land just lies unclaimed and there are plenty of posibilities out there.

5 - Find a better way to funnel trade through his dukedom that depends less on Kelm Harbour and perhaps even the northern Zindou river.

Political enemies/opposition consist of:
Magus Lendien Feowind - Mistress of Lendien's Tower ( a highly placed member on the League of the Grand Magus - the ruling body on all things magical within the Kingdom).
Count Asyrin Kanmar - Lord of Kelm (the Main trade harbour in the Kingdom).
Baron Elden Dunbure - Steward of Zindar (small fishing village at the north border).
Princess Kelina Danalar - Princess of the Realm

Political friends/supporters:
Prince Terinis Danalar - Prince of the Realm (has ambitions to explain the kingdom towards the east)
Baron Hinren Haust - Steward of Ronnel (an industrious village along the zindou river).
Grand Master Valaran Rubec - Master of Fort Karatas (a decent size mountain fort which belongs to the Knights of the Purple Cross / a neutral order of warriors with high military standards).

These two groups are as things are precieved in the political area's of Bilinger and may ofcourse shift one way or another. The other participants of these arena's may or may not side with the duke. It all depends on having the right leverage and interests at hand.

Right, that sums up the duke and his direct family, description, idea's and position.

The Councils of Bilinger

The High Council of Bilinger
People that sit on his Council are all rulers within the Kingdom. They lead the various villages and towns. This council discusses law, war, high profile or high noblemen's disputes within the kingdom and ofcourse the general course the Kingdom is taking.
Members of his Council:
King Aroban Danalar - King of Bilinger
Crown Prince Ninadar Danalar - Crown Prince of Bilinger
Duke Atmos Rhainbon - Lord of Denwell
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of Kelm
Viscount Daren Perilli, Lord of Fankar
Viscount Eradane Worez, Lord of Bronze Oak
Baron Hinren Haust, Steward of Ronnel
Baron Elden Dunbure, Steward of Zindar
Baroness Daninea Steryn, Steward of Muna 

The Grand War Council of Bilinger
This council presides over all things military. They maintain, train, orchestra and supply all things needed to keep Bilinger in the best possible shape for war.
Members of this council do not however have final say in all these matters but they do govern them. For example, they may signal the need for expanding the size of the army. They will then voice this to the appropriate ruler, be that a count, the duke or the king himself. It may be that they signal an increase in raiders in the blakefield forest. They will then form an advise for the Duke to take under concideration. This council also excecutes orders recieved from the rulers if those rulers have the proper powers to do so.
Members of this Council:
Marshal Dennehue - Lord of the West Cape Castle
Grand Commander Dalin Arabella - Master of the West Cape Foot Camp (army base)
High Commander Horas Ironhand - Master of the Fankar Guard (river fort)
High Commander Argos of Dwain - Master of the Bilinger Guard (river fort)
Grand Master Valaran Rubec - Master of Fort Karatas (order of the Purple Cross - Military order of warriors)

The League of the Grand Magus
This body of government presides over all things magical. It ensures the use of illegal magic is persecuted and that talented induviduals are recognised and taught.
It debates the flows of magic, how to improve the kingdoms defensive and offensive magical properties can be strenghtened but most it debates about spells and magical occurances that need their attention.
Members of this Council:
Grand Magus Illyra Sunarch - Grandmistress of the Redwind Mageguild.
Magus Lendien Feowind - Mistress of Lendien's Tower
Magus Doramen Gleanfyre - Chancelor of Redwind
High Sorcerer Jordal Asand - Esteemed Wizard of Bilinger
High Sorcerer Gaden Longfield - Esteemed Wizard of Bilinger
High Sorceress Sesiera Lievash - Esteemed Wizard of Bilinger
High Sorceress Milea Lewranora - Esteemed Wizard of Bilinger
*** this last person, Milea is a tiger woman / feline humanoid and is a PC in our campain. She has long been a student at the Redwind mageguild but holds no position of power there ***

Alright people, thats it for me fortoday.

As always I hope you enjoyed reading this and that perhaps you found it useful.
Questions and Comments are likewise always welcome.

-Leoven 

0 Comments - Leave a Comment
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Wed, 26 Oct 2011 07:29:53 -0500 http://community.wizards.com/leoven/blog/2011/10/26/bilinger_kingdom_story_8 http://community.wizards.com/leoven/blog/2011/10/26/bilinger_kingdom_story_8 Hey everyone,

In this 8th installment we'll delve deeper into the Politics of Bilinger Kingdom.

Last episode I started to tell you about the politics of Bilinger Kingdom. We began with the Founding of the Kingdom, we talked about the Feudal system that is in place and we skimmed the surface of Vassals and Tributaries.

If you are curious about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
4) Titels & Duties - The duke of Denwell
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

I want to talk more indepth about what titels means what in terms of ''what do they actually do beside getting rich?!'' So that means I'll be describing several important members of the kingdom and explaining abit about what they do and why they do it.

By telling you that and on the topic of Titels, what titels are grouped together so to speak. What kind of Ruling bodies are there beside induvidual persons with titels of Nobility? Yes you guessed it, there are councils of various kinds. I'll try to highlight the most important ones at the moment and describe their function(s).
The List of Councils and their function can be found near the bottom of this blog.

4) Titels & Duties

So here we are. Last episode we talked about the upper nobility titels like King, duke, count, viscount and duke. Ofcourse there are many more possibilities all the way from page to emperor but I use titels relatively loosely. If I think it fits to use a specific titel I use it ingame. 

Ofcourse there are Knights (landed and non-landed), Bondsmen, Retainer, City Officials, Theological titels, Army titles etc etc, but I'll try to stick to the Higher Noble titles for now.

This part of the telling might get abit hazzy as to what it exactly is what I'm trying to tell you so I'll just say. I will try to describe several settlement rulers and their motives, actions and duties.

We'll start with:

Duke Atmos Rhainbon, Lord of Denwell.

Crest:
A rich brown background upon which an Ornate, golden letter D is displayed at its center.

Description:
Tall and Broad build, Brown/reddish hair which he wears loose around his shoulders. A full and well groomed beard around a powerful jaw,  Dark chestnut eye colour and is 41 years of age.

Duke Atmos is foremost a military man, and such his pressence commands authority. His shrewdness and innate spirit for hard work have made him a motor for the dukedoms prosperity. His benevolent nature and his proven bravery caused  him to be a ruler well liked and even loved by his subjects and soldiers.

Family:

Wife: Dutchess Levendia Rhainbon
A headstrong woman of 36 years of age with long golden hair and stark, deep blue eyes. She has always shown strong sympathies for the common man and her known reputation as an instigator have marked her as somewhat as a rabble rouser among other nobles. Despite this she is a supprisingly graceful woman more to natural talent than education some say.

Son 1: Mordakay Rhainbon
The heir to the Ducal Throne at 19 years of age. He is both blessed with hight and an athletic build. He wears his hair as his father, loose and at shoulder lenght with the same colour even. His eyes belie a shade of green which would make some more knowledgeble person wonder. He has recieved a warriors upbringing an has excelled so far at it. He is very sociable and bombards his tutors with his inquisitive nature which has done his education only well. However his hard headedness is definately a trait inherited from his mother, as is his optemictic mind and generous inclination towards the common man.

Son 2: Doromos Rhainbon
At 17 he is already a Broad and barrel chested youth. He keeps his hair short cut and has a plain brown colour. His azure blue eyes hold a natural watchfullness to them which makes him less approachable than his older brother. Doromos also enjoyed a warriors upbringing at which some claim he surpasses his older Brother's.
He has already shown to posses a keen mind for military matters and is an excelent horseman. His obvious love for riding also extents to other animals. He is an acomplished beastmaster and enjoys his time out in the wilds.

Son 3: Nevindir Rhainbon
The youngest at 16 summers. During his upbringing he recieved a court education. His frame displays visibly less muscle than his older brothers but he is still describable as athletic. His lightbrown, halflong hair and clear, light jade eyes make him stand out abit. Often Nevindir can be found at the Ducal court discussing political matters with the various ducal advisors or scholars and lawyers, whom are of one mind when they admit that Nevindir has a brilliant mind. It must be said that his education made him a well informed and worldly man already, his decisions in the future will prove if he is wise aswel. Nevindir Delights in overseeing and actively partaking in forging new trade agreements and seeking out the most efficient means of organisation, be that production, logistics or troop movement. The gods hold no mysteries for him though and he is often quite rational and exceptionally curious which has upset some of the priests on occation.

Daughter 1: Siraya Rhainbon
At 18 summers she is the second born of the Duke and has always been a natural beauty. Rumour has it, and on many men's mind that the princes themselfs are in the race to win over her heart. Many believe Siraya to be the most beautiful woman in the Kingdom. Her long, golden hair clear heritage of her mother as her grey/blueish eyes must be aswel. Her frame is lith and slender with a hight to her which makes it plain where her ancestral roots ly. (northmen I recon, taller than average). With this beauty she also holds a natural grace which has aided her quite respectable diplomatic accomplishments. Her quick wits have shown her to be adept at forging profitable arrangements with other nobles and parties. Her wits also led her to become a deep thinker, ponderous of the how and the why, rather than simply accepting fate as fixed. Siraya is the only one of her family known to practise the art of magic, water magic to be more precise. Although alledgedly only an adept, it is still impressive to cultivate such an art with the schedual she usually has.

Dominion:

Large town of Denwell, second largest settlement within the Kingdom.
A center for woodworks, farming, hunting and has a good number of soldiers at its command. Commonly refferd to as the kingdoms granary.

Blakefield Forest, Largest Forest of the Kingdom at its south eastern border.
A persitant plague are the Blakefield Raiders whom seem to be organized enough to make their pressence a lasting one.

Greenfield Community, a prosperous farming settlement too small to be officially recognised as a village.

Zindou ferry, a river crossing which provides quick acces to Fort Karatas and is showing every sign of becomming a small trading port in the near future.

Muna Village, A vassal led by Baroness Daninea Steryn. Fair amount of elven inhabitants. 

Bronze Oak Village, A vassal led by viscount Eradane Worez a renown military man.
This village is on the fronteir of the kingdom and is suitably build with defense in mind.

The Voradian ''Fort'' - The Voradian Order, an order of Cavalry men were recently allowed to restore an old and ruined river guardpost. It has since been renovated and is lovingly reffered to as ''Fort'', in reality is has a rectangular stone wall with 2 gates, 2 guard towers and 2 large stone barracks, a small forge and stables ofcourse. Compact and small but still has an air of fortification about it.

Duties:

The Duke's formost important duty is to protect and further the interests of the Realm/Kingdom. He does this by ensuring his dukedom prospers, that he aids his fellow vassals to the crown and defeats enemies of the kingdom in combat.

- Regent of the High Council of Bilinger
The Duke is the second in command of the High Council only after the King.
The High Council is the council of lords in a sense, all the settlement rulers are part of this council. The Duke's vote weighs heavily and his attention often vyed for.

- High Mashal of the Bilinger Army
In times of war the Duke holds the single highest position in the military, again after the King himself. Even Marshal Dennehue Erim, Lord of the West Cape Castle has to heed his orders in time of war.

- Lord of the Dukedom of Denwell
He holds court for his vassals and has to make sure all matter legal and temporal are met with satisfaction of both his subjects and the crown. Any requests or demands placed on him by the royal family he has to furfill to the best of his ability.
It is his duty to generate income from levying taxes, trade and other means. Ofcourse the duke also has a military commitment to the royal family to provide armed forces in times of war.

Interests:

Ofcourse all these duties and responsebilities are all fine and dandy, but what about Atmos? he's a man of flesh and blood (and IRON!) what does he want.
not to go to deeply into this I'll make a short list.

1 - Win over the hearts of his subjects and be seen and remembered as a good and just lord.

2 - Strenghten the Dukedom against the looming threat of Wildmen from the Savage nations to the east whom have harried the border of the kingdom more and more frequently in recent days.

3 - Find a suitable and honourable man for his only daughter. However he wouldn't mind if that took some time still, he is quite fond of her.

4 - Expand the Dukedom eastwards into the no-mans-land. Quite a long stretch of land just lies unclaimed and there are plenty of posibilities out there.

5 - Find a better way to funnel trade through his dukedom that depends less on Kelm Harbour and perhaps even the northern Zindou river.

Political enemies/opposition consist of:
Magus Lendien Feowind - Mistress of Lendien's Tower ( a highly placed member on the League of the Grand Magus - the ruling body on all things magical within the Kingdom).
Count Asyrin Kanmar - Lord of Kelm (the Main trade harbour in the Kingdom).
Baron Elden Dunbure - Steward of Zindar (small fishing village at the north border).
Princess Kelina Danalar - Princess of the Realm

Political friends/supporters:
Prince Terinis Danalar - Prince of the Realm (has ambitions to explain the kingdom towards the east)
Baron Hinren Haust - Steward of Ronnel (an industrious village along the zindou river).
Grand Master Valaran Rubec - Master of Fort Karatas (a decent size mountain fort which belongs to the Knights of the Purple Cross / a neutral order of warriors with high military standards).

These two groups are as things are precieved in the political area's of Bilinger and may ofcourse shift one way or another. The other participants of these arena's may or may not side with the duke. It all depends on having the right leverage and interests at hand.

Right, that sums up the duke and his direct family, description, idea's and position.

The Councils of Bilinger

The High Council of Bilinger
People that sit on his Council are all rulers within the Kingdom. They lead the various villages and towns. This council discusses law, war, high profile or high noblemen's disputes within the kingdom and ofcourse the general course the Kingdom is taking.
Members of his Council:
King Aroban Danalar - King of Bilinger
Crown Prince Ninadar Danalar - Crown Prince of Bilinger
Duke Atmos Rhainbon - Lord of Denwell
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of Kelm
Viscount Daren Perilli, Lord of Fankar
Viscount Eradane Worez, Lord of Bronze Oak
Baron Hinren Haust, Steward of Ronnel
Baron Elden Dunbure, Steward of Zindar
Baroness Daninea Steryn, Steward of Muna 

The Grand War Council of Bilinger
This council presides over all things military. They maintain, train, orchestra and supply all things needed to keep Bilinger in the best possible shape for war.
Members of this council do not however have final say in all these matters but they do govern them. For example, they may signal the need for expanding the size of the army. They will then voice this to the appropriate ruler, be that a count, the duke or the king himself. It may be that they signal an increase in raiders in the blakefield forest. They will then form an advise for the Duke to take under concideration. This council also excecutes orders recieved from the rulers if those rulers have the proper powers to do so.
Members of this Council:
Marshal Dennehue - Lord of the West Cape Castle
Grand Commander Dalin Arabella - Master of the West Cape Foot Camp (army base)
High Commander Horas Ironhand - Master of the Fankar Guard (river fort)
High Commander Argos of Dwain - Master of the Bilinger Guard (river fort)
Grand Master Valaran Rubec - Master of Fort Karatas (order of the Purple Cross - Military order of warriors)

The League of the Grand Magus
This body of government presides over all things magical. It ensures the use of illegal magic is persecuted and that talented induviduals are recognised and taught.
It debates the flows of magic, how to improve the kingdoms defensive and offensive magical properties can be strenghtened but most it debates about spells and magical occurances that need their attention.
Members of this Council:
Grand Magus Illyra Sunarch - Grandmistress of the Redwind Mageguild.
Magus Lendien Feowind - Mistress of Lendien's Tower
Magus Doramen Gleanfyre - Chancelor of Redwind
High Sorcerer Jordal Asand - Esteemed Wizard of Bilinger
High Sorcerer Gaden Longfield - Esteemed Wizard of Bilinger
High Sorceress Sesiera Lievash - Esteemed Wizard of Bilinger
High Sorceress Milea Lewranora - Esteemed Wizard of Bilinger
*** this last person, Milea is a tiger woman / feline humanoid and is a PC in our campain. She has long been a student at the Redwind mageguild but holds no position of power there ***

Alright people, thats it for me fortoday.

As always I hope you enjoyed reading this and that perhaps you found it useful.
Questions and Comments are likewise always welcome.

-Leoven 

0 Comments - Leave a Comment
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0
Bilinger Kingdom Story #7 Hey everyone,

It's been ages since the last update but I'm back again.
In this 7th installment of the Bilinger Kingdom Story I will be talking about:
Politics!

Who's in power, why are they and how do they hold onto it.
These are but a few questions we will be asking ourselfs and trying to get awnsers to.

Last episode I told you about the Fort Karatas, the various small communities and the river forts. That concludes our telling on the subject of settlements for the moment even though there are a few more points of interest in that subject area.

If you are curios about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode
So what can I give you for now:

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
Titels & Duties
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

Not perhaps in that order but we'll see.

1) A ''Short'' warmup introduction to the Kingdom

The general feel for the political landscape of Bilinger Kingdom.
It is exactly that, a Kingdom. So all the generic and recognisable habits, happenings and regal plomp is pressent. The vying for favour and seeking advanteous marriages runs rampant and everyman of ambition is trying his hand in the deadly game of politics.

That said, Bilinger is mostly benign and it's current ruler is a very likable if a tad obscure person. Unlikely combination? perhaps. You don't actually see much of him if at all. But you do notice his benevolent and firm rule. There is no doubt about where the power lies, even if that power is outwardly wielded by title-holders.

The Founding of Bilinger Kingdom

Bilinger Kingdom was started as a collection of random travelers, native inhabitants and explorers came together on the grassy plain in the center of the (let us call it) Bilinger valley. A small settlement was already pressent but with the influx of newcommers the settlement filled with mud huts and small wooden structures belonging to farmers, hunters and simple craftsmen and women soon started to prosper.

As is the case today so it was in ancient days. The settlement was open to foreigners and travelers, even those of other races. There it was upon one fateful day that the decendants of the current royal family made their way towards this yet unnamed settlement.

Much of those days is lost to antiquity and many stories have since sprung up as to whom these ancestors of the royal family were. I find the following story to be the most true. Why do I find that? Let's just say that if you spend half as much time in the royal (dusty) libraries as I have, you can call it a professional hunch.

It was said that on a clear summer day, just after the founding of a chapel of st. Michael the god of fighting demons and evil a band, almost a caravan of stout warriors arrived at the settlement of valley's center.

At the head of their group a man clad in scale mail with a thick linen cape, a sword from his belt and a round shield decorated with 3 shields on its surface on his back.
His strong build acompanied with halflong chestnut brown hair and piercing blue eyes gave him the air of a natural leader. The group he led numbered several dozen and at least half of them on horseback. They bore armor and weapons of metal, the ring of linked mail and the clank of shields accompanied them. They made camp outside of valley's center and their leader (name) announced that they had traveled far and long from the savage lands of the east and wanted to warn the people of Valley's Center that they must prepare for the day that the savage races came to their valley.

The people of Valley's Center only heard rumours of the lands to the east, the savage nation it was called. Home of the Beserkers and the warrior peoples.
Some of the more prominent inhabitants of Valley's Center engaged the leader of the armed caravan in hope of learning more from him.

It is said that he told them that a host of Riders were coming to the valley.
The shades of blue, wolf-like beats at their command. Raiders they were described as, but their number was great enough to lay waste to Valley's Center it was said.

Pressent day we cannot be sure that the savage nations actually had ventures as far as the borders of Bilinger Kingdom as they usually forrey to the south with their raiders. Also there is quite a stretch of wilderniss to pass through to actually get to Bilinger kingdom so that begs the question, why did the savage nation even go west towards Valley's Center as there seemed to have been no real motive in the sense of plunder.  I suppose I might have to seek out an oracle of some sort one day, if  they ever made clear divinations..

Anyway, The prominent inhabitants of Valley's Center convinced the armed caravan to stay and help them prepare for the incoming assault from the Mounted raiders from the Savage nation. What exactly they did to prepare is unsure to this telling but I presume they erected stake prerimiters, drilled the farmers in the use of spears and perhaps shared their arms and armor. It is posible they prepared some form of ambush as the land back in those days should have been more hilly.

When the day came that the Raiders arrived it is said a nasty and costful battle ensued. Many were maimed and butchered. The Blue wolves ravaged the settlement as they.. it says here, ''were able to pass through wood and stone as if it was not but air''. Disturbing thought to face that in combat with a rabble of peasants armed with spears.

It tells of several points of combat, firstly it speaks of the blue wolves and the settlement itself. Many women and elderly found their death it says.

Secondly just outside the settlement a battle raged, the mounted peoples of the caravan and the raiders and their mounts clashed. The unnatural steeds of the Savages roared as lions as their masters fearlessly hurled themselfs into the thick of bloody conflict.

A Third engagement was playing out just beyond the second sight of battle. A great winged creature glided down from the mountains to the west of the valley.
It seemed to have been described here as a dropled of purest silver decending from a grey blueish cloud closely pushed up against the mountain.

Not sure what they ment with this Third engagement as it doesnt actually speak of a fight of sorts.

When the fighting infrond of the settlement seemed to be going rather dreadful the silver entity seemed to have swooped down and ''carresed the skin of the savages upon which they splurted intwine in a torrent of innards and blood''. I suppose.. it sliced at them?

The mounted defenders rushed to the settlement to aid the womenfolk and other remainders. It was butchers work and the ground muddled into streams.
When the defenders gathered onto the settlements tiny market square located at its center the silver being decended from the skies and landed in the middle of the square. It declared itself Akanisha and named Kadian the first King of Bilinger Kingdom.

And so the founding of Bilinger Kingdom was done.

I recon alot more happened but it's all legend and obscurity.


2) The Feudal system of Bilinger Kingdom

As Bilinger is a Kingdom the following ranks can be found as listed below.
However keep in mind a monarch has the power and the inginuity to create new titles, at a whim I might add and it has happened before, to the ever lasting joy of his nobles.

King
Current title Holder: King Aroban Danalar
The Monarch, he who rules the kingdom.
In Bilinger the King does have absolute power but it is often not excersiced in such a direct way. The many councils and courts the royal family ''entertain'' have quite become a custom and as the councils are currently habited by fairly competent people. Things run smoothly. 

Queen
Current title Holder: Queen Corien Danalar
Wife of the King, obviously.
She hasnt really any direct control other than the influence her closeness to the king allows her. Most mundane things she can get done (as far as you call things mundane for a queen). In effect she has alot of power and is mostly only called back by the king himself.

Crown Prince
Current title Holder: Ninadar Danalar
The heir to the throne.
Much the same as the queen in many ways, albeit he doesnt share the kings bed.
He has power due to his station and future prospects and no one really wants to get on his bad side. The queen and king however do restrain him. Also it would be good to mention that some elevated nobles have been granted power to rein in the crown prince if they deem it nessecary. Whom these nobles are isnt information commonly known. Presumably the Duke of Denwell and perhaps some advisors of the king.

Prince / Princess
Current title Holder(s): Prince Terinis, Princess Kelina, Princess Sesira (all Danalar ofcourse). 
The other childeren of the King and Queen.
Although they do have destinies in high places they aint quite to become the next ruler of the kingdom. They act much like the queen and crown prince but in greater moderation (it is said at least, some princesses dont quite adhere to this though).

Duke
Current title Holder: Duke Akmos Rhainbon, Lord of Denwell
A high noble with vassals within the Kingdom.
We find a duke one step below the king on the feudal stair of Bilinger Kingdom.
 His duties are to his dukedom and the Kingdom first. Be that arms, production, trade or otherwise. They rule a dukedom (this is associated with a large town size settlement and surrounding lands + potential vassals e.a. counts and below). Dukes usually hold high positions when the army is assembled or at ceremonies of the court or otherwise.

Count
Current title Holder(s):
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of Kelm
The people with the rank of Count are a lesser from of Duke.
They rule a County (this is associated with a town size settlement and surrounding lands + potential vassals e.a. viscounts and below). They hold positions of importance when the army is assembled and hold important positions at ceremonies of the court of otherwise.

Viscount
Current title Holder(s):
Viscount Daren Perilli, Lord of Fankar
Viscount Eradane Worez, Lord of Bronze Oak
The people with the rank of Viscount are a lesser from of Count.
They rule a Viscounty (this is associated with a village size settlement and surrounding lands + potential vassals e.a. baron and below). They hold positions of some importance when the army is assembled and hold positions of some importance at ceremonies of the court of otherwise.

Baron/ess
Current title Holder(s): 
Baron Hinren Haust, Steward of Ronnel
Baron Elden Dunbure, Steward of Zindar
Baroness Daninea Steryn, Steward of Muna
The people with the rank of Baron/ess are a lesser from of Viscount.
They rule a Barony (this is associated with a small village size settlement and surrounding lands + potential vassals e.a. landed knights and about). They hold positions of somewhat low importance when the army is assembled and hold positions of somewhat low importance at ceremonies of the court of otherwise.

Exceptions!
Be aware though that not all the settlement sizes correspond to their expected size due to the title of its ruler. For example. Baron Hinren Haust is Steward (due to title) of Ronnel but Ronnel is in fact a medium sized village. Fit for a Count so to speak if you go by this list. However the King has to maintain a delicate balance of power and thus sometimes protocol is thrown out the window shall we say?


3) The vassals and tributaries

Right so who is under who.

Lets start at the top.
All of them are under the King. If he commands, they obey. There should be no exceptions, perhaps the missus though.

Bilinger has one Dukedom, that of Denwell to the southeast of the Kingdom.

Duke Atmos of Rhainbon, Lord of Denwell.

Vassals:
Viscount Eradane Worez, Lord of Bronze Oak // east of Denwell
Baroness Daninea Steryn, Steward of Muna // west of Denwell

The rest of the ruling nobles:
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of KelmViscount Daren Perilli, Lord of Fankar

Baron Hinren Haust, Steward of Ronnel

Baron Elden Dunbure, Steward of Zindar

They all have to awnser to the King directly. The political play for these High nobles is at gaining higher titles and awards in the form of special treatment, license and such. They in turn ofcourse also hold their own court at their own powerbase where the game is played again but then in small.

Titles that are as of yet unawarded:
Duke of Raindew - envelops Healk, Ronnel and the Redwind mage guild.
Duke of Zindou - envelops Kelm, Kanfar and fort Karatas.

Ofcourse all the settlements could in due time progress all the way to Count status so to speak. Its something used to indicated the size, importance and favour of the king for a particular settlement, but mainly the first two.

Tributaries the Kingdom does not really have in the sense of settlements or other entities paying tribute to the Kingdom of Bilinger. All high Nobles pay taxes of various kinds (trade, royal tax, produce, and the like).

The communities in the Kingdom usually offer a form of tribute in and on their own to their respective overlord. Be that a count, duke or otherwise.


I guess that is it for today, hope this helps and that you enjoyed reading it.
Any questions and comments are welcome.

-Leoven

0 Comments - Leave a Comment
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Tue, 25 Oct 2011 03:00:08 -0500 http://community.wizards.com/leoven/blog/2011/10/25/bilinger_kingdom_story_7 http://community.wizards.com/leoven/blog/2011/10/25/bilinger_kingdom_story_7 Hey everyone,

It's been ages since the last update but I'm back again.
In this 7th installment of the Bilinger Kingdom Story I will be talking about:
Politics!

Who's in power, why are they and how do they hold onto it.
These are but a few questions we will be asking ourselfs and trying to get awnsers to.

Last episode I told you about the Fort Karatas, the various small communities and the river forts. That concludes our telling on the subject of settlements for the moment even though there are a few more points of interest in that subject area.

If you are curios about what you might expect to find in future blogs please take a look at the table of contents described in episode 1
If you have any preference please let me know.

Those in Bold are handled in this episode
So what can I give you for now:

1) Short warmup introduction to the Kingdom
2) The Feudal system of Bilinger Kingdom
3) The vassals and tributaries
Titels & Duties
Merchantile Influence
The power of Guilds and Orders
Favour of the People
Factions and Plots

Not perhaps in that order but we'll see.

1) A ''Short'' warmup introduction to the Kingdom

The general feel for the political landscape of Bilinger Kingdom.
It is exactly that, a Kingdom. So all the generic and recognisable habits, happenings and regal plomp is pressent. The vying for favour and seeking advanteous marriages runs rampant and everyman of ambition is trying his hand in the deadly game of politics.

That said, Bilinger is mostly benign and it's current ruler is a very likable if a tad obscure person. Unlikely combination? perhaps. You don't actually see much of him if at all. But you do notice his benevolent and firm rule. There is no doubt about where the power lies, even if that power is outwardly wielded by title-holders.

The Founding of Bilinger Kingdom

Bilinger Kingdom was started as a collection of random travelers, native inhabitants and explorers came together on the grassy plain in the center of the (let us call it) Bilinger valley. A small settlement was already pressent but with the influx of newcommers the settlement filled with mud huts and small wooden structures belonging to farmers, hunters and simple craftsmen and women soon started to prosper.

As is the case today so it was in ancient days. The settlement was open to foreigners and travelers, even those of other races. There it was upon one fateful day that the decendants of the current royal family made their way towards this yet unnamed settlement.

Much of those days is lost to antiquity and many stories have since sprung up as to whom these ancestors of the royal family were. I find the following story to be the most true. Why do I find that? Let's just say that if you spend half as much time in the royal (dusty) libraries as I have, you can call it a professional hunch.

It was said that on a clear summer day, just after the founding of a chapel of st. Michael the god of fighting demons and evil a band, almost a caravan of stout warriors arrived at the settlement of valley's center.

At the head of their group a man clad in scale mail with a thick linen cape, a sword from his belt and a round shield decorated with 3 shields on its surface on his back.
His strong build acompanied with halflong chestnut brown hair and piercing blue eyes gave him the air of a natural leader. The group he led numbered several dozen and at least half of them on horseback. They bore armor and weapons of metal, the ring of linked mail and the clank of shields accompanied them. They made camp outside of valley's center and their leader (name) announced that they had traveled far and long from the savage lands of the east and wanted to warn the people of Valley's Center that they must prepare for the day that the savage races came to their valley.

The people of Valley's Center only heard rumours of the lands to the east, the savage nation it was called. Home of the Beserkers and the warrior peoples.
Some of the more prominent inhabitants of Valley's Center engaged the leader of the armed caravan in hope of learning more from him.

It is said that he told them that a host of Riders were coming to the valley.
The shades of blue, wolf-like beats at their command. Raiders they were described as, but their number was great enough to lay waste to Valley's Center it was said.

Pressent day we cannot be sure that the savage nations actually had ventures as far as the borders of Bilinger Kingdom as they usually forrey to the south with their raiders. Also there is quite a stretch of wilderniss to pass through to actually get to Bilinger kingdom so that begs the question, why did the savage nation even go west towards Valley's Center as there seemed to have been no real motive in the sense of plunder.  I suppose I might have to seek out an oracle of some sort one day, if  they ever made clear divinations..

Anyway, The prominent inhabitants of Valley's Center convinced the armed caravan to stay and help them prepare for the incoming assault from the Mounted raiders from the Savage nation. What exactly they did to prepare is unsure to this telling but I presume they erected stake prerimiters, drilled the farmers in the use of spears and perhaps shared their arms and armor. It is posible they prepared some form of ambush as the land back in those days should have been more hilly.

When the day came that the Raiders arrived it is said a nasty and costful battle ensued. Many were maimed and butchered. The Blue wolves ravaged the settlement as they.. it says here, ''were able to pass through wood and stone as if it was not but air''. Disturbing thought to face that in combat with a rabble of peasants armed with spears.

It tells of several points of combat, firstly it speaks of the blue wolves and the settlement itself. Many women and elderly found their death it says.

Secondly just outside the settlement a battle raged, the mounted peoples of the caravan and the raiders and their mounts clashed. The unnatural steeds of the Savages roared as lions as their masters fearlessly hurled themselfs into the thick of bloody conflict.

A Third engagement was playing out just beyond the second sight of battle. A great winged creature glided down from the mountains to the west of the valley.
It seemed to have been described here as a dropled of purest silver decending from a grey blueish cloud closely pushed up against the mountain.

Not sure what they ment with this Third engagement as it doesnt actually speak of a fight of sorts.

When the fighting infrond of the settlement seemed to be going rather dreadful the silver entity seemed to have swooped down and ''carresed the skin of the savages upon which they splurted intwine in a torrent of innards and blood''. I suppose.. it sliced at them?

The mounted defenders rushed to the settlement to aid the womenfolk and other remainders. It was butchers work and the ground muddled into streams.
When the defenders gathered onto the settlements tiny market square located at its center the silver being decended from the skies and landed in the middle of the square. It declared itself Akanisha and named Kadian the first King of Bilinger Kingdom.

And so the founding of Bilinger Kingdom was done.

I recon alot more happened but it's all legend and obscurity.


2) The Feudal system of Bilinger Kingdom

As Bilinger is a Kingdom the following ranks can be found as listed below.
However keep in mind a monarch has the power and the inginuity to create new titles, at a whim I might add and it has happened before, to the ever lasting joy of his nobles.

King
Current title Holder: King Aroban Danalar
The Monarch, he who rules the kingdom.
In Bilinger the King does have absolute power but it is often not excersiced in such a direct way. The many councils and courts the royal family ''entertain'' have quite become a custom and as the councils are currently habited by fairly competent people. Things run smoothly. 

Queen
Current title Holder: Queen Corien Danalar
Wife of the King, obviously.
She hasnt really any direct control other than the influence her closeness to the king allows her. Most mundane things she can get done (as far as you call things mundane for a queen). In effect she has alot of power and is mostly only called back by the king himself.

Crown Prince
Current title Holder: Ninadar Danalar
The heir to the throne.
Much the same as the queen in many ways, albeit he doesnt share the kings bed.
He has power due to his station and future prospects and no one really wants to get on his bad side. The queen and king however do restrain him. Also it would be good to mention that some elevated nobles have been granted power to rein in the crown prince if they deem it nessecary. Whom these nobles are isnt information commonly known. Presumably the Duke of Denwell and perhaps some advisors of the king.

Prince / Princess
Current title Holder(s): Prince Terinis, Princess Kelina, Princess Sesira (all Danalar ofcourse). 
The other childeren of the King and Queen.
Although they do have destinies in high places they aint quite to become the next ruler of the kingdom. They act much like the queen and crown prince but in greater moderation (it is said at least, some princesses dont quite adhere to this though).

Duke
Current title Holder: Duke Akmos Rhainbon, Lord of Denwell
A high noble with vassals within the Kingdom.
We find a duke one step below the king on the feudal stair of Bilinger Kingdom.
 His duties are to his dukedom and the Kingdom first. Be that arms, production, trade or otherwise. They rule a dukedom (this is associated with a large town size settlement and surrounding lands + potential vassals e.a. counts and below). Dukes usually hold high positions when the army is assembled or at ceremonies of the court or otherwise.

Count
Current title Holder(s):
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of Kelm
The people with the rank of Count are a lesser from of Duke.
They rule a County (this is associated with a town size settlement and surrounding lands + potential vassals e.a. viscounts and below). They hold positions of importance when the army is assembled and hold important positions at ceremonies of the court of otherwise.

Viscount
Current title Holder(s):
Viscount Daren Perilli, Lord of Fankar
Viscount Eradane Worez, Lord of Bronze Oak
The people with the rank of Viscount are a lesser from of Count.
They rule a Viscounty (this is associated with a village size settlement and surrounding lands + potential vassals e.a. baron and below). They hold positions of some importance when the army is assembled and hold positions of some importance at ceremonies of the court of otherwise.

Baron/ess
Current title Holder(s): 
Baron Hinren Haust, Steward of Ronnel
Baron Elden Dunbure, Steward of Zindar
Baroness Daninea Steryn, Steward of Muna
The people with the rank of Baron/ess are a lesser from of Viscount.
They rule a Barony (this is associated with a small village size settlement and surrounding lands + potential vassals e.a. landed knights and about). They hold positions of somewhat low importance when the army is assembled and hold positions of somewhat low importance at ceremonies of the court of otherwise.

Exceptions!
Be aware though that not all the settlement sizes correspond to their expected size due to the title of its ruler. For example. Baron Hinren Haust is Steward (due to title) of Ronnel but Ronnel is in fact a medium sized village. Fit for a Count so to speak if you go by this list. However the King has to maintain a delicate balance of power and thus sometimes protocol is thrown out the window shall we say?


3) The vassals and tributaries

Right so who is under who.

Lets start at the top.
All of them are under the King. If he commands, they obey. There should be no exceptions, perhaps the missus though.

Bilinger has one Dukedom, that of Denwell to the southeast of the Kingdom.

Duke Atmos of Rhainbon, Lord of Denwell.

Vassals:
Viscount Eradane Worez, Lord of Bronze Oak // east of Denwell
Baroness Daninea Steryn, Steward of Muna // west of Denwell

The rest of the ruling nobles:
Count Agetor of Hatbur, Lord of Healk
Count Asyrin Kanmar, Lord of KelmViscount Daren Perilli, Lord of Fankar

Baron Hinren Haust, Steward of Ronnel

Baron Elden Dunbure, Steward of Zindar

They all have to awnser to the King directly. The political play for these High nobles is at gaining higher titles and awards in the form of special treatment, license and such. They in turn ofcourse also hold their own court at their own powerbase where the game is played again but then in small.

Titles that are as of yet unawarded:
Duke of Raindew - envelops Healk, Ronnel and the Redwind mage guild.
Duke of Zindou - envelops Kelm, Kanfar and fort Karatas.

Ofcourse all the settlements could in due time progress all the way to Count status so to speak. Its something used to indicated the size, importance and favour of the king for a particular settlement, but mainly the first two.

Tributaries the Kingdom does not really have in the sense of settlements or other entities paying tribute to the Kingdom of Bilinger. All high Nobles pay taxes of various kinds (trade, royal tax, produce, and the like).

The communities in the Kingdom usually offer a form of tribute in and on their own to their respective overlord. Be that a count, duke or otherwise.


I guess that is it for today, hope this helps and that you enjoyed reading it.
Any questions and comments are welcome.

-Leoven

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Bilinger Kingdom Story #6 Hello everyone,

This is the last blog regarding the settlements and so on. I'll be telling you about the various smaller communities, the bridge forts and the Fort of the Purple Cross, Karatas.

Last episode I told you about the Castle, the Foot camp and the Red Wind mage guild.

Next blog will be about one of the other topics (like economy, politics, etc) listed in the table of contents described in episode 1
If you have any preference please let me know.


Here's a list of the settlements- The ones in Bold are described in this blog.

1   - Town - Denwell    
- Food,Lumber,Craft 
2   - Town -Healk
- Scholarly, Hospital, Old
3   - Town - Fankar
- Mining, Metalworks, produce
4   - Village - Ronnel
- Leatherworking, pottery
5   - Village - Muna
- Elven enclave, hunters
6   - Village - Bronze Oak
- Warriors, siege equip.
7   - Village - Zindar
- Fish, tailors
8   - Village / Port - Kelm
- Trade, caravans
9  - Catle - Westcape
- Military, patrols, warships
10 - Traning camp - Westcape foot camp
- Bootcamp
11 - Guild grounds - Red Wind Arcanery
- Mage guild, Great school of magic
12 - Fort / guild - Karatas
- Warriors order
13 - Community - Bikker Hill
- Mining, hunting
14 - Community - Eastfield
- Farming
15 - Community - Sharapun
- Fishing
16 - Bridge fort - Fankar Guard
- Guard duty
17 - Bridge fort - Bilinger Guard
- Guard duty

12 - Fort Karatas, home of the Purple Cross

Right then, straight into another guild or Order as it is called even, Order of the Purple Cross. Should start by telling you that this is a warriors guild with high moral standards. Very knight-like, also has a strong resemblance to the Knight-Templars of the Crusading times in our own history.

They strife for the protection of human beings who life by the laws of the 3 (4) main human gods.

The general feel that I wanted to give them was that of a well organized, professional group of warriors whom strife to resemble knights and would succeed quite well if not for the lack of money and to some degree training. Knights are superbly trained warriors often from a very young age.

Fort Karatas is situated somewhat away from the central Hubs of the Kingdom.
It is located on the eastern border in the foothills of the Zindou Mountain that lines the eastern border all the way from the north till the coast down to the zindou river that cuts the eastern border at it's center.

The Fort is a well constructed stone keep which is surrounded by other stone structures which in turn are lined by a stone wall. Sturdy, robust and spartan are the terms I would use in describing its look.

The lands around the Fort are wooded, untended, unspoiled and somewhat wild.
To the south at half a day travel by foot is a small ferry that offers passage over the river which grants access (several hours travel) to Denwell the second largest settlement in the Kingdom.

Around the fort the roads are little more then dirt tracks and are poorly provided in the way of signposts, one should note that there is but 1 path. From north to south starting at the crossroad in frond of Fankar (mining town) down to the ferry with but one side route that leads to fort Karatas.

The Order of the Purple Cross provide protection to the Kingdom by defending the border, hunting bandits and responding to a call to arms when issued. It is good to mention that the Purple Cross hold a single seat at the High War Council of Bilinger.
This council oversees, manager and advices the Royal family in all thing military.


13 - The Bikker Hill Community

Communities as I have used them are the smallest of settlements, not even recognized by the Royal family. This thus means that these settlements do not have to pay royal taxes or supply warriors in times of war and such things. They do however have to keep to the royal laws and respect the decree's and such, for obvious reasons I suppose.

Before I tell you more about Bikker Hill community though I want it said that esteemed nobles, commanders, courtiers and other people finding them self in popular or royal favour have a chance of being granted such a community when it is recognised as a settlement in the Kingdom of Bilinger along with a title such as Baron or perhaps vice-count. Not always to the joy of it's population.
 More often then not it is though, seeing how royal recognition brings many benefits as in stability, safety, laws, development and trade to some degree.

If one would look at a man you would find that Bikker Hill Community lies just south of the West-Cape Castle about a day away and also finds itself but a day and a half away from the capital of Bilinger.

East of the community no other settlements are found though and to further paint the image darker, beyond lies the Kingdom of Medin with whom Bilinger has had 2 wars and isn't on good terms with Medin presently either.

Bikker Hill Community as the name implies lies at the base of the Bikker Hills, these hills are not particularly rich in copper but nonetheless it's inhabitants have constructed 2 small mines to  dig it up anyway. Not much else could really be ascribed to the community in terms of developed industry or workshops. Mostly farmers and gathers (and miners of course). The Odd builders house (family) and hunter you could find in Bikker Hill Com. but that really is it.

Perhaps in time it could strife to become something of a lesser competitor to Fankar and its mines but at the time it seems rather doubtful.
I'd sooner say they would become a supplier of the castle and it's need for bronze and skilled craftsmen in metal working and perhaps horsemanship.. Shipbuilding?

Whatever happens Bikker Hill Community has a long way to go and many options still open, for all we know it might be annihilated in case a war does erupt with the Medin Kingdom.


14 - East Field Community

This community lies quite near to the Bilinger Guard (river fort over the Zindou river, southern part of the kingdom). It is also but a day perhaps a day and a half away from Denwell and Muna village, respectively east and south.

East Field Community lies at the riverbanks of the Zindou river that forks away from the main zindou river (south to north) to the east (remember Fort Karatas?).
And as is tradition in the Dukedom of Denwell this community has invested itself in farming. Being in the agricultural center of the Kingdom has made its mark on the community.

Further more East Field has its share of Fishermen and also a few tailors. Its presence in the Dukedom would suggest that the Duke is quite happy with the seemly swift progression and development of this community and may swiftly find itself in Royal recognition and officially be granted the status of village. One would wonder how come this community grows so rapidly, after all it is in the benefit of the Duke. Would his ambition be only to gain another vassal (as the community gets village status and a baron appointed) or does the Duke aim higher?

Time will tell I presume but at the moment East Field is enjoying quick economical growth in with its inhabitants find security and contentment.


15 - Sharapun Community

Hold on, that name isn't quite.. regular for a Human Kingdom.
Well quite rightly it Ain't, and frankly speaking not many have given it much thought. Thus I suppose It shall stay a mystery.

However I can tell you that Sharapun is a small community much like Zindar Village once was. A fishing community on the coast just north of Capital about 2 days travel and a day perhaps west of the West-Cape Footcamp. and likewise the distance to the east of Zindar.

Sharapun grows rather slowly and doesn't have anything remarkable going on for them. Just fishing, net making and simple boat building. You also spot a few farms but yet again, meagre is the best word fitting the description.

It might be that if a powerful Noble's hand (royalty?) will be forced to grand a reward of some consideration to someone they do not like. Granting the title of baron would seem to fit the bill and without granting a more valuable piece of land this community would seem the ideal solution. Always handy, backwater cluster of hovels.

16 - Fankar Guard

This is a fortified bridge over the Zindou river, connecting Kelm Harbour and Fankar to the Capital, Ronnel and Zindar village, Healk, the West-Cape Castle and the Red Wind mage guild.

The Bridge fort is quite simple in design. Either side of the bridge has half a square of stone walls around the bridge, reaching the riverside of course. Two square tower on each corner and on the inside a stone barracks for the Garrison.
A small stable and smithy can be found next to the barracks.

The other side of the Bridge has the same setup of defenses and structures.

A Bridge fort is commanded by a Captain and has roughly 50 men on either side at any given time.

No one is allowed entree or passage after dark, merchants can however (if in time) purchase a safe spot inside the defenses where they can set up a tent or some sort.

Caravans make a habit out of camping outside of the Wall quite close to it so they still enjoy (hopefully) the support of the Garrison in case of an attack.

17 - Bilinger Guard

I could write out more details but it would suffice to say that it is relatively identical in description to the Fankar guard. So please if you skipped it just scroll up a little bit.

That's that then, all the settlements covered in no less then 6 blogs. I suppose I should say sorry if you were hoping back in the beginning for the other topics I mentioned in the first blog.

And this was just short descriptions, in case you want more detailed info, a map of the settlements or questions answered please let me know.

Don't forget to tell me what you want me to tell you about next, I'll be waiting abit before starting Blog #7 so I can get some input.

Good luck today and hope you enjoyed reading.

-Leoven

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Thu, 15 Apr 2010 06:38:31 -0500 http://community.wizards.com/leoven/blog/2010/04/15/bilinger_kingdom_story_6 http://community.wizards.com/leoven/blog/2010/04/15/bilinger_kingdom_story_6 Hello everyone,

This is the last blog regarding the settlements and so on. I'll be telling you about the various smaller communities, the bridge forts and the Fort of the Purple Cross, Karatas.

Last episode I told you about the Castle, the Foot camp and the Red Wind mage guild.

Next blog will be about one of the other topics (like economy, politics, etc) listed in the table of contents described in episode 1
If you have any preference please let me know.


Here's a list of the settlements- The ones in Bold are described in this blog.

1   - Town - Denwell    
- Food,Lumber,Craft 
2   - Town -Healk
- Scholarly, Hospital, Old
3   - Town - Fankar
- Mining, Metalworks, produce
4   - Village - Ronnel
- Leatherworking, pottery
5   - Village - Muna
- Elven enclave, hunters
6   - Village - Bronze Oak
- Warriors, siege equip.
7   - Village - Zindar
- Fish, tailors
8   - Village / Port - Kelm
- Trade, caravans
9  - Catle - Westcape
- Military, patrols, warships
10 - Traning camp - Westcape foot camp
- Bootcamp
11 - Guild grounds - Red Wind Arcanery
- Mage guild, Great school of magic
12 - Fort / guild - Karatas
- Warriors order
13 - Community - Bikker Hill
- Mining, hunting
14 - Community - Eastfield
- Farming
15 - Community - Sharapun
- Fishing
16 - Bridge fort - Fankar Guard
- Guard duty
17 - Bridge fort - Bilinger Guard
- Guard duty

12 - Fort Karatas, home of the Purple Cross

Right then, straight into another guild or Order as it is called even, Order of the Purple Cross. Should start by telling you that this is a warriors guild with high moral standards. Very knight-like, also has a strong resemblance to the Knight-Templars of the Crusading times in our own history.

They strife for the protection of human beings who life by the laws of the 3 (4) main human gods.

The general feel that I wanted to give them was that of a well organized, professional group of warriors whom strife to resemble knights and would succeed quite well if not for the lack of money and to some degree training. Knights are superbly trained warriors often from a very young age.

Fort Karatas is situated somewhat away from the central Hubs of the Kingdom.
It is located on the eastern border in the foothills of the Zindou Mountain that lines the eastern border all the way from the north till the coast down to the zindou river that cuts the eastern border at it's center.

The Fort is a well constructed stone keep which is surrounded by other stone structures which in turn are lined by a stone wall. Sturdy, robust and spartan are the terms I would use in describing its look.

The lands around the Fort are wooded, untended, unspoiled and somewhat wild.
To the south at half a day travel by foot is a small ferry that offers passage over the river which grants access (several hours travel) to Denwell the second largest settlement in the Kingdom.

Around the fort the roads are little more then dirt tracks and are poorly provided in the way of signposts, one should note that there is but 1 path. From north to south starting at the crossroad in frond of Fankar (mining town) down to the ferry with but one side route that leads to fort Karatas.

The Order of the Purple Cross provide protection to the Kingdom by defending the border, hunting bandits and responding to a call to arms when issued. It is good to mention that the Purple Cross hold a single seat at the High War Council of Bilinger.
This council oversees, manager and advices the Royal family in all thing military.


13 - The Bikker Hill Community

Communities as I have used them are the smallest of settlements, not even recognized by the Royal family. This thus means that these settlements do not have to pay royal taxes or supply warriors in times of war and such things. They do however have to keep to the royal laws and respect the decree's and such, for obvious reasons I suppose.

Before I tell you more about Bikker Hill community though I want it said that esteemed nobles, commanders, courtiers and other people finding them self in popular or royal favour have a chance of being granted such a community when it is recognised as a settlement in the Kingdom of Bilinger along with a title such as Baron or perhaps vice-count. Not always to the joy of it's population.
 More often then not it is though, seeing how royal recognition brings many benefits as in stability, safety, laws, development and trade to some degree.

If one would look at a man you would find that Bikker Hill Community lies just south of the West-Cape Castle about a day away and also finds itself but a day and a half away from the capital of Bilinger.

East of the community no other settlements are found though and to further paint the image darker, beyond lies the Kingdom of Medin with whom Bilinger has had 2 wars and isn't on good terms with Medin presently either.

Bikker Hill Community as the name implies lies at the base of the Bikker Hills, these hills are not particularly rich in copper but nonetheless it's inhabitants have constructed 2 small mines to  dig it up anyway. Not much else could really be ascribed to the community in terms of developed industry or workshops. Mostly farmers and gathers (and miners of course). The Odd builders house (family) and hunter you could find in Bikker Hill Com. but that really is it.

Perhaps in time it could strife to become something of a lesser competitor to Fankar and its mines but at the time it seems rather doubtful.
I'd sooner say they would become a supplier of the castle and it's need for bronze and skilled craftsmen in metal working and perhaps horsemanship.. Shipbuilding?

Whatever happens Bikker Hill Community has a long way to go and many options still open, for all we know it might be annihilated in case a war does erupt with the Medin Kingdom.


14 - East Field Community

This community lies quite near to the Bilinger Guard (river fort over the Zindou river, southern part of the kingdom). It is also but a day perhaps a day and a half away from Denwell and Muna village, respectively east and south.

East Field Community lies at the riverbanks of the Zindou river that forks away from the main zindou river (south to north) to the east (remember Fort Karatas?).
And as is tradition in the Dukedom of Denwell this community has invested itself in farming. Being in the agricultural center of the Kingdom has made its mark on the community.

Further more East Field has its share of Fishermen and also a few tailors. Its presence in the Dukedom would suggest that the Duke is quite happy with the seemly swift progression and development of this community and may swiftly find itself in Royal recognition and officially be granted the status of village. One would wonder how come this community grows so rapidly, after all it is in the benefit of the Duke. Would his ambition be only to gain another vassal (as the community gets village status and a baron appointed) or does the Duke aim higher?

Time will tell I presume but at the moment East Field is enjoying quick economical growth in with its inhabitants find security and contentment.


15 - Sharapun Community

Hold on, that name isn't quite.. regular for a Human Kingdom.
Well quite rightly it Ain't, and frankly speaking not many have given it much thought. Thus I suppose It shall stay a mystery.

However I can tell you that Sharapun is a small community much like Zindar Village once was. A fishing community on the coast just north of Capital about 2 days travel and a day perhaps west of the West-Cape Footcamp. and likewise the distance to the east of Zindar.

Sharapun grows rather slowly and doesn't have anything remarkable going on for them. Just fishing, net making and simple boat building. You also spot a few farms but yet again, meagre is the best word fitting the description.

It might be that if a powerful Noble's hand (royalty?) will be forced to grand a reward of some consideration to someone they do not like. Granting the title of baron would seem to fit the bill and without granting a more valuable piece of land this community would seem the ideal solution. Always handy, backwater cluster of hovels.

16 - Fankar Guard

This is a fortified bridge over the Zindou river, connecting Kelm Harbour and Fankar to the Capital, Ronnel and Zindar village, Healk, the West-Cape Castle and the Red Wind mage guild.

The Bridge fort is quite simple in design. Either side of the bridge has half a square of stone walls around the bridge, reaching the riverside of course. Two square tower on each corner and on the inside a stone barracks for the Garrison.
A small stable and smithy can be found next to the barracks.

The other side of the Bridge has the same setup of defenses and structures.

A Bridge fort is commanded by a Captain and has roughly 50 men on either side at any given time.

No one is allowed entree or passage after dark, merchants can however (if in time) purchase a safe spot inside the defenses where they can set up a tent or some sort.

Caravans make a habit out of camping outside of the Wall quite close to it so they still enjoy (hopefully) the support of the Garrison in case of an attack.

17 - Bilinger Guard

I could write out more details but it would suffice to say that it is relatively identical in description to the Fankar guard. So please if you skipped it just scroll up a little bit.

That's that then, all the settlements covered in no less then 6 blogs. I suppose I should say sorry if you were hoping back in the beginning for the other topics I mentioned in the first blog.

And this was just short descriptions, in case you want more detailed info, a map of the settlements or questions answered please let me know.

Don't forget to tell me what you want me to tell you about next, I'll be waiting abit before starting Blog #7 so I can get some input.

Good luck today and hope you enjoyed reading.

-Leoven

0 Comments - Leave a Comment
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Bilinger Kingdom Story #5 Hello everyone,

In this series of Blogs I'll be telling you about a Home-brew setting we've created and in which we're currently actively playing.

In this blog I'll continue telling you about the settlements in the Bilinger Kingdom.
Last episode I told you about two villages and a port ( Bronze Oak, Zindar and Kelm). Seeing the list of settlements is quite long with 17 entries it might take a few more episodes before I can continue with the other topic (like economy, politics, etc) in the table of contents described in episode 1 .

This entree will be abit different seeing I'll tell you about the West-Cape Castle, and as the name implies it ain't a village or town.

But without delaying more lets get to it.


Here's a list of them - The one's in Bold are described in this blog.

1   - Town - Denwell    
- Food,Lumber,Craft 
2   - Town -Healk
- Scholarly, Hospital, Old
3   - Town - Fankar
- Mining, Metalworks, produce
4   - Village - Ronnel
- Leatherworking, pottery
5   - Village - Muna
- Elven enclave, hunters
6   - Village - Bronze Oak
- Warriors, siege equip.
7   - Village - Zindar
- Fish, tailors
8   - Village / Port - Kelm
- Trade, caravans
9   - Castle - Westcape
- Military, patrols, warships
10 - Training camp - Westcape foot camp
- Bootcamp
11 - Guild grounds - Red Wind Arcanery
- Mage guild, Great school of magic
12- Fort / guild - Karatas
- Warriors order
13- Community - Bikker Hill
- Mining, hunting
14- Community - Eastfield
- Farming
15- Community - Sharapun
- Fishing
16- Bridge fort - Fankar Guard
- Guard duty
17- Bridge fort - Bilinger Guard
- Guard duty

Right then we'll be starting with:

9 - The West-Cape Castle

This is the main military structure in the Bilinger Kingdom. It would be hard to give an idea of it's size but in an attempt I would say it is the size of a town but shaped in the form of a large castle or perhaps a citadel. Either way It is a large castle which houses a good portion of the royal army.

The castle is situated at the north eastern tip of the Kingdom of Bilinger and it sits at the coast. This gave it the opportunity to incorporate a military harbor which is part of the castle grounds. Several warships are housed in this harbor.

The reason for it's construction was the border with the Medin Kingdom to the east.
There have been two wars already with the Medin Kingdom of Medonian Aggression both won by Bilinger I should add.

The West-Cape Castle is a direct response to the old threat of the neighbouring kingdom. It has up to this date never been conquered and houses (almost) all of the higher ranking classes of the Royal army.

The full hiearchy I won't be describing here today but there are 3 main paths/trees with each 12 or so ranks in each tree. Melee, range, cavalry.

For leadership and command there are separate ranks, this tree is a second layer over the first one at times. You need rank X of tree 1 (lets say chosen swordsmen) to be able to attain the rank of captain (lead 100 men). This example is not correct in numbers or names but serves the purposes of visualisation to some extent I hope.

Then of-course there is a seperate tree for naval combatants to rise in rank through.

There is not so much a difference in chances to rise in rank, what I mean to say is that rising through the rank is based on merit not station in life. A simple peasant son who displays sound tactical thinking and has developed an air of command will be promoted over a noble son who has shown no such skills or might even show negative traits if both were vying for the same position.

Soldiers reward
Salary is handled through housing, food, equipment and regular pay.
Rising in rank will get you more specialised gear, higher pay and eventual land grants or even at the pinnacle a minor title as a possibility.

The Royal Army is harsh, fair and unrelenting. It has become an effective army through the years and campaigns and serves the King faithfully.

If any would aspire to join the royal army with hopes of being stationed at the West-Cape Castle though, one would have to go through the torment of Boot-camp.
A.K.A.

10. - The West Cape Footcamp

This camp is that would be the appropriate name for it, most likely not but that's how its called anyway. The foot-camp is the place where raw recruits come in. It is at the coast not a day away from the castle (castle being to the east, directly).

The taskmasters and drill-sergeants? are of the meanest kind and ferociously train the men under their charges. The Royal army accept medium grate soldiers but this does not mean that the men that train the raw recruits pride them-self with delivering mediocre soldiers which the Crown-price seems to appreciate as he is seen at times at the West-Cape Foot-camp inspecting the troops.

Rumour has it that the Crown-Prince even through a fair ruler by record has intention of forcing the Medin kingdom to creed land to the Bilinger Kingdom for actions past (last war between Bilinger and Medin resulted in a white peace even though Bilinger was winning).

The layout of the Footcamp is much like you would expect, it is a walled terrain with barracks and training fields. running courses along the beach and workshops and strorehouses for equipment and production of attributes required for training.

All in all a professional training camp.

Lower ranking soldiers up until somewhere 30% up into the tree of advancement may be found at the Foot-camp (as in may be stationed their until further notice).
It would be fair to assume the Foot-camp is also a place from which the army operates for internal (kingdom level) safety. The Castle deals with external threats mostly.

11 - Red Wind Arcanery

This is the most prestigious mage guild in the Kingdom of Bilinger has dare I saw in the wide region around the Kingdom of Bilinger.

So much so that to give an idea of its size it has it's own Valley, The Rea Matis.
In this valley the Main guild houses are situated, a small village under the Red Wind's dominion (Rea Assin), 2 sulfur mines owned by the Red Wind and a small harbor at the Zindou river(which runs from north to south along the Red Wind's western land border) which is also owned by the Red Wind mage guild.

It would be wrong not to mention the Red Arena, a place for magical duels and competitions and the mountain mansions to the eastern Black ridge mountains where some more advances students of the Red Wind make their home to study in peace.

It is a highly advanced magical area (save for the Rea Assin) which houses several hundred mages, sorcerers and sort of magic users.

To take a pause and mention one of the counsils in the Bilinger Kingdom that provide order and stability is the League of the Grand Magus  this is a council of magic users ordained by the Royal family to oversee the use of magic and the law & restriction put upon wielders of the art.

The Grand Magus is also the leader of the Red Wind mage guild,
Mistress Iliria SunArch, a brilliant user of the winds of magic.
The Red Wind holds if I recall correct 3 out of 8 positions on this council.

The Red Wind guild hall if you want to call it like that is a great mansion with on either outer most side from the main western (central) entrance a large tower connected with a suspended bridge to the main building.

These two towers house the somewhat *caugh* rivaling parths of learning magic.
Subsequently:
The Preceptory of Wild magic at the southern tower. (Sorcerers)
The Preceptory of Controlled magic at the northern tower. (Mages)

There is a third Preceptory but it is called differently:
The Inner tower of the Rea Matis

It isn't called Preceptory because it does not share in the rivalry of the other two.
This third preceptory teaches the way of insight, enlightenment. More abstract magics such as clairvoyance, divination, telekinesis, telepathy etc.

Wild Magic
Is the teaching of the sorcerer, emotional, passionate, raw and wild.

Controlled magic
Is the teaching of understanding, careful weaving of magical strings, logic and control.

GM note:
I completely made up these tree paths of magical study and each of the three have extensive trees to follow with each their own colour of robe, ways of learning and special traits and abilities. (a small book worth of notes).

Purpose of the Red Wind Mage Guild / Arcanery
The Guild was an initiative of a single mage and his friend a sorceress. They wanted to share and spread the way of magic in what they found to be the best possible way of learning. In due time the guild grew and received royal recognition and by such a great deal of support in it's development. Today the Guild serves the Kingdom by keeping magical events in check and providing the Kingdom with fresh, new magic user generations. It has also been called upon in times of war, the Red Wind has left many terrible scars on the foes of the Kingdom since the first time they were called to battle.

Closing word:

I was and will be very happy as I continue to build on what I've already made for the Red Wind Mage Guild. It has been a complete and great challenge to make it all up from scratch and being urged on by the enthusiasm of one of my PC's is just amazing. I don't think I would have made the Red Wind as extensive as it is now (even if what you read here is a glimpse only) but to all PC's reading this, if you ever want to try something with a PC which required GM help or creation just suggest it. Appreciation is one of the greatest rewards out there.

I'd be happy to hear suggestion or input of (almost) any kind. Feel free to ask.

Hope you enjoyed reading this.

-Leoven

0 Comments - Leave a Comment
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Tue, 13 Apr 2010 02:05:18 -0500 http://community.wizards.com/leoven/blog/2010/04/13/bilinger_kingdom_story_5 http://community.wizards.com/leoven/blog/2010/04/13/bilinger_kingdom_story_5 Hello everyone,

In this series of Blogs I'll be telling you about a Home-brew setting we've created and in which we're currently actively playing.

In this blog I'll continue telling you about the settlements in the Bilinger Kingdom.
Last episode I told you about two villages and a port ( Bronze Oak, Zindar and Kelm). Seeing the list of settlements is quite long with 17 entries it might take a few more episodes before I can continue with the other topic (like economy, politics, etc) in the table of contents described in episode 1 .

This entree will be abit different seeing I'll tell you about the West-Cape Castle, and as the name implies it ain't a village or town.

But without delaying more lets get to it.


Here's a list of them - The one's in Bold are described in this blog.

1   - Town - Denwell    
- Food,Lumber,Craft 
2   - Town -Healk
- Scholarly, Hospital, Old
3   - Town - Fankar
- Mining, Metalworks, produce
4   - Village - Ronnel
- Leatherworking, pottery
5   - Village - Muna
- Elven enclave, hunters
6   - Village - Bronze Oak
- Warriors, siege equip.
7   - Village - Zindar
- Fish, tailors
8   - Village / Port - Kelm
- Trade, caravans
9   - Castle - Westcape
- Military, patrols, warships
10 - Training camp - Westcape foot camp
- Bootcamp
11 - Guild grounds - Red Wind Arcanery
- Mage guild, Great school of magic
12- Fort / guild - Karatas
- Warriors order
13- Community - Bikker Hill
- Mining, hunting
14- Community - Eastfield
- Farming
15- Community - Sharapun
- Fishing
16- Bridge fort - Fankar Guard
- Guard duty
17- Bridge fort - Bilinger Guard
- Guard duty

Right then we'll be starting with:

9 - The West-Cape Castle

This is the main military structure in the Bilinger Kingdom. It would be hard to give an idea of it's size but in an attempt I would say it is the size of a town but shaped in the form of a large castle or perhaps a citadel. Either way It is a large castle which houses a good portion of the royal army.

The castle is situated at the north eastern tip of the Kingdom of Bilinger and it sits at the coast. This gave it the opportunity to incorporate a military harbor which is part of the castle grounds. Several warships are housed in this harbor.

The reason for it's construction was the border with the Medin Kingdom to the east.
There have been two wars already with the Medin Kingdom of Medonian Aggression both won by Bilinger I should add.

The West-Cape Castle is a direct response to the old threat of the neighbouring kingdom. It has up to this date never been conquered and houses (almost) all of the higher ranking classes of the Royal army.

The full hiearchy I won't be describing here today but there are 3 main paths/trees with each 12 or so ranks in each tree. Melee, range, cavalry.

For leadership and command there are separate ranks, this tree is a second layer over the first one at times. You need rank X of tree 1 (lets say chosen swordsmen) to be able to attain the rank of captain (lead 100 men). This example is not correct in numbers or names but serves the purposes of visualisation to some extent I hope.

Then of-course there is a seperate tree for naval combatants to rise in rank through.

There is not so much a difference in chances to rise in rank, what I mean to say is that rising through the rank is based on merit not station in life. A simple peasant son who displays sound tactical thinking and has developed an air of command will be promoted over a noble son who has shown no such skills or might even show negative traits if both were vying for the same position.

Soldiers reward
Salary is handled through housing, food, equipment and regular pay.
Rising in rank will get you more specialised gear, higher pay and eventual land grants or even at the pinnacle a minor title as a possibility.

The Royal Army is harsh, fair and unrelenting. It has become an effective army through the years and campaigns and serves the King faithfully.

If any would aspire to join the royal army with hopes of being stationed at the West-Cape Castle though, one would have to go through the torment of Boot-camp.
A.K.A.

10. - The West Cape Footcamp

This camp is that would be the appropriate name for it, most likely not but that's how its called anyway. The foot-camp is the place where raw recruits come in. It is at the coast not a day away from the castle (castle being to the east, directly).

The taskmasters and drill-sergeants? are of the meanest kind and ferociously train the men under their charges. The Royal army accept medium grate soldiers but this does not mean that the men that train the raw recruits pride them-self with delivering mediocre soldiers which the Crown-price seems to appreciate as he is seen at times at the West-Cape Foot-camp inspecting the troops.

Rumour has it that the Crown-Prince even through a fair ruler by record has intention of forcing the Medin kingdom to creed land to the Bilinger Kingdom for actions past (last war between Bilinger and Medin resulted in a white peace even though Bilinger was winning).

The layout of the Footcamp is much like you would expect, it is a walled terrain with barracks and training fields. running courses along the beach and workshops and strorehouses for equipment and production of attributes required for training.

All in all a professional training camp.

Lower ranking soldiers up until somewhere 30% up into the tree of advancement may be found at the Foot-camp (as in may be stationed their until further notice).
It would be fair to assume the Foot-camp is also a place from which the army operates for internal (kingdom level) safety. The Castle deals with external threats mostly.

11 - Red Wind Arcanery

This is the most prestigious mage guild in the Kingdom of Bilinger has dare I saw in the wide region around the Kingdom of Bilinger.

So much so that to give an idea of its size it has it's own Valley, The Rea Matis.
In this valley the Main guild houses are situated, a small village under the Red Wind's dominion (Rea Assin), 2 sulfur mines owned by the Red Wind and a small harbor at the Zindou river(which runs from north to south along the Red Wind's western land border) which is also owned by the Red Wind mage guild.

It would be wrong not to mention the Red Arena, a place for magical duels and competitions and the mountain mansions to the eastern Black ridge mountains where some more advances students of the Red Wind make their home to study in peace.

It is a highly advanced magical area (save for the Rea Assin) which houses several hundred mages, sorcerers and sort of magic users.

To take a pause and mention one of the counsils in the Bilinger Kingdom that provide order and stability is the League of the Grand Magus  this is a council of magic users ordained by the Royal family to oversee the use of magic and the law & restriction put upon wielders of the art.

The Grand Magus is also the leader of the Red Wind mage guild,
Mistress Iliria SunArch, a brilliant user of the winds of magic.
The Red Wind holds if I recall correct 3 out of 8 positions on this council.

The Red Wind guild hall if you want to call it like that is a great mansion with on either outer most side from the main western (central) entrance a large tower connected with a suspended bridge to the main building.

These two towers house the somewhat *caugh* rivaling parths of learning magic.
Subsequently:
The Preceptory of Wild magic at the southern tower. (Sorcerers)
The Preceptory of Controlled magic at the northern tower. (Mages)

There is a third Preceptory but it is called differently:
The Inner tower of the Rea Matis

It isn't called Preceptory because it does not share in the rivalry of the other two.
This third preceptory teaches the way of insight, enlightenment. More abstract magics such as clairvoyance, divination, telekinesis, telepathy etc.

Wild Magic
Is the teaching of the sorcerer, emotional, passionate, raw and wild.

Controlled magic
Is the teaching of understanding, careful weaving of magical strings, logic and control.

GM note:
I completely made up these tree paths of magical study and each of the three have extensive trees to follow with each their own colour of robe, ways of learning and special traits and abilities. (a small book worth of notes).

Purpose of the Red Wind Mage Guild / Arcanery
The Guild was an initiative of a single mage and his friend a sorceress. They wanted to share and spread the way of magic in what they found to be the best possible way of learning. In due time the guild grew and received royal recognition and by such a great deal of support in it's development. Today the Guild serves the Kingdom by keeping magical events in check and providing the Kingdom with fresh, new magic user generations. It has also been called upon in times of war, the Red Wind has left many terrible scars on the foes of the Kingdom since the first time they were called to battle.

Closing word:

I was and will be very happy as I continue to build on what I've already made for the Red Wind Mage Guild. It has been a complete and great challenge to make it all up from scratch and being urged on by the enthusiasm of one of my PC's is just amazing. I don't think I would have made the Red Wind as extensive as it is now (even if what you read here is a glimpse only) but to all PC's reading this, if you ever want to try something with a PC which required GM help or creation just suggest it. Appreciation is one of the greatest rewards out there.

I'd be happy to hear suggestion or input of (almost) any kind. Feel free to ask.

Hope you enjoyed reading this.

-Leoven

0 Comments - Leave a Comment
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