This Land

This Land

Uldenor
Capital [Pax Britanniae](Pax Britanniae)
Largest City
Languages Breton, Latin
Government Kingdom (Bretons), Imperial province, and Sidhe Lands
Land Area 80,823 sq mi
Population 1,496,000

Geography

The land of Albion lies to the north of the Imperial Continent, across a narrow stretch of the North Sea. It is west of the Northlands.

The island extends further north-south than it does east-west, tapering somewhat as it stretches northward. Its furthest-south extent shares a latitude with upper Austland, and its furthest-north with the southern-central region of the North Peninsula. The northern extent of the island is mountainous, while the southern extent is largely flat.

The climate of the island is milder than its latitude would suggest, owing to warm prevailing oceanic currents. Snowfall is relatively mild in the south, tapering toward typical snowfall levels in the north. While equivalent latitudes to the southern third of the island would be freezing for most of winter, in Albion they tend to dip in and out of upper freezing range. Rain is as common as snow in the winter months.

Given said warm currents, moisture is abundant. While the island does not experience hurricanes or monsoon, it is rainier than average. That, combined with the flat land and good soil, means Albion is a veritable breadbasket, boasting excellent farmland in the south and good grazing for sheep and goats in the more hilly north. There are many old-growth forests, particularly in the Elven lands, though the Imperial southern quarter has thinned the forests considerably.

The southern and midlands of Albion have shallow shores with plenty of good harborage, but none so ideal as the island's largest rivermouth, which links the Imperial capital to the sea. The Tamesis river, as the Empire calls it, has a watershed encompassing much of the southern two-thirds of the island, making the rivermouth an ideal trading capital for the island at large.

Regions

The island is split into roughly four parts, politically speaking:

History

Prydein and the Imperial Quarter

Albion's history is well-attested, thanks to the presence of long-lived faery folk that cohabitate in many of its realms.

In prehistoric times, primitive men migrated to the island from the continent, typically in search of lands free of resource conflict. They found a beautiful unspoiled land, well-settled by faery folk. However, the native fey were hospitable and kind, taking in the initial settlers, but minding them to stay to specific lands set aside for them.

Inevitably, the human population grew, and conflict sparked. Despite their primitive technology, the humans had the advantage of numbers, and gradually, their lands grew, at the expense of the fey. Before either side could claim final victory, the Fomor invaded the realm, easily trouncing both peoples with their size and ferocity. The men and fey settled their differences in order to ally against the invaders. According to legend, neighboring Hibernia was unified with Albion at this point, and the final victory over the Fomor sunk their lands to the bottom of the sea, thus cleaving the islands in two. Historians debate the veracity of this claim--the war itself is older than almost all faeries who yet live to tell the tale, certainly more so than the easily-accessible ones--but agree that the Fomorian war progressed similarly in that land, with men and fey allying against the giants.

After the victory, the peace began to degrade. Fears over renewed human aggression proved founded, as the promises and oaths of kings faded quickly (in faery reckoning) with each passing generation, and the rising needs of the growing human population. However, before a major new conflict could arise, new foreign enemies appeared from the south: the Empire.

Imperial scouts new about Albion from centuries prior, but there was little reason to send any force to the island--at least until the continent was tamed and settled, and new lands were sought by would-be conquerors. When the Empire came in force to the south, the kingdoms of men were small and petty by comparison--the cries of the southern kings went unheeded in the north, where kings sought conquest at the expense of faery folk. But soon, the inevitable fate of the island become too plain to ignore: a full quarter of the realm was conquered, including the new Imperial Capital which made supply by sea effortless--a prospect that shook the confidence of the northern kings who lacked anything that could be called a naval fleet. Once again, the fey and the human kingdoms formed an alliance--and this time, it would take a greater degree of unity.

After some disagreement--unfortunately turning violent--the House of the Dragon emerged as the foremost royal house in the remaining kingdoms, and proclaimed a single, unified kingdom for all the men of Albion, which would forever respect the lands of the fey, and stand united with them against foreign invasion. The alliance, so forged, pressed southward, and an epic clash ensued. The Imperial legions were many, and well-trained, with high-quality arms and tactics forged in conflict with dozens of strange, foreign armies, each teaching a new lesson to the hardened legions. By contrast, the Alliance fielded men that each fought in their own way, and only the wealthiest of them were full-time warriors--the rest just farmers and shepherds with meager weapons. Still, the island had the fey folk, and had magic on its side. The piety of the Bretons was rewarded with divine favor, and they won many a battle they ought not to. Gradually, they learned from their enemies, and began to emulate their oragnization, their training regimes, even their weapons and armor.

Despite the romanticism of the tale, historians agree that the Bretons had no greater ally than simple logistics: the island's defenders were days at most from the fields that fed them, while the legions were sustained by a logistical train extending across the Northern Sea, all the way across the continent, and into the southern breadbasket of the core provinces. Every battle won for the Empire cost exponentially more than one for the Alliance. In the end, it was simply too costly--the Empire could almost certainly have prevailed, but their only reward would have been yet more farmland and timber. Only the latter was in short supply, and the Northlands proved a far better source in any case. Thus, in the proud tradition of the Empire, a peace was offered on the basis of economic rationality.

The Empire claimed no further lands, and respected the autonomy of the Bretons and fey. They would be welcome to trade at the Imperial Capital of Londos, renamed to Pax Brittaniae in honor of the peace of the island.

In the centuries since, that peace has stood, though not without tension. The Empire has favored a strategy of gradual assimilation through culture and economics. They've invested heavily in their province--especially in the capital--filling it with bathhouses, libraries, public forums, and the like. The "barbarians" of the north have become accustomed to such finery, but find it difficult to emulate without Imperial assistance. Permissive trade policies allow Imperial traders to build roads, establish trading posts, and generally Imperialize the northern settlements, impressing upon the wealthy and influential folk the inherent superiority of their culture and civilization, in their eyes. The strategy works well, as even the Prydein capital of Camelot is highly Imperialized, and most nobles of the realm winter in the mild climate of the Imperial Capital, rather than their chilly ancestral homes. The Imperial tongue has become the dominant trade tongue, serving as a convenient common alternative to the varied tongues derived from the myriad petty kingdoms and the disparate fey realms.

The Weald

The Weald is the name of both an ancient forest and a faery realm. Populated since before any man or fey can say otherwise, the realm has long been isolated. Men have never been permitted to hunt or graze in their lands, and certainly not to clear farmland. For most of the millennia of human settlement, the Weald's borders were hard, and the penalty for crossing them terminal. They softened only slightly during the Fomor invasion, as the Weald did not see much effect from that war. They were more affected by the Imperial Invasion, when some from inside realized the threat, and rose above their haughty independence to seek alliance with outsiders. It was only then that their inner workings become known at all.

The tribes of the Weald are consummate hunters, who have mastered techniques and magicks for cultivating the ancient forests to produce renewable food for their relatively sparse population. They live in the manner in which--according to them--all fey used to live, before they were corrupted by the influence of men. This is somewhat attested by their similarity to the "Green Elves" of the east, and to certain (long-since extinct) faery tribes in the mainland, who left artifacts of their presence hinting at their way of life. Generally, the reason these ways did not last forever, is that hunting and gathering do not lead to dense population, and a high population--even with minimal martial skill--will inevitably overpower a low one, where resource conflicts exist. Almost all settled, agricultural land in Albion and most of the north was once settled by faerie folk who live in such a way. The Weald did not survive because they were particularly hardy, or particularly skilled in battle, or whatever else their tales might claim.

Instead, they survived because they have extremely powerful magic on their side.

Government

Alba

The people of Alba are organized into tribes, each with its own particulars, but generally obeying a single Chief in times of war, and deferring to a council of elders for more complex matters.

Prydein

Prydein is a kingdom, but it is also the symbolic leader of a political alliance with several faery realms. The human kingdom has incorporated many smaller kingdoms, whose kings bent the knee long ago and now rule as "Teyrns", or regional lords, in a semi-feudal system. They have more autonomy than Austlander earls or the like--the closest approximate title would be "prince".

The faery realms that are sworn to the Alliance are not directly subservient to the Breton king. Rather, they stand to their oaths, which bind them to their treaty with the office of the king in times of war, and bind them to certain agreements regarding trade and movement, but they hold no direct obeisance to the King himself, nor to any man.

Despite this political arrangement, the smaller fey realms of Prydein have gradually become more antropocized over time, not to mention Imperialized. They have become agriculturalists, they build towns and keeps, they even send knights to tourneys and winter their lordlings in Camelot with the sons and daughters of lords of men.

It is noteworthy to point out that the Weald remains independent of the Alliance, and the process of anthropocization has not taken root there. They did ally with the kingdom during the Imperial invasion, but they swore no oaths beyond the immediate defense.

The Weald

The Imperial Province

Culture

The people of [Realm Name] are proud and fiercely independent, with a culture that revolves around their connection to the sea and the land. Seafaring, hunting, and fishing are essential to their livelihoods. Their oral traditions are rich with sagas of gods, heroes, and magical creatures. Even in the shadow of the Empire, the old ways hold great sway over the population.

Religiously, they worship a pantheon of gods inspired by the Norse tradition. These deities, however, are seen as having already fought their great, world-ending battle—an event they call the “Twilight of the Gods.” In this mythology, the gods survived, though weakened, and now look to their mortal followers for strength. The “Twilight” serves as a somber reminder of the realm’s lost sovereignty, with many viewing the Empire’s domination as the mortal consequence of that cosmic event.

Though the Southern Empire allows the worship of these gods, it has also introduced its own religion, a monotheistic faith centered around an all-powerful entity of light. This religion, while outwardly tolerant, views the northern gods as false deities and encourages conversion through its more subtle channels, promising salvation and divine favor. This tension has led to a cultural divide, with some natives embracing the new faith while others cling fiercely to the old ways.

Economy

[Realm Name] is economically supported by a mixture of agriculture, fishing, and trade. Its long coastline makes it a key player in maritime trade across the northern seas, where goods like furs, timber, and iron are exported in exchange for southern luxuries. Despite the harsh climate, the land is rich in resources, and the people have long been self-sufficient, maintaining a barter-based economy in more rural areas. However, the imposition of imperial taxes has strained this system, especially in more remote Jarldoms where imperial control is weaker.

Military

The warriors of [Realm Name] are legendary for their skill and ferocity. Historically, they organized into raiding parties and warbands, but under the Southern Empire’s rule, these warriors have been integrated into the Empire’s military forces. The realm’s people now contribute troops to the Empire, though many of these soldiers retain their northern fighting techniques, using axes, swords, and shields in the tradition of their ancestors.

While the Empire prefers to avoid direct conflict with unruly Jarldoms, small uprisings have been met with swift reprisal from both imperial forces and compliant Jarls. Secret groups of rebel warriors still operate in the wilderness, using guerrilla tactics and ancient magic to resist the Empire’s hold.

Religion

The pantheon of gods in [Realm Name] has a deep connection to the natural world. Gods of storms, the sea, the hunt, and the earth dominate their mythology, along with figures representing death, war, and magic. Following the “Twilight of the Gods,” their influence has waned, but they are still revered in rituals and festivals that celebrate the changing seasons, battle victories, and rites of passage.

In contrast, the Empire’s dominant religion worships a single god, an entity known as the “Lightbringer,” representing purity, life, and divine order. Missionaries of this faith have begun to establish themselves in [Realm Name], subtly converting some of the population, particularly in regions where imperial influence is strongest.

Magic and Mythical Creatures

Magic is a tangible force in [Realm Name], deeply intertwined with its people’s beliefs. Many of the older Jarls and their followers still practice rune magic, a form of spellcraft said to be gifted by the gods themselves. This magic is often tied to the land and its creatures, granting control over nature, weather, and even the sea.

The wilderness of [Realm Name] is home to a variety of fantastical creatures—trolls, elves, and other mythic beings roam the forests and mountains. Some of these beings, particularly the elves, maintain an uneasy alliance with the human population, while others, like the trolls, are hostile and dangerous. In recent years, some of the more rebellious factions in the realm have sought out dark alliances with these ancient creatures in a bid to regain their freedom from the Empire.

Notes

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