Albion Today - A Gazetteer

Stuart Carnsford (geographer)

Modern Albion consists of two main parts, the Kingdom of Wessex, and the rest. Due to the efforts of King Edward I, the south of Albion, from Londinium to Cymru has become a generally peaceful area, with the rule of law extending far into the hinterland of the major cities. Problems do still crop up in the hills and forests, but these are mostly put down by troops of the New Royal Army, although in the case of small disturbances groups of mercenaries are still hired. Generally this works well enough, although these groups are required to carry authorisation papers at all times within the Kingdom.

Edward is a man in his young middle age, he is married to Lady Sheorl, (head of the Church of St. John and Queen Mother to the Seven Shires) a political marriage that cemented his rule over most of Albion. This has produced one child thus far, William, a healthy 3 year old, although his heir is the six year old Samuel, Sheorl's child by a previous marriage. Edward is a skilful ruler who has managed to unite the previously hostile lands of Albion through a combination of diplomacy, intrigue and out-and-out military might. It is yet to be seen how stable the nation of Greater Albion is, although the protection provided by his army and the light rein that is used on his vassals has kept things civil thus far.

Little has been done to change the basic feudal system under which most of the component states operated, power is still held by a system of lords and overlords. One change that has been enforced however is a basic freedom of religion, under which any of the gods may be worshiped anywhere in the kingdom. This has produced surprisingly little opposition, and in the aftermath of the second Dragonwar, this has allowed the maintenance of basic standards of teaching and healing across the kingdom. Militarily the forces have been somewhat centralised, whereby a portion of the levy that each lord is required to raise is sent to the new fortress-city of Brigsfort, where they are trained and equipped as members of the New Royal Army.

The reaction of the major nobility of the former kingdoms of the Ffolk, Cornwall, Rhovac and the Cymric Princedoms has so far been open loyalty, as they mostly recognise the order and prosperity brought by King Edward's rule. Already however there are rumblings from the Cymric Princes that not enough effort has been made to cleanse the Black Mountains, though with the stresses placed on the army this is mostly seen as grumbling for its own sake. A situation to watch however.

A more serious matter lies with the re-settlement of refugees from the north on the old Rhovac lands, the lack of resources devoted to the problem resulting in discontent amongst the nobility. The number of deserters amongst the refugees has both helped and hindered these efforts, for while the universal pardon and recruitment offered to these has attracted many to the New Royal Army, some have instead set up small bandit fiefdoms. These are mostly crushed soon after their formation, but a few have escaped royal wrath. The Ffolk are still suffering from Norscan raiders, as well as their as yet unpacified native gobliniods, a reinforced Albion Navy has been promised to deal with the first threat, although as yet there has been little success against the nimble raiding ships. A new design of ship is apparently under construction, and with luck the problem should be dealt with soon. As for the goblins, well just another task for the New Royal Army.

Cornwall has complained mostly of the disruption of their historic links with the Fae by the Brotherhood of Magic, although with time and the induction of more Cornish mages the issue should depart of its own accord.

The major cites of Wessex are Londinium, Chester, Yorvik, Nottingham, Brigstowe, Lancastle and Cardyll. There are dozens of smaller walled towns, and with the imposition of order over the land there has been widespread re-settlement of the countryside. This in itself has provoked a number of disputes over the ownership of the abandoned lands, although as yet there has been little major trouble due to this. For a more detailed examination of these, see the attached document .Cities of Albion, A Guide..

Economically the kingdoms main strength is it's woollen industry, with Albionion wool being traded as far afield as Andalusia. Cattle and grain are also present in lesser amounts, and the Deanne forest mines are beginning to produce usable quantities of iron and coal. The rich tabac fields in what used to be the lands of the Ffolk have ensured the strength of that region, although they are still a target of sporadic goblinoid raids. The growth of merchant and trade guilds in the form of the ancient elementalist guilds has focused the economy ever more on the cities and towns of the land. In an ironic note the elementalist guilds themselves have merged to form Brotherhood of Magic, responsible for administering all use of elementalism within the kingdom. The currency of the kingdom is the shilling, an unskilled labourer can expect to earn about two shillings for a days work.

The Brotherhood regulates its remit with a firm hand, although spokesmen for the organisation have stated that .recent developments. have made its job much easier. The Brotherhood is also responsible for maintaining and administering the ritual sites within the kingdom, and also for discovering and renovating lost or unknown sites. It generally has cordial relations with the Grand Synod, although some jurisdictional disputes occasionally flare up over cases of demonology and relations with the Fae. For more information see the attached document .The Brotherhood of Magic, A History.

The Grand Synod is the meeting place and organisation which deals with all matters spiritual within the kingdom, including suppression of undesirable cults and maintenance of local relations between churches. The aftermath of the Dragonwar has left the organisation in somewhat of a disarray, as it is undecided what the current status of previously influential churches such as the Seekers and Ghedrent should be. Generally opinion suggests that these groups may be excluded, or form another body. For more information see the attached document .The Grand Synod, An Overview.

The royal court has it's summer seat in Londinium, and it here that most of the regular business of government is carried out, with all the intrigue that characterised the old High King's court. The position of Seneschal is held by Wilfred of Corfe, nephew of the king, son of the murdered Derwen of Corfe. He and his coterie are pushing for a more aggressive stance towards the north, which is being resisted by the majority of the court, although he is gaining support. The winter court is held at Brigsfort, which offers good hunting lands and allows for supervision of the training facilities there. This move was unpopular with many of the nobles due to the rough nature of the facilities at the fort, however these are now improving over time.

The new nation has somewhat cool relations with the lands of Erin, France and Teutonia, as no self respecting ruler likes a successful conqueror in nearby lands. Relations seem to be improving as Edward has shown no inclination to take his new army overseas, preferring instead to consolidate his hold over the lands he now holds. Wessex's enemies on the mainland of Albion are generally the disorganised Picts and Orcs of the north, with the Palatinate of Durholme remaining as the last organised hold-out. The repeated attacks on the city have resulted in the city being independent more and more in name alone, and may result in it falling to diplomacy where occupation failed.

At this point I feel I am rambling somewhat on the nature of this new kingdom, however the point should be well made that the lands under the rule of Edward of Wessex are generally under the rule of law, settled and safe for habitation. The rest of the island of Albion however, is not, it is generally a lawless wilderness with little safe habitation and pockets of order.

When one considers the rest of Albion special mention must be made of the city state of Durholme, and the palatinate that surrounds it. The importance of the city to the surrounding lands, indeed the city merits it a work of it's own, .Durholme, Fortress of the North.. An overview would not really do it justice, still, one is reproduced here.

Approaches to Durholme are dominated by the majesty of the Mathemagicians Tower, a towering sealed edifice rumoured to contain the Xaroc, last mathemagician. In times past the towering walls and towers of the rest of the city could be found some distance from the Wear, (the river in whose meander the city centre sits). Due to the recent devastation however that the city has suffered a stockade set a mere few hundred yards from the river, containing a pitiful few structures amongst the ruins, is all that remains. The fact that rebuilding is still occurring and the residents are sticking grimly to the site is a testament to the hardiness of these folk.

Indeed it is the nature of the folk of Durholme that makes it such a remarkable place, having produced or at the very least trained most of the most powerful mages, devout priests and skilled warriors. If legend is to be believed it has even produced a handful of gods. The city has only once fallen to an invader despite the state of near constant conflict that it exists in. Orcs, Undead, Demons, the armies of the Maelstrom and the Dragonlords, the depredations of the Worm, have all been repulsed. It has only fallen to the New Royal Army, and even then regained its independence shortly after.

As the old saying goes the major exports of Durholme are trouble and adventurers, (well, troublemakers, but a little diplomacy goes a long way) and the city attracts adventurous sorts from all over Albion. Indeed it is seen as a place to send rebellious younger children and malcontents of all sorts. The infamous Greedy Goblin tavern has built a reputation as the place where adventurers gather and forge their reputations, and is normally the first port of call for any seeking to make a name for themselves. From here they are hired out to deal with whatever problems need solving. It is said that any problem can be solved after a visit to the Goblin.

The government of Durholme is technically a theocracy headed by the Prince Bishop, who is currently Her Grace Leona Ventura, a well-respected woman of advancing years. Little is known of her family aside from a son who vanished into the east many years ago. The Prince Bishop is held to be an avatar of the Balance, and hence rules it's holy city by divine mandate. Her common dwelling and seat of her court is the fort-town of Bishop Auckland, the court sitting at the Citadel when she visits Durholme. Day to day ruling is done by the Margrave and the City Council.

The current Margrave, Corrigan, is known to be married with children by Kellen, one time Guildmistress of the Durholme Elemental Guild of Darkness. An experienced ruler of middle years, he has garnered the respect (some would say fear) of the major powers in the city, as well as the personal loyalty of some of the most respected adventurers in the city. A confirmed Mallanite, he is not a man to be trifled with.

The real power in the city rests in the hands of the guilds, generally secretive organisations that exist to regulate the use of a particular area of expertise and hence its practitioners within the boundaries of the city. Membership of a guild provides major benefits to those inside, as the jurisdiction for the judging of crimes by guildsmen lies with their Guildmaster. This has lead a number of people literally getting away with murder, although the possibility of vigilante action from the independent minded citizens or other guilds can never be ruled out.

The city maintains a standing force of guards that are generally well trained and equipped, and calls upon the support of the major temples whenever there is a dire need for extra troops. The guards have taken over the traditional role of watchmen from the faithful of Astalon after the Zorbina incident, but the policing of the city has fallen into somewhat of a haphazard state of late.

The city is believed to rest on the remains of an abandoned Imperial Dwarven hold, the high number (three) of the ley nexii traditionally associated with these lending credibility. A Drow town beneath the city, ruled over by House Maresh, is known to exist, although this may simply be part of a natural cave system.

The city also maintains a small area of lands, referred to as the Palatinate. The borders of this have changed due to recent developments, shrinking to the west and south, but now extending as far north as the port of Newcroft. This was taken after the ruling council vanished under mysterious circumstances, leaving the city without strong leadership or direction. The government of the city is being re-ordered under the Durholme model, but this process will probably take quite a long time.

Ultimately the beacon of Durholme has faded, but still burns. Despite it's problems it serves as an important buffer against the untamed north and should it fail it is uncertain if the spirit of Albion would survive the loss.

The rest of the North represents an even bleaker picture, as the armies that have broken on Durholme have pillaged all else in their wake, the once proud kingdoms of Glantri and Irwell have been smashed utterly, as have the Galloway baronies. Rhovac is now part of the kingdom of Greater Albion and the dukedoms of Cumberland and Andrasti have been forced to retract their borders and combine in an effort to maintain control over any areas of land at all. Only the cities of Andrast and Carlisle remain, the latter having been sacked at least once in the last five years. The abandoned lands and ruins are now known and known well as the Wildlands.

In these Wildlands little remains of civilisation, the occasional hamlet or fortified farm spread through the dense woods and hills. The ruins of the once great cities are now the haunt of bands of looters, brigands and worse things. Orcs breed new forces and terrible things lurk in the benighted forests. Caravans still traverse these lands, but only under heavy guard and constant threat.

The new Barony of Andrasti is run on much more secular and feudal lines than either Durholme or Wessex, the power now lying with Baron Kelin Fryar and his court. The Baron is known to be an ambitious young man with a strong military background. While it is difficult to judge a leader after such a small time in power, he seems at most a competent but cruel ruler. The ultimate well-being of his people would seem to lie in union with Wessex, but it does not seem he will give up his hard-won power lightly. (More detail on Baron Fryar can be found in the associated document .The Nobility of Albion.)

The nation lacks much in the way of trained mages or devout priests, but does possess a reasonably well disciplined army, although whether this will allow it to maintain the nation for any length of time is yet to be seen.

Further north lie the lands of the Picts and Celts, which lack much in the way of civilisation and seem to spend much of their time fighting one another. They are believed to organise much of their culture around family and clan ties, much in the same way as Orcs. There are a few major settlements in Caledonia, these tending to be the seat of power of one of the major clans. In these towns there is some practice of elementalism, mainly as a form of battle magic. The towns also act as holy places, drawing the often devout Northlanders in great pilgrimages. It is uncertain whether these settlements grew up around holy sites or the other way round, but the preponderance of ley nexii in these towns suggests a remnant of Dwarven influence.

These lands are also home to the majority of the Orcish population of Albion, and the source of frequent raids south. It is theorised that these are supported or in some other way connected to the Orcs of Norsca, who's coastal raiding tactics they often employ.

Albion is as ever a land of extremes, from the great castles and rolling farmland of the south to the war-torn but defiant north. A land of beauty and nobility, barbarism and wastes. A land on the cusp of a bright new era and as ever under the shadow of savagery.