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NOBILITY
The
ruling classes of the League are a varied group bound together by
the right to rule. The majority of states in the League
are ruled by a hereditary ruling class, lead by a king, a prince
or in the case of Algandy an Archduke. Other states in the league
have different leadership styles; Phoenice maintains a senate in
the style of the old Golden Empire, representing the interests of
their clients in debate. The Burgermeister, a citizen of the state
elected by the masses to oversee the city for a period of ten years,
rules Losse.
In Algandy the Archduke
rules, sets all policy and law and represents the Duchy to the League
council. Below him in rank is the Earls council, composed of the
eleven Earls of the Duchy, as well as maintaining there own lands
they provide advise and council to the Archduke upon request. Each
of the Earls in turn has a number of nobles below them who swear
fealty to the Earl and in turn administer his land and justice for
him. In order of importance the ranks of nobles are:
Archduke
Earl
Baron
Edda
Landsgrave (the lowest rank of landed nobility, the
title normally goes with a couple of villages or other means of
income)
Carls (the lowest rank of noble, literally the title allows to holder
to maintain, a mail byrnie, a sword and his own shield device. Carls
have no feudal right to property and often serve as the bodyguard
of a higher rank noble, in such cases they are known as Huscarls)
Freeman
Bondi (Originally a class of slaves, the bondi are now treated as
peasants, bound to the land in the service of a noble and tending
the lords fields. Formerly the Bondi required their Lords permission
to marry or to travel but such customs are falling by the wayside.
This social class grows smaller each generation as Bondi families
buy their freedom and join the swelling ranks of Freeman.)
Slaves (Prisoners of war or bought straight
from the barbarians across the border.)
In recent years the power of the nobles has been challenged
by the swelling ranks of the middle classes. Many merchants are
now wealthier than their feudal landlords; add to this that the
trade guilds have been eroding the privileges of the nobility. Several
towns in Algandy are now free cities, swearing fealty to no one,
their taxes going straight to the Archdukes coffers.
Merchants now look to marry
their daughters to the sons of impoverished nobles, buying titles
and respectability with the proceeds of trade.
Many young nobles see little future for themselves
and seek to expand their income base by engaging in commerce and
financial adventures. Others simply seek to ignore the changes and
spend their lives in a whirl of parties, wine, women and song, quick
to anger and quicker still to draw sword.
TRADESMEN
The merchants of
the League are on the
rise; the expression 'merchant prince' has begun to be banded about
in some places to describe the truly successful. The reason for
their success has been the years of peace enjoyed by the League
and the strength of the new guilds.
The guilds are phenomena of the last eighty years growing out of
fraternities and social gatherings. Initially all of the tradesmen
of the same craft in a town would gather of an evening in a particular
tavern, there they would discuss business and matters affecting
them. From this grew a way of regulating traders, who through incompetence
or sharp practice brought the trade into disrepute. Later training
guidelines were brought in regarding apprentices and prices were
controlled across the guild. Eventually it became impossible to
pursue a trade without being a member of the guild, harassment by
guild enforcers and lack of business drove many to join the guild
or to flee to the frontier where the guilds are weaker.
A new immigrant to a city who wishes to ply their trade
must present themselves to the guild masters, the ruling committee
of the guild. Here they must pay an examination fee that varies
in amount from guild to guild, and either present a letter of introduction
from a known guild master or sit the guilds own examination, with
additional examination fee. When trade is scarce the criteria required
by the guild increases, after all allowing in another guild member
is increasing the competition for a finite market.
It is now rare for a city ruler to employ non-guild
members; such is the power of the guilds that if they did it would
result in a city wide strike.
There are many notable guilds
and trade organisations, almost every profession has a guild associated
with it, here are a few of the more common and more interesting:
The United Brotherhood of Stevedores and Teamsters
The Alchemists Guild
The Bakers Guild
The Worshipful Guild of Physicians and Cheurgeons
The Guild of Printers, Illuminators, and Illustrators
The Merchants and Allied Traders Guild
The Miners Brotherhood
Despite rumours there is no guild of intelligencers,
or thieves, or assassins. The Guild of Harlots is more of a loosely
run protection racket rather than an organisation to regulates its
practitioners.
MILITARY
Each of the states of the League
maintains its own army; each is structured differently based upon
the personal tastes of its rulers. In Algandy the army is moulded
by the terrain and by its recruits, gone are the massed shieldwalls
of axemen that marked the original Algunds when they invaded. The
Algandy army is now made up of units of archers, using the famous
Algandy longbow and equipped with leather armour and long spears.
These units of archers are highly skilled at skirmishing in woodland,
moving in loose formation and using hand signals and whistles to
communicate instruction over distance. Units of the Archduke's
Rangers can be found all over Algandy.
For more information on Rangers, please visit: http://homepage.ntlworld.com/mark.mist77/BRR/Rangers/index.html
Nobles also maintain there
own archers, supporting their Carls and footmen, these soldiers
still fight in the manner of their ancestors, clad in mail shirts
and using the great axe and the sword. The wooded and somewhat marsh
terrain of Algandy makes cavalry an impractical option, but one
that has been tried several times. Native Algundians have a certain
scorn for the foreign soldiers who have tried to use cavalry tactics
against the barbarians, the animal often goes lame, or worse breaks
a leg even before the enemy are sighted.
MERCENARIES
Mercenaries are a common sight on many of the
League's roads, travelling alone or in-groups sometimes
amounting to mercenary armies. Despite the years of peace with its
external neighbours the League is torn by hundreds of internal conflicts
at all levels. Whether it is a dispute between two landholders over
access to a water source, up to the border conflicts between Bruinwald
and Drakkenwald and the civil war that rages in the city of Helot.
Mercenaries themselves are a varied lot, choice of weapon and style
of clothing often reflects the state they hail from, or perhaps
it merely shows what was fashionable on the last battlefield they
looted.
The origins of mercenaries is as varied as the soldiers
themselves, some are the sons of mercenaries and have always been
on the move, drifting from one war to another without ever calling
a place home. Others are running away, either from a cruel lord,
or from crimes, or from dull lives on backwoods farms. And others
simply revel in battle and violence.
BOUNTY HUNTERS
Mercenaries are not the only profession to earn a living by violence,
three other groups exist; bounty hunters, pit fighters, and protagonists.
Bounty hunters earn a living hunting those who flee an
areas justice, often a criminal is safe once they have left a province
or a lords lands, if their crime is grave enough often an authority
will place a reward on their capture or proof of death. Bounty hunters
of any ability quickly develop a taste for travel, a memory for
faces and an ability to pick someone out in a crowd.
PROTAGONISTS
Protagonists are hired thugs, or skilled fencing masters,
hired by a third party to give a damaging or embarrassing beating
or fencing lesson to a victim. They will pick a fight or see insult
in any action of their target, anything that is required to call
their victim out publicly. A Protagonists life is such that their
reputation quickly develops if the stay in a place too long, with
fame come increasing harassment from local lawmen. As such the protagonist
if he wants to be successful is constantly on the road. There is
a thin line between these and mercenaries, in fact the two will
often perform each others job if times are hard.
PIT FIGHTERS
Pit fighters are men and women that provide violence as entertainment
to the peoples of the League. Combat for entertainment dates back
to the days of the Golden Empire when gladiators fought for the
pleasure of the mobs, in the modern League combat takes many forms.
In the core of the League the old arenas of the Empire
are still used, the crowds cheer elegant thrusts and ripostes rather
than the messy, bloody carnage of the old days.
In the Western States combat between man and beast
is what attracts the crowds, bulls, bears, dogs and great cats are
the beasts of choice. But the most common form is the one used in
the Northern and Eastern States, a simple fight between two combatants
in an enclosed ring or pit. Fights bring in hundreds of spectators
a night and betting on the outcome is heavy, on a typical night
there will be between 5 and 10 separate combats. The equipment used
during a fight will be determined beforehand, what weapons, what
armour if any and whether the fight will be to first blood, to surrender
or to the death.
Many of the combatants are slaves, or criminals,
sold to fight promoters who organise the events, others are free
men who enter the pit as a chance for fame and fortune, at least
in the short term. Many upon retirement become promoters and trainers
themselves.
THE BARBARIANS
(Servants of Evil)
FENS MEN
The closest barbarians to the Algandy border are the Fens
men, cultural and linguistically of the same base stock as the Algundians.
Their lack of social contact with the League and unstable politics
has resulted in them being culturally about 500 years behind Algandy
in development. The Fens men are divided into hundreds of rival
petty kingdoms, each incapable of posing a threat to the Duchy and
the League as long as they remain separate. In centuries past the
Fens men raided the League every summer seeking loot and slaves,
monasteries and temples were burnt, villages raised and war was
a way of life on both sides of the border. On occasion a Fens men
great king would come, an individual with the might and the charisma
to unite the warring factions and lead them West, at such times
the League trembled and great crusades were declared sending countless
thousands of men at arms eastwards.
The Fens men are at peace with the league, and have
been so for almost three hundred years, wars are still fought between
Fens-men kingdoms and the occasional raid occurs on Algandy soil.
For the most part these raids are atavistic, an attempt to return
to the old ways often stirred up by the war priests of the Fens
men, who fear the encroachment of the Faith into their flock.
Trade has become the driving force of these barbarians,
they can be found trading all along the eastern and southern borders
of the League, travelling huge distances in their crude but sturdy
long ships. Many Fens-men princelings now measure their worth by
their wealth, by how many warriors they support and how many League
luxuries they can serve during feasts.
The Fens-men are inspired by the Viking
culture of Earth's 9th and 10th Century. Once wild raiders are being
converted to the new Faith and are merchant adventurers rather than
pillagers. Still to the average citizen of the League the average
Fens-man is still a giant hairy, madman, clad in chain and furs,
and swinging a huge axe.)
THE WILD FOLK
Beyond the steads of the Fens-men lie the uncharted forests and
plains stretching endlessly eastwards. The soil is thin and poor
here; unsuitable for farming as it is known in the League, instead
mixed woodland grows, with conifers further north and deciduous
forest further south. Beneath the forest gloom live a people known
as the Wildfolk, barbarians more primitive and superstitious than
the Fens-men. The Wildfolk are divided into thousands of tribes,
each with a deeply ingrained suspicion of their neighbours and countless
grudges and blood feuds. The Wildfolk have subsistence farming,
they keep pigs, and sheep and prize cattle and horses as a sign
of wealth and status, they have smiths capable of working bronze
into spears and swords, trade or steal iron weapons from more civilised
peoples.
Raiding and battle are a way of life for the Wildfolk,
raids are driven by three things; a need for battle prestige for
leaders, sacrifices for the gods and spirits, and stealing food
and cattle from their neighbours. When raiding or at war the Wildfolk
paint themselves with blood and plant dyes, blues, green, reds,
whites and blacks. Clad in clan tartans and armed and armoured with
spears, knives and leather vests they rely upon hit and run tactics,
or honour duels fought by clan champions.
The tribes closest to the Evil are often warped by
its influence, engaging in regular human sacrifice, cannibalism
and other aberrant practices. Even other Wildfolk for their frenzy
in battle and animal-like fury fears these tribes.
The Wildfolk are inspired by the Picts, Celts and
Teutonic tribes of 100BC to 500BC. The image of the painted savage
is a strong one and popular one, so these are included for completeness.
The Attacotti-like tribes and the Wendel of popular fiction inspire
the most savage tribes.)
THE EVIL
Deep in the woods, beyond the lands of man lies the
Evil, source of all magic in the world. It is the reason the barbarians
cremate their dead rather than return them to the earth, it is the
siren song that pulls weak men from the path of the Faith and leads
them into corruption of body and spirit; it is evil.
For more detail on The Evil, please see the Beliefs
page
THE MAGE HUNTERS
237 years ago High Priestess Constanta IV authorised a crusade within
the League following an outbreak of necromancy in Graymeer County,
the necromancer was slain but only after four towns had been destroyed
and thousands of graves had been desecrated. The fact that the necromancer
had been a Bishop of the Church shocked the Churches inner council,
they decided that an audit of the spiritual health of the community
was necessary. Father Jules d'Aubaine was summoned before the churches
High Council, and requested to form a special crusade, to investigate
all reports of service to Evil and to take the necessary action
to eradicate it where they found it. Humbly he accepted.
Father d'Aubaine was a man that history has studied
well, described as a brilliant scholar of Canon Law he had already
made a name for himself assisting secular authorities in several
successful murder investigations. He spent six months reviewing
priests until he selected ten to assist him along with the Order
of the Beggar Knights, a small military order devoted to the faith
and different to the other orders by its vow of poverty. Within
a further six months the crusade had unearthed almost a dozen servants
of Evil, and shown proof of conspiracies going deep within the church
hierarchy. His mission proven Father d'Aubaine was given a free
hand to pursue his quiet war, to raise troops under its banner and
to seize the wealth of the guilty to finance the war. His dark robed
troops became known as Inquisitors for their interest in all things
and all matters that might lead to sin.
To this day the silent crusade continues, its
soldiers feared and misunderstood by the populace who see them only
as spies and torturers, not realising what horrors they fight on
a daily basis for the sake of all.
About Algandy
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