Home Three Worlds Midrun Freeholds
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Thursday, October 17, 2013
Campaign Design - Money in the Freeholds
Money in the Freeholds
The most common form of currency used in the Freeholds is Imperial coinage minted during the reign of the Ymerawdwrs of the Rhadynnic Sky Empire. The standard means of exchange in the region is the Imperial Shilling, a silver coin about the same size as a U.S. Quarter. In game terms the coin is roughly equivalent to a gold piece, and eighty of them weigh a pound. The shilling is frequently cut in half and traded as half-shillings as well.
For smaller transactions, people use the Imperial Penny, copper coins roughly the same size and shape as the shilling. Ten copper pennies are worth one shilling. These are also cut in half and traded as half pennies. Pennies are also frequently cut into eight pieces called "bits" which are used for very minor purchases.
On the other end of the scale is the Imperial Guilder, a heavy gold coin about the same size and shape as a U.S. Half-Dollar worth eighty shillings. Roughly forty guilders weigh a pound. As with shillings and pennies, the guilder is sometimes cut in half and traded as a half-guilder, and sometimes cut into eight pieces which are called "cobs" or "pieces of eight".
Currency from the northern kingdoms is commonly used in the Freeholds as well. Elizon, Langjord, Midtenjord, and Kysthjem use the Scætter, a small silver coin about the size of a U.S. Cent that is worth just slightly less than half an Imperial shilling. About a hundred and eighty of them weigh a pound. These are sometimes cut in half and traded as half-scætters, but they are not generally cut smaller than that.
Also used in the northern kingdoms is the Mark, a gold coin about the same size as the scætter, and worth about thirty-six shillings. This is frequently cut in half and traded as a half-mark, which is traditionally reckoned as the price of a longsword in those regions. The mark is not usually cut into smaller pieces.
As practices such as shaving, clipping, dusting, or simply counterfeiting coins are an unfortunately all too common practices in the Freeholds and surrounding areas, most merchants will keep a set of scales on hand and weigh coins brought in by someone they don't know, or brought in by someone who wants to make a trade involving a large number of coins, or merely because they suspect that the coins might have been tampered with.
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Home Three Worlds Midrun Freeholds
Organizations - Urdd Crefft
Urdd Crefft
After the fall of House Llud and the ensuing chaos that swept through the Freeholds, the wars of succession, the foreign invasions, and the rise of banditry in the countryside and piracy in the Heulwen and Galation Seas, many merchants in the towns and cities of the Freeholds where trading is common formed a loose knit organization. The goals of the organization are to combat problems with pirates and raiders as well as to facilitate trade by forcing local rulers to lower or eliminate tolls, duties and tariffs. This organization is named the Urdd Crefft. The Crefft, as they are commonly called, do many things: From placing bounties on particularly troublesome pirates, to handling currency exchanges, to negotiating with local rulers for tariff breaks and tax relief for members. The Crefft can also locate buyers or sellers for particular goods on behalf of a member and honor money notes for large sums of cash that members can transport across long distances without worrying about carrying large, heavy valuables.
Most importantly, the Urdd Crefft are a counterbalance to the power and authority of the nobility, giving voice and weight to the concerns of the mercantile classes. Because the members of the Crefft control so much trade, any ruler who ignores them does so at his own peril. Even more critically, because the Crefft includes so many bankers, and engages in some banking as an organization, a nobleman who turned a deaf ear to the organization's concerns is likely to find it exceedingly difficult to secure funds in the event that he needed them. And because every noble is always starved for cash, this is a substantial concern.
Members of the Urdd Crefft usually wear identifying gold brooches in the shape of a miniature ship. Becoming a member appears to require sponsorship by another member, plus an initiation fee and an audit The Crefft's endeavors are funded by its members who give ten percent of their profits to the organization, paying their shares at designated clearinghouses located in most trading centers. Urdd Crefft members in good standing generally get a variety of tax, toll, and excise breaks as a result of the agreements and concessions negotiated by the organization. Members also obtain access to a wide array of contacts through the organization as well as the benefit of a variety of commercial services and the ability to suggest (and promote) commissions and projects using Crefft funds.
Home Three Worlds Midrun Freeholds
Home Three Worlds Midrun Freeholds
Tuesday, October 8, 2013
Campaign Design - Nations: Cadfor
Cadfor
Largest City: Celliwig
This land has been free less long than any other in the Freeholds, most of which was previously having been under the dominion of a tyrant known only as the Crimson Duke. The Crimson Duke rose to power in the chaos following the collapse of the Rhadynnic Sky Empire, and under his iron rule the inhabitants of the land groaned. He was a known devotee of Ishi, the Oathbreaking Ruby Sorcerer. The Crimson Duke was a vicious, cruel ruler, who enforced harsh laws and condemned those who opposed him to slavery, torture, and death.
That all changed three decades ago, when Girion Lámh Casúr, an adventurer from across the sea and long time servant of the High Council rallied his followers and went to war against the Crimson Duke and his armies. After more than a decade of war, Girion drove out the Crimson Duke and asserted his power over the land, assuming control over the the Duke's former capital city of Celliwig and expanding his dominions to much of the territory between the Tinnsaker River and the Crespor Mountains. The war came to a climatic end after the decisive Battle of Bythwrdd Meadows in 533 IR, and in the following year Girion's forces laid siege to and destroyed the Crimson Duke's fortress of Caer Colur, imprisoning the Duke's demonic mistress inside its walls.
Dominated by the virtually barren Hills of Brann-Galedd to the north and west and the hostile Crespor Mountains to the north and east, this land had long been eschewed by the rulers of the more established kingdoms. In more recent years, Girion has expanded upon his hard fought gains, pushing his reach deep into the Don River valley all the way to the Glasddu Pass, and extending his dominion deep into the Hills of Brann-Galedd.
The most important contributor to Cadfor's economy is the northern trade route that runs through Celliwig and then down the Tinnsaker River, bringing goods across the Hills of Brann-Galedd from east to west and then sending commodities back again. Although this northern route is longer and more dangerous than the southern trading route, in recent years it has gained greater favor among those merchants who desire to avoid dealing with the increasingly authoritarian Queen Mæva of Ersav. Otherwise, Cadfor relies upon shepherding, pig farming, and a moderate amount of barley farming for much of its income, supplemented by a single rich silver mine that has only recently been discovered near Celliwig in the foothills of the Crespor Mountains.
This kingdom sits astride the linguistic split between Sorglish and Jedlic, with many of the inhabitants being fluent in both languages. This split has caused some friction, but since King Girion has taken power this has been minimized. Due to the polyglot nature of this land, coupled with the fact that it has only been recently organized, troops from this area use a wide variety of weapons and no particular method of warfare is associated with the military of Cadfor. Battles are frequent in this land, as humanoids, giants, and other dangers are all to common in the Crespor Mountains. The White Hand, which dominates the nearby land of Loring is a perpetual threat, and the fact that the Crimson Duke was never captured or killed is a source of constant worry.
Cadfor is also home to the sage Dallen, who resides in Cær Dallen deep in the Don River valley, and who has provided Girion and other members of the Council with invaluable advice over the years. The Order of the Shield, the Order of the Gauntlet, and the Warders of the Council all maintain a strong presence in Cadfor, which Girion seems to regard as a mixed blessing: He is grateful for their assistance, but the presence of so many powerful organizations that do not answer to him is chafing.
King Girion is closely allied with King Œngus Lairdsonne of the neighboring kingdom of Melin, and Girion's only living son Padraig was betrothed to Œngus' daughter Iarfhlaith, a union that would have united the two kingdoms in a mutually beneficial alliance. Unfortunately, Padraig vanished while campaigning in the Lloftmelin Mountains in 467 IR, and he is presumed dead.
Ruler: Girion Lámh Casúr of the House Lámh Casúr
Girion is a native of Cadfor who became an outlaw in that nation after a brief apprenticeship as a blacksmith. Forced to flee his homeland by the forces of the Crimson Duke, he enlisted on the side of the High Council early in his life, and after an extensive career as a privateer and sellsword, he returned and eventually carved a kingdom out of the inhospitable terrain. Bringing with him several companions, Girion focused his considerable will on taming the area, and in less than ten years had ascended to the High Council.
Girion is now a middle aged man in his early sixties who remains a formidable warrior. He is a popular and charismatic leader and regarded as an excellent warrior. As one would expect, Girion is a vocal proponent of taking the fight into the Hills of Brann-Galedd and the Crespor Mountains even suggesting punitive expeditions into the wild regions of Elizon and Loring, and has vigorously campaigned in Council meetings for an aggressive policy towards the northerners, putting him somewhat at odds with King Seluc of Nuþralia, but aligning his interests almost completely with King Œngus of Melin.
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Ruler: Girion Lámh Casúr of the House Lámh Casúr
Home Three Worlds Midrun Freeholds
Campaign Design - Nations: Pen-Loring
Pen-Loring
Largest City: Cær Her
This small nation on the southern flank of Loring has only recently become part of the Freeholds. During the reign of the High Kings, Pen-Loring was, as the name implies, a dependency of Loring, a region that owed allegiance to House Llud. After the sinking of Dáiríne and the fall of the High Kings, Loring went into a slow but catastrophic decline that ended with the realm in anarchy. As its northern neighbor descended into chaos, so did Pen-Loring, and within living memory it was a desolate land inhabited only by pirates, brigands, humanoids, and other more nefarious denizens.
The fact that Pen-Loring is currently inhabited at all is a testament to the will and fortitude of the warrior Beowalt. For the first thirty-seven years of his life Beowalt won fame and respect as the foremost warrior in the service of the nations of the Freeholds. About sixty years ago Beowalt brought his followers to this cold, rocky land and set about conquering and establishing himself as the kingdom's ruler. He built a fortress named Cær Her and began waging a twenty year war against the bandits, orcs, goblins, and giants that inhabited much of the countryside. His warriors, tested by many previous battles smashed the disorganized tribes of evil creatures and pushed them back into Loring and deep into the Œfel Forest. When the High Council was formed, Beowalt was given a seat despite Pen-Loring not technically being part of the Freeholds, as the kings of the region desired his counsel in their deliberations.
It was after ten years of peace that the White Hand unified the disorganized bands of humanoids in the Loring and struck back, pushing Beowalt's forces out of Loring itself and back behind the protective shelter of the Steinig Mountains. After enduring many years of war against the Polþians and facing hostile bands of brigands, giants, and humanoids on their own borders, the kings of the High Council were unwilling to offer more than token assistance to the new inhabitants of Pen-Loring. Despite his requests, the High Council turned its back upon its most renowned hero, seeking to enjoy the fruits of peace after long years of war. Denied assistance from the other Council nations, Beowalt’s followers struggled simply to survive against the now organized threat to their lives. Soon, the beleaguered inhabitants were pushed to the coast lands, barely able to hold back the tide of evil that washed across the nation. It was only the heroics of Beowulf and his loyal warriors that quelled the uprising and blunted the threat of the White Hand.
Now the land is at relative peace. Although much of the land remains hostile, the coastal areas and farmlands are protected by the fierce warriors who follow Beowalt’s banner of the Golden Dragon. The citizens of Pen-Loring have turned to the sea for their sustenance, and fishing and whaling are among the most common professions among the inhabitants of this inhospitable nation.
Ruler: Beorwalt Hewardsonne of House Gelban
At one point in time Beowalt was regarded as the mightiest warrior in all the Freeholds. His strength and skill made him unmatchable on the battlefield, and his exploits are said to have been instrumental in the victories scored by the High Council during its early years. Among his other accomplishments, Beowalt was instrumental in founding the Warknights of the Council.
King Beowalt is now almost one hundred years old, having spent virtually all of his life fighting to expand the lands ruled by the High Council. Although his legendary strength has waned, he is still a capable warrior, and age has given him wisdom and insight and he has become the voice of experience within the Council chambers. He has outlived three wives, and has nine living children.
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Ruler: Beorwalt Hewardsonne of House Gelban
Home Three Worlds Midrun Freeholds
Campaign Design - Nations: Medwyr
Medwyr
Largest City: Peniarþ
Located in the valleys to the south of the Steinig Mountains, Medwyr is a prosperous and relatively peaceful land. Except for the occasional incursion from nefarious inhabitants of the eastern arm of the Nimlau Mountains there is really no threat that directly borders upon this land. Since Loring has come under the sway of the White Hand, Medwyr has become an important trade route for products from Steinigreich, although the route from Tiefburg to Peniarþ is long, difficult, and treacherous.
This land is best known for the volume and quality of its finished products and the sharpness of its merchants. With large numbers of shepherds in its highlands, Medwyr produces copious amounts of wool. Textiles, woodwork, and other manufactured products are the most prized items from this land. Because it has a long, rocky coast and no navigable rivers, Medwyr has no substantial trading ports, but does have a moderately large fishing fleet.
Warriors from this kingdom favor the battle axe and throwing axe as weapons of choice, possibly due to the influence of the many Steinig dwarves who pass through the nation on trading caravans, and the longsword is a commonly used weapon as well. Maþ’s academy of wizardry is also located in Medwyr, near its northeastern border in the town of Calleva.
Ruler: Adalbeort Leifsonne of House Rodblad
Adalbeort is in his early thirties, but unlike many of his fellow Council members he is somewhat bookish and has little interest in war and power. He is more of an administrator than a warrior and has made his kingdom more prosperous over the last few years through his wise management of the modest amount of trade that passes through his lands. Although he is not much of a soldier or battle leader, Adalbeort is generally respected due to his decent administration of his kingdom, although it is unlikely that he would ever be regarded by other members of the Council as any kind of leader.
Adelbeort, however, is said to have something of an inflated opinion of his own abilities, and it is rumored that he has aspirations of political leadership. It has been noted that Adelbeort has expressed a distaste for the attitudes of the other lords of the Freeholds whom he terms “warmongers” and clearly believes that he would be better suited to leading the Council than any of them.
Home Three Worlds Midrun Freeholds
Ruler: Adalbeort Leifsonne of House Rodblad
Home Three Worlds Midrun Freeholds
Campaign Design - Nations: Eidling
Eidling
Largest City: Arras.
With no particular trade routes crossing through it, Ersav has a decidedly provincial reputation, with jokes about dim-witted Eidlingers being popular throughout the rest of the Freeholds. In truth, Ersav is often plagued by trolls, hill giants, and ogres from the Nimlau Mountains, and many of its inhabitants are experienced giant fighters. Ersav is ruled by House Hæl, a house of limited note save for the prevalence of giant-slayers among its ranks, including the legendary King Olvin Howelsonne who is credited with turning a massive two-headed giant into what is now Mount Pire.
Eidling is farm country, a fact that serves only to reinforce its reputation as a land of country bumpkins. However, this fact means that when the harvest is good, the kingdom is prosperous, as her farmers are able to export all of their surplus grain, whiskey, and vegetables down the Gjol River through Dunnum to the ever hungry port of Enselm. The open fields of the south and west of the kingdom are excellent country for raising cattle and horses, and the Warknights of the Council often come to Eidling to purchase mounts for their members.
Unfortunately, the ruling House Hæl has seen its coffers and military power wane in the last few years due to the neglect and mismanagement of its young ruler. Queen Astryd has shown little interest in military affairs and has neglected them, resulting in a substantial degradation in their morale and effectiveness. As a result the famed cavalry of Eidling has degraded into a poorly equipped force with low morale and limited effectiveness, a development that especially worries Astryd's neighbor Smoit, who fears that he will have to spread his already stretched forces even thinner to shore up his erstwhile ally.
Duin Deva, located at the foot of Mount Pire, is the location of the Fochluchan College of Bardic Study, and one of the most important bases of operations for the Warders of the Council, which serves to offer the kingdom some measure of protection even though its own military forces are in disarray.
Ruler: Astryd Eatunsdottor of House Hæl
This kingdom has been traditionally ruled by the members of House Hæl and is currently governed by Queen Astryd Eatunsdottor of that line. Despite the military fame of House Hæl, Astryd has allowed her military forces to decline through neglect. As the only real threats facing the kingdom are the nefarious denizens of the Nimlau Mountains who are mostly held in check by the power of her neighbor King Smoit and the Warders of the Council, Ersav's military decline has not had any substantial consequences as of yet, but should the bands of humanoids and giants on her borders ever organize under one banner, Astryd may find herself unable to effectively deal with the invasion.
Before his disappearance, Astryd was betrothed to Prince Trystan of Ceniþ, a pairing that her father Eatun and her intended father-in-law Smoit saw as a means of unifying their two kingdoms, ostensibly to provide a counterweight to Queen Maeva's growing political influence. Others in the Freeholds believed this to be the first step in a long term plan to weld the Freeholds under the banner of a single king, but whatever the intent was, it was derailed when Prince Trystan went missing four years ago. Since the disappearance of her fiance, Astryd has shown little interest in other suitors, although it is unclear whether this is out of devotion to her lost love or simply due to the inattention of a somewhat flighty young woman.
Astryd, in the meantime, relies upon a collection of advisers to administer her kingdom while she indulges her whims. It is the general opinion of many individuals throughout Eidling that Astryd has been poorly served by her chosen advisers, who are said to have given concessions and monopolies to their friends and pocketed much money that should be going to her coffers. Astryd is convinced of the value of these men, however, and those who speak against them do so at their own peril.
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Ruler: Astryd Eatunsdottor of House Hæl
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Campaign Design - Nations: Ersav
Ersav
Largest City: Cearaden
Blessed with the strategic Glasrehdeg River east-west trade route and the bustling port city of Cearaden, Ersav is the oldest, richest, and most powerful of the Freeholds. Much of the trade between the Freeholds and the rest of the Sky Empire was traditionally controlled by House Åchren. Populated primarily by humans, this land has a small but vital population of halflings, gnomes, and dwarves as a result of its central position and wealth.
In addition to being the most significant eastern trade hub for merchants from the Freeholds dealing with the outside world, Ersav has excellent farmland. As its borders extend deep into the Rhyfedd Forest, Ersav is also home to a thriving lumber industry. Ersav is also a critical trade route between Hartzstadt and the the Freeholds, as it controls most of the course of the Pale River.
Ersav enjoys the unique advantage of hosting the High Council in the city of Cærwent, located near the headwaters of the Liga River at its highest navigable point. Because of this, the rulers of Ersav have rarely had to worry about threats from their eastern border, because the forces of organizations sponsored by Council such as the Warders and the Warknights patrol the region for them.
Ersav is famous for its well-trained pikemen, who have historically formed the core of its land forces. Ersav also has a long established tradition of maintaining a strong fleet of warships to combat the pirates that plague the shipping lanes in and around Dirwyn Bay, although some have accused Mæva of sending her own forces on piratical expeditions to dissuade merchants from using Dunnum rather than Cearaden as a port of call. Mæva has recently recruited some Ahaliat tribesmen from the At'viras Steppes to provide her with a force of cavalry, a development that many others in the Freeholds regard as somewhat ominous.
Ruler: Mæva Seainsdottir of House Åchren
Currently, House Åchren is ruled by Queen Mæva pen’Åchren, a raven-haired middle-aged woman reputed to be both beautiful in appearance, regal in bearing, and stern in temper. Mæva and her predecessors have long campaigned for the Freeholds to secede from the Sky Empire and unify under the rule of House Åchren.
Other notable personages in Ersav include Mæva’s consort, and House Åchren Warleader, Lonn Ardrasonne, known as a cold, calculating, and ruthless sea commander, and Mæva’s court wizard, the enchanter Grimgower, who is reported to command a vast network of spies and informants throughout the Freeholds. Mæva’s court wizard is greatly feared by many, as those who cross Grimgower have a disturbing tendency to suffer debilitating or fatal accidents soon afterwards.
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Ruler: Mæva Seainsdottir of House Åchren
Home Three Worlds Midrun Freeholds
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