The Bannbyrn coast

The Bannbyrn coast consists of the eastern half of the coastline between the bay of Faarn and the Veluc River. The region is fairly prosperous even if it's somewhat distant from the capital and core provinces of the kingdom, with extensive production of fur, leather, woodwork and fish. Located between two other rather powerful Jarls, the rulers of Bannbyrn has tried their best over the years to attract further settlers and making their domain develop into a more civilized and structured area. Despite this, most of the coastal area is still sparsely populated, and several regions are little more than wilderness. It is not uncommon for travellers to happen upon highwaymen or pirates, even though the armies of the various Bannbyrn lords do their best to keep things in line.

History
The Bannbyrn coast held some of the earliest settlements in what is now the kingdom. It was part of the first colonization from the islands, even though it today holds a far lesser position than the western regions.

Early history
Bannbyrn was first settled a couple decades after the first landfall in Faarn, mostly by lesser lords and clanless settlers seeking a new beginning. The huge forests and wildlife supported the settlers much like it does today, with woodsmen and hunters staking claims to the untamed wilderness. In the years that followed the population grew steadily, even though few proper towns were constructed. Unlike the settlers to the west however, the inhabitants of Bannbyrn never gained much power or influence. The few proper lords who resided in the province were usually intimidated into paying tribute to the lords of the wolf, and as time passed their position as little more than servants became clear to all of them. Unrest began growing amongst the settlers as the demands from their overlords became a bigger and bigger burden, and many settlements chose to relocate deeper into the forests to get away.

Around 130BF things started to change for the settlers of Bannbyrn as tensions began rising to the west. The fact that there were few good sources for metal along the coast left the struggling lords at a distinct disadvantage, many of them struggling to secure armaments for their troops as whispers of conflict began trickling in. Feuds began to erupt between neighbouring settlements as battles was fought over access to the few viable iron mines in the region, and as the years went by the oppressive taxes set by the wolfsmen continued to increase. The growing resentment amongst the local lords quickly grew, resulting and more and more conflict and bloodier feuds. In the end the self-proclaimed jarl of Bannbyrn, Ethren of the raven, managed to subjugate his neighbours and gather the various settlements under one banner. He claimed to have been chosen by the gods unite the scattered people of Bannbyrn and fight off the encroaching wolves, promising his people a bright new future free of oppression. The lord of Faarn took little notice of this however, as they had begun their plans for conquering the entire realm for themselves. Blissfully ignorant of the impending war, jarl Ethren continued his poorly planned campaign. Hastily conscripted farmers and hunters were outfitted and put into the «Grand army of Bannbyrn», while the jarl continued to preach his message about divine guidance and protection.

In 85BF, as the summer of bones unfolded to the west, Ethren finally made his move. He led his grand army down towards Faarn, promising horrible retribution against the those he called the vile lords of the wolf. With close to two thousand men under his command he was certain of a quick victory, telling his men how the wolves were bleeding against the armies of the northern clans and would be completely unprepared to meet the superior forces of Bannbyrn. As proven many times both earlier and later however, spirit alone does not win wars. The poorly trained and equipped militia proved no match for the seasoned huscarls of the wolves. In one fateful battle almost the entire army was crushed, with a few dozen wounded survivors fleeing back to the east. On his deathbed Ethren managed to fulfill one of his wishes however, since his foolish plan had given him and his people the attention of the wolves. Hersir Ragnar, nephew of lord Aedin of the wolves, put together a punitive expedition and laid waste to any settlement held by the Ravens he could find. The scattered remains of the Bannbyrn army gathered what survivors they could and fled further east, with the few remaining lords of the ravens fleeing from the mainland and seeking refuge on a small island just off the coast. The wolves, content with the utter destruction of Bannbyrn, returned to the west in order to continue the throne wars, leaving just scattered settlements and but a couple score of survivors in the vast wilderness.

The second settling
When the badger, ram and eagle clan pushed east to escape the war, some of them chose to settle in what had once been the lands of the ravens. Making sure to keep their distance to the lands of the wolf, some of them picked an easily fortifiable location right on the coast, building a settlement that would over time transform into the trading-port of Caer Bannbyrn. The badgers, being the strongest of the fleeing clans, pushed even further east and began constructing their stronghold of Caer Veluc. The two cities became a sanctuary for refugees fleeing from the west, with bondsmen and indentured servants seeking shelter and safety behind their walls. Life proved to be rather poor and harsh for the settlers however, as the shortage of iron and other metals continued to grow from both the lack of trade and the loss of the mines to the west. It was this that led to what is now the most known feature of the forestfolk, as they picked up archery instead of armoured warfare to save what precious iron they could. As years went by the hunters and rangers of the east turned into a deadly fighting force, making short work of any agressor who dared intrude on their lands. As the woods became a home to more and more people, tiny villages popped up throughout the region with but a few choosing to stay in the city. This slowly changed however as the throne wars came to an end, when fresh settlers wanting to start a new life away from the blood-soaked fields of the west. By the year 93 Caer Bannbyrn had grown into a proper city, and the king formally declared that Bannbyrn should would become a recognized province ruled by a jarl. The declaration was followed by almost a year of petty feuds and politics as the different nobles fought to gain the coveted position.

As the first century of the kingdom came to an end, the people of Bannbyrn slowly began to reclaim the lands that had been razed in the aftermath of Ethren's rebellion. Some of the old mines were rediscovered and led to another series of minor feuds before the jarl intervened and divided the land between his various vassals. Feeling somewhat insecure between his two more powerful neigbours in Faarn and Veluc, it became a common practice for the jarls to rule more directly than what other overlords in the kingdom did. This led to some resentment in the general population, and on several occasions the king himself had to step in to keep the peace between the various lords and factions in the region. The constant bickering between the jarl and his vassals hurt the region in more ways than one, and as the years passed it became clear that the settling of Bannbyrn would take far longer than what had been imagined. While grand cities were constructed to both the east and west, the lords of Bannbyrn ruled small villages and scattered hamlets. For close to two centuries the only places of note along the coast was the regional capital at Bannbyrn and the temple and archive that the ravens had constructed on their fortified island. The situation improved somewhat during the 4th century when the the king decided that the royal highways should be extended from Caer Faarn towards Caer Veluc, bringing more trade to the region as caravans began moving by land and not just by ship. As the roads were finished the villages along its path began to flourish and grow, somewhat lessening the reputation of the region as a desolate backwater.

The fall of Caer Bannbyrn
The region continued to enhance its standing as the centuries passed, and by the year 600 Caer Bannbyrn had grown to a respectable size. When the jarl died under strange circumstances in 634 however, the situation took a turn for the worse. A young lord named Trebyc was named as heir to the title, and while many had high hopes for the young man he soon proved to be a disastrous choice. Jarl Trebyc suffered from feelings of insignificance, and as he grew older his desire for more influence and a chance to prove himself led him down a path that would spell disaster for both him and his city. Enamored with the ancient stories of war and heroes, he decided that he needed an enemy to fight in order to make his mark on the kingdom. Sadly for him the time of his reign was one of the most peaceful periods in kingdom history, and his frustration continued to grow as he feared he would be stuck as a nobody his entire life. Consumed by his ideas the jarl slipped slowly into madness, imagining plots against him by powerful rivals and staging intricate schemes that would prove his heroism. For the most part his antics just led to ridicule and scorn, some of them even resulting in official reprimandes from the capital. Trebyc's madness finally became clear for all to see when he hired a group of islander mercenaries and had them dress up as Tragar tribesmen, before launching a mock attack against the city which he could valiantly fight off. The other jarls and the king took action at this point, relieving Trebyc of his position and putting the region under royal oversight until a successor could be named. This blow to his honor shattered what little sanity the jarl had left, and in a fit of rage he declared Bannbyrn a sovereign realm and at war with the kingdom. What followed was one of the most brutal acts of war since the founding of the kingdom, as Trebyc managed to track down a large clan of devout followers of the Reaver. Promising them wealth and power, as well as free reign to raid any settlement that refused to submit to their god, he brought his army of berserkers into Caer Bannbyrn and proceeded to slaughter anyone he suspected of siding with the crown. Large parts of the city was burned to the ground during the attack, and as the fighting slowly died down more than half the population had either fled or been killed. This action infuriated the nobles in the region, and as Trebyc prepared for the conquest of his new kingdom they mustered an army near the town of Caer Bann to march on him.

Lord Hrothgar Cinwedd of the elk was chosen as marshall of the loyalist armies. Though of lesser rank than several of the other lords he had gained much fame and honor as a member of the king's own during his youth, and was known as both a cunning leader and deadly warrior. Not bothering to wait for the arrival of the western armies he ordered a hurried muster before marching straight towards the mad jarl's city. Though outnumbered by the raging hordes the jarl had conscripted, Hrothgar took the field without offering any terms or parley. For well over a day the battle raged, wearing down the warriors on both sides and turning the communal farmlands of Caer Bannbyrn into a trampled, bloodsoaked wasteland. The superior numbers of the reavers began to give them the upper hand as the battle continued, forcing Hrotghar to fall back to a more defensible position outside the city proper. As the reavers continued to push forward, the exhausted loyalists resigned themselves to dying with honor. Fate was on their side however, and just as the final battle was joined, two entire companies of rangers from Caer Veluc arrived to fall on the unprotected rear of the berserkers. The rain of arrows quickly evened the odds for the weary army, and with a last show of strength Hrothgar led his men forward and managed to break the enemy lines. With the support of the rangers the reavers were quickly hunted down and killed, and as the last enemy was slain Hrothgar marched into the sacked city to look for the jarl. Hidden away in his hall of justice, Trebyc sat gibbering and drooling when the tired and bloody marshall arrived. Noticing the condition of his former overlord Hrothgar simply killed the insane ruler with a quick stroke of his axe, and thereby ending the rebellion.

Rebuilding and present day
Following the death of the mad jarl, the majority of lords in the region requested that Hrothgar should be made the new ruler of Bannbyrn in honor of his role during the uprising. The king arrived at Caer Bannbyrn at the head of a massive army a couple weeks later, and as he heard the details about the battle he agreed to the suggestion of his vassals. The lands of Bannbyrn was awarded to the Cinwedd family by almost unanimous decision, the only objections coming from the few surviving nobles of Caer Bannbyrn that had coveted the position themselves. Their objections bacame even more vocal as the first thing the new jarl did was to relocate the jarl's hall to his own lands near the Dalin woods, but noone dared to resist as the king commanded them to swear fealty.

The years following the reaver war was mostly spent rebuilding, with the new capital of Caer Dalin and the restoration of the now renamed Bannbyrn port taking up most of the inhabitants' time. As the reconstruction came to an end the population of the region slowly began to increase, with new settlers arriving from both the western regions and the islands. Most inhabitants still favoured the rural life of their ancestors however, so apart from the newly constructed cities life continued mostly in the same way as it had done for the past centuries. Today Bannbyrn stands as a strange mix of both urban and rural settlements, where cities and villages stands in stark contrast to each other. The development and future of the region might change however, as rumors about the rediscovery of the old mines from the time of Ethren has begun circulating in the west. If this proves true, Bannbyrn might soon experience a rush of new settlers and industry, finally allowing the region to achieve the position its rulers have sought since the first settlers arrived more than a millennium ago.

Regions of the province
Bannbyrn is by custom divided into several different regions with large differences in terrain. From the rocky coastline to the deep forests to the east and north, the varying features of Bannbyrn provides many opportunities and plenty of danger for travellers and traders alike. Though kingdom settlers have lived in the province since before the founding of the capital, much of the land is still untouched and uncharted by anyone apart from the hunters who supply the profitable fur-trade. Prospectors and svavengers also look to Bannbyrn for this reason, chasing down rumors and legends of riches that have been left abandoned since the throne wars.

The coast
The coast which gives the province its name runs from the Veluc river to the west and down towards the temple of the prophet to the east. The region is rough and rather sparsely populated with only three proper settlements. The Bannbyrn port, the lighthouse at Bann point and the citadel of Hersir Nantyn are the only real kingdom outposts, with the remaining coastline featuring nothing but scattered fishing villages and small farms. The king's highway runs all along the length of the region however, bringing in quite an impressive profit for the local lords as it is one of the main connections between the central provinces and the eastern border. Both Bannbyrn port and Nantyn's harbour also bring in a rather impressive amount of income, as ships from the entire kingdom as well as Agantar regularly dock there. The traders and travellers have become the lifeblood of the coastal region since it lacks much of the natural resources the lords located further inland control. Fish and salt refined from the ocean are the two main goods produced here, with most of the agriculture and lumber produced outside the towns are used to keep the population there supplied with what they need. The focus on trade and transport of goods have earned the local lords the nickname «The trading-lords», and among some of the more conservative nobility in the kingdom they are frowned upon for being little more than merchants with a title. The tolls and tariffs brought in by the the numerous ships and caravans have made the lords wealthy however, letting them write off the scorn from their peers as mere jealousy. The lack of proper farmlands makes it hard to attract new settlers though, making the region one of the most scantily populated parts of the kingdom.

For those living along the coast there is one constant threat they face on a regular basis. Raiders from the sea, both pirates and thugs affiliated with the Agantar slave trade, have been known to attack both villages and travellers alike. This threat has resulted in Bannbyrn having a rather large navy for such a small population, with kingdom warships making regular patrols between the different towns and promising swift retribution to any outlaw found in their waters. There are several beacons and watchposts placed along the highway as well, manned by members of the local warbands and alway on guard against any intrusions. The lack of manpower in the region leads to some difficulty in keeping things completely under control however, resulting in a profitable opportunity for both mercenaries and bounty-hunters.

The western forest
The large forest along the western border of the province used to be heavily settled and cultivated, featuring some of the oldest kingdom outposts on the continent. The disastrous events of the throne wars and the brutal raids by the wolves laid waste to the region however, leaving all the old towns and keeps in ruins. Following the founding of the kingdom settlers slowly started to return to the region, building new towns and villages in the wilderness that had taken over the land. Over time a rather large population have settled in the area, scattered among a handful of towns and numerous smaller villages. Unlike the rugged terrain along the coast the western forests has provided the settlers with ample farmlands and enough wildlife to support the hunters the province is famous for. Many of the local lords have over the years spent quite a bit of time and resources on tracking down the ruins of the older settlements located deep in the woods, mostly because of the famed mines who used to supply the region with iron and copper. Some of these have been discovered and put back into operation, but several more are rumored to still lie forgotten somewhere in the wilderness. Such a discovery could turn a local lord extremely wealthy, but these days most lack the manpower and resources to mount any proper expeditions. The constant shortage on metals in the province attracts quite a few prospectors to the region though, offering their services to the different lords. To this day most of them have met their end in the deep woods.

The western forests are usually safe enough for travellers as long as they stick to the roads and paths. In the deeper parts of the woods however many lost wanderers have ended up in unmarked graves. Both wild beasts and brigands call the woods home, picking off lonely travellers who are unfamiliar with the region. Local warbands and militias usually focus on keeping the towns and roads safe, giving many of the skilled hunters living in the area an extra source of income as guides for those who want to pass through. The promise of free living and profitable ventures keep attracting more settlers however, especially citizens from the far off cities of Agantar. This has resulted in civilization slowly but surely creeping into the ancient forests and making the region safer farmstead by farmstead.

The Jarl's lands
The northern forests, or the Jarl's lands as they are called by most inhabitants in the province, is by far the wealthiest part of Bannbyrn. The large city of Caer Dalin dominates the region, with large fields cleared for farming along with extensive lumberyards and hunting grounds located in the woods providing the provincial capital with resources and goods. Several deposits of high quality stone has also been found in the hills located in the region, fueling a growing stonecarving industry. The north is by far the most heavily populated part of the province with a steady if somewhat slow increase in settlers and inhabitants. There are some conflict with the southern holdings due to the special status the north holds as the seat of the jarl however, leading to a somewhat cold relation to between the inhabitants and their neighbours along the coast.

The north is mostly safe and calm due to the presence of the jarl's citadel and his warband. Few criminals and outlaws dare to operate in the vicinity of Caer Dalin, and since most settlements in the region owes direct fealty to the jarl they are also protected by his fearsome reputation. To the far north the region turns a bit more wild however, as the border between Bannbyrn and provinces further north are mostly unsettled and uncharted. Few travellers venture that deep into the woods though, since not much of interest has ever been reported to exist there.

The eastern border
The borderlands between Bannbyrn and Veluc are mostly untamed wilderness. Though in theory under the protection of Hersir Rayek, the only true city in the region is Caer Wercheg located by the highway between Caer Dalin and Bannbyrn port. The only kingdom presence apart from that are dozens of tiny communities scattered throughout the massive woods, supplying the hersir and Wercheg with lumber, fur and leather gathered in the wilds. Somewhere in the woods the formal border between the two jarldoms are located, but neither lord bothers much with marking their territory. This has given rise to a rather peculiar and independent population, with villages being moved from one overlord to the other depending on where they decide to settle for the season.

The border is a rather lawless and dangerous place, with stories about monsters and fiends being circulated amongst the local population to scare the superstitious and gullible. Many of those who live there are quite clear that there are werewolves and other dangers hiding in the deep wilderness though, some even claiming that the painted ones have hidden cities somewhere out there. Whatever the facts are noone can deny that the borderlands claim a lot of lives, and those who choose to live there are reputed to be as tough and deadly as the wilderness they call home. These stories are one of the reasons that the region has by far the smallest population in the province, with few new settlers daring to claim land for themselves.

Settlements
There are several settlements scattered across the region, though most of them are simple villages or fortified keeps held by one lord or the other. The majority of settlements are placed along the royal highway, living off trade with the more densily populated regions to the west.

Caer Dalin
With it's population of close to 6000 inhabitants, the capital of Bannbyrn stands as both a political and military center for the entire region. The city holds the Jarl's citadel, as well as one of the main trading enclaves of the region.

The city itself is rather new. Until the current line of jarls was granted the position in 648, the region had been governed from Caer Bannbyrn (now named Bannbyrn port). The Cinwedd family chose to relocate the administration to their old family keep, and therefore constructing a new city around the fortress. This plan worked far better than many of the their peers could have imagined, since the construction gave the new jarl a chance to plan out his city in detail as well as adding new and modern features like sewage systems and proper roads. Standing finished in 721, the newly named city became the envy of many neighbouring lords. This holds especially true for the nobles in Bannbyrn port, who to this day feel betrayed and slighted for the loss of status.

Services
Travellers can find most items they need in the city markets of Caer Dalin, though the prices on many goods are a bit high when compared to the west. Most forms of metal has to be imported from other regions for example, so skilled craftsmen are known to pay good prices for raw materials. Caer Dalin is however famous for it's woodcarvers and carpenters, producing both tools, weapons and work of art from the materials supplied by the numerous sawmills surrounding the city. The trade in fur and leather is also prominent throughout the city, with hunters and trappers providing a steady supply for the city's tanneries.

Caer Dalin is surrounded by farmlands producing much of the food needed by it's population. During harvest and planting seasons work is readily available for those willing to help. Over the years a large community has grown up just outside the city proper, providing housing for the varying amount of seasonal labour. Most of these operations are overseen by representatives of the jarl.

The city houses several temples and even a hospital for those in need of either spiritual or physical aid. Just outside the jarl's citadel lies temple hill, where shrines to the Allfather, the Lady and the Mother can be found. Outside the main walls there is also a shrine dedicated to the Lord of the wild. Many pilgrims stop by the city on their way south towards the House of the Queen, and those dedicated to the gods will find both community and help. The hospital is located close to the western gate, offering aid and services to those capable of paying for it. The more desperate and unfortunate usually seek out less reputable forms of treatment, usually offered by various herbmen operating throughout the poorer parts of the city.

Because of it's position as a trading hub, Caer Dalin sees many travellers. This has turned into a profitable situation for many citizens, with taverns and inns dotting the city. With the limited space available inside the city walls however, many find the price of lodgings too high. Those who can not afford rooms inside the city often find themselves in the rather run-down inns located in the surrounding farming communities.

Law and security
The jarl rules the city directly, with every citizen owing him fealty. His warband of 150 men holds the surrounding countryside safe from raiders and criminals, while a citizen militia upholds law and order within the city walls. The warband is stationed inside the main citadel, enjoying what most soldiers serving lesser lords describe as luxury. The militia has barracks by all the three gates to the city, and also a small compound close to the citadel.

The jarl is known as a strict but fair ruler, resulting in a low rate of crime in the city. This does not mean unlawful acts does not happen however. The growing prosperity of the city has attracted some less than upstanding individuals over the years. Those caught breaking the law are usually put to a speedy trial, with most lesser crimes punished by either fines or forced labour.

Population and society
The vast majority of the city consists of farmers and labourers, producing the raw materials the city needs to survive as well as providing goods for the traders to sell. Over the last century a small but significant group of wealthy commoners have established themselves in the city however, creating a union of traders and merchants in an effort to strengthen the position of Bannbyrn. This was shortly followed by the assorted craftsmen creating a guild of their own, resulting in restrictions on who are allowed to produce what. For most of the commoners however, guild politics are of little note.

Caer Dalin has developed a slightly segregated society over the years, mainly from the differences between city-people and outsiders. Those who live in the city tend to view those living outside the walls with contempt, while they in return view the cityfolk as spoiled snobs. Though no law regulates this, there has been several cases of discrimination, leading to the jarl having to step in during the most heated confrontations.

Bannbyrn Port
The former capital of Bannbyrn is a rather impressive city by eastern standards, housing close to 4000 inhabitants and being the main connection between the region and it's trading partners. The large docks that has given the city it's name dominates much of the city centre, and the goods being shipped to and from the city has made it almost as wealthy and influental as the Jarl's own holdings.

Allthough the area has been settled since well before the kingdom was founded, the current city is rather new. During the mad jarl's uprising the majority of the old city was razed to the ground, first by the marauding reavers and then by loyalist forces trying to retake it. The reconstruction that followed allowed the lords of Bannbyrn to plan a new and better city, with modern inovations like proper sewage systems being constructed to match the new capital at Caer Dalin. Though still smaller than what it was before the reaver war Bannbyrn port continues to grow and expand, and much of the local population are pushing for an improved position within the region.

Services
It's position as a trading port has made Bannbyrn port wealthy, and many rare and exotic goods can be easily found in the open markets located along the docks. Large trading enclaves manned by representatives of both kingdom merchant-houses and foreign businessmen makes sure that potential customers can find almost anything they desire, almost matching the many of the larger cities to the west.

The port is surrounded by several small fishing villages that provide it's inhabitants with much of the food they require. The lands surrounding the city are rather barren however, so almost all other forms of produce are imported from settlements elsewhere. Trade is the lifeblood that keeps the city alive, and close to half the civilian population are connected to this massive enterprise somehow. Many of the local authorities are worried that the city is vulnerable due to this singular focus, but so far their concerns have been without merit.

One of the shortcomings of the port according to some travellers are the lack of temples within the city. Since the razing of the city centuries ago by the zealous reavers, many of the surviving townsfolk developed a skeptical view towards organized religion. The large population of foreigners has also influenced this, resulting in but a small complex dubbed the divine plaza that caters to the religious needs of both travellers and locals. Emissaries from the raven clan have been pushing for the right to establish a proper site of worship within the city for quite some time with little luck, resulting in quite a profitable venture for ships transporting pilgrims to the House of the Queen just off the coast.

Mercenaries are quite a common sight in Bannbyrn port. The number of ships and caravans that frequent the city provides them with regular contracts, and many young and hopeful warriors come to the city seeking employment.

Law and security
The lord of Bannbyrn port tries to keep the city in line, and the wealth brought in by the different traders has allowed him to keep both a respectable warband of close to a hundred men as well as a strong naval presence. The fluid population and the many different cultures frequenting the city is known to keep things somewhat unstable however, and in later years the city militia has been overworked keeping the citizens safe. The markets and large sums of money being exchanged in the city has also been known to attract opportunistic individuals, and even though no official statement has been made it's a commonly known fact that there are a well organized criminal element operating in the city.

To battle the growing problems of corruption and crime, the lord of Bannbyrn port has made a name for himself as a just but harsh ruler. People caught stealing or otherwise breaking the law are often flogged or worse. This has kept the common population in line, but the fear of punishment has made those choosing a life of crime even more brutal and desperate.

To further complicate matters for the city there are factions amongst the nobility who try to push for the advancement of the city, namely that it should reclaim it's previous position of regional capital. So far these factions have done nothing more than complain and talk, but some fear that there will be conflict or even rebellion in the future. The current lord has managed to keep the peace, but growing resentment is simmering inside the city.

Population and society
Bannbyrn port is a melting pot for different cultures, with enclaves populated by citizens from both the republic and Agantar alongside the various people of the kingdom. For the rather rural commoners of Bannbyrn the port is viewed as something of a wonder, and many locals flock to the city just to catch a glimpse of the wider world. The constant coming and going of citizens has led to a fluid population that provides a stark contrast to the more traditional towns and villages found further inland.

The contstantly changing population has led to a rather special society and culture within the city. Almost anyone is welcome, as long as there's a profit to be made, but most citizens tend to be slightly distant to anyone but their closest friends. Amongst the population there is an unoffical divide between old and new blood, where the old bloods are those who come from families that have lived in the city for generations. Though fewer in number by now the old bloods tend to take a more traditional view on hospitality, frowning upon the greed and coldness of the young bloods.

Nobles of the realm
The nobles of Bannbyrn are a varied lot. Divided into the eastern and the western domains, they are all subjects of the jarl at Caer Dalin.

Jarl Thorvall Cinwedd
Thorvall of the stag is the current ruler of Bannbyrn and is viewed as a fair and strong lord. He inherited the position at the rather young age of 21, but after almost twenty years of rulership he has proved to be a quite capable jarl. Unlike many who have held the position before him he is quite content to be the ruler of a somewhat minor province, and all his work has been focused on strengthening his realm instead of advancing his own position. This has gained him great respect from most of his peers and sworn lords.

Like all of the Cinwedd lords Thorvall is a seasoned warrior and warleader. He served one year as a member of the king's own before having to return home when his father was killed fighting raiders, and he spent his first year as jarl waging war against various groups of outlaws trying to establish a presence in his realm. His direct approach to any armed threat has made him feared by many, and to this day the lands surrounding his stronghold at Caer Dalin is almost as peaceful as the crownlands to the west.

As a ruler he trusts his lords to manage their own affairs. His taxes are modest by most standards, allowing his sworn lords to focus their attention on strenghtening their own lands instead of filling the jarl's coffers. He is however quick to act if someone should step out of line, and likewise he is known to answer any request for aid swiftly and forcefully.

Hersir Rayek Veldoin
Rayek of the badger rules eastern Bannbyrn and is often refered to as the huntsmaster of the Jarl. Though not an official title, the fact that most of his lands consists of unclaimed woods makes it quite fitting. A man of middle years, Rayek prefers the solitude of his forest-keep over the politics in the cities and seldom leaves unless formal business requires it. He is known to be patient and soft-spoken, but under his quiet demeanor lies a layer of steel. He accepts no threat to his people or the kingdom, and when forced to act he does so without hesitation.

Following his ancestral heritage, Rayek prefers light infantry and archers over the heavy troops common elsewhere in the kingdom. His warband is by far the largest in all of Bannbyrn and consists almost entirely of the rangers that his clan is famous for. He takes great pride in his own skill as an archer and leads his men in person whenever he can. His skill as a hunter is also quite famous, which has lead to a close relationship with his fellow hersir Nantyn to the west.

Rayek prefers not to become too involved in the daily affairs of his realm, trusting his underlings to manage their lands at the best of their ability. He is not one to flaunt his position or try to dictate other lords, but in the rare cases where he has to preside over councils or courts of law he expects to be followed to the letter. He is known to be a rather strict when it comes to his rulings, so most of his subjects try to keep away from his hall of justice.

Lord Thoric Bannbyrn
Thoric of the ram is the ruler of Bannbyrn port and one of the wealthiest nobles in the east. His family is ancient, dating back to before the founding of the kingdom, and he holds great pride in his ancestry. The fact that his clan was not properly recognized until late in the fifth century, and that one of his ancestors declared war on the kingdom a few centuries later, is an extremely sore point for the lord. Despite all this Thoric tries his best to be the kind of ruler the ancient sagas tell about, fair and noble with his people's best interest at heart.

His position as lord of the port has left Thoric more of a bureaucrat than common noble, with most of his time being spent overseeing tariffs, taxes and passing judgement in trade disputes. The constant pressure from the various guilds, traders, foreign emmisaries and minor nobles has left him out of touch with the surrounding countryside, leaving much of his responsibilities in the hands of his various servitors.

The constant focus on trade and wealth, and the crime such things tend to attract, has changed Thoric somewhat from the ideals he valued in his youth. Though he still tries to be fair and just, the constant interior threats that plague his city has made him follow the letter of the law quite harshly. Though most of his people still respect their overlord, many new arrivals to the port view him as a budding tyrant.

Lady Gweniver Pecl
Lady Gweniver of the dragon is both a princess of the realm, though far removed from throne, and ruler of Caer Wercheg. Her father married the daughter of a previous lord of the city, and when both her parents died from an especially hard seasonal fever when she was just a teen she was appointed as ruler. She is still barely into her second decade of life, but few dare to take advantage of her inexperience since she holds great support with the royal clan. As a person she is quite shy and humble, never taking advantage of her position or lineage. Her kind way of treating her subjects has resulted in a population that loves her, and speaking out against the lady is a sure way to get into trouble for visitors to her city.

Never expecting to find herself as the ruling lady of a domain, Gweniver never had much training in martial matters. Though her father was a capable warleader, his untimely death left her with a barely started education and she relies on her council for most decisions dealing with armed conflict. Lately her captain has proved to be the kind of man her realm needed however, and under his tutelage the young ruler has shown remarkable progress. As a diplomat and ruler however lady Gweniver has proven herself more than capable. Her quick mind and knowledge of history and statecraft has made her an asset to both her city and her overlord, and her judgements have never been questioned.

The main concern most people have with Gweniver is that she is unmarried. Though still young many of the more traditional nobles in the region show concern that she has no heirs, and dozens of younger sons from various families all through the east are constantly trying to win her favour. So far Gweniver has shown little interest in the matter herself, claiming that her first duty is as ruler of her city and not as the wife of some lordling or another.

Lord Voran Veldoin
Lord Voran of the badger is the nephew of hersir Rayek and holds a large domain a short distance away from Bannbyrn port. Though large his domain is mostly unsettled woodlands, and Voran's main responsibility is to keep the roads between Wercheg and the port safe, as well as patrolling the highway to the east. With a scant population to draw from he fields no more than a couple dozen men, and allthough his lands are rich in fur and resources his keep is simple and quite rustic.

Voran is known to be more of a warrior than a ruler. The small population living in his domain mostly manage themselves, so he spends most of his time either hunting alongside his people or patrolling his lands with his warband. Despite this he is viewed as an attractive match for many unwed ladies of the realm, mostly because of his relation to hersir Rayek. Voran himself pays little attention to this however and seems to prefer a life of seclusion and quiet.

His life of relative seclusion has made Voran a very quiet person. He hardly ever speaks unless spoken to, and when he does he never raises his voice. No matter the situation he treats it like a hunt, prefering not to make noise or attract attention in any way. For those few who manages to get close to him however he is known to be warm, friendly and totally loyal.

Lord Braemys Nemwedd
Lord Braemys of the ram holds a small stronghold in the wilderness between the jarl's lands and the eastern forest. A man in his fifties, Braemys is known to be open and welcoming to all, and most who meet him tend to mistake him for a wealthy farmer. His position between his two overlords makes his lands relatively safe, and most of his subjects are farmers and craftsmen that fuel the industry his more powerful neighbours. He is viewed with some contempt by some lords from other regions, mainly because he comes off as fat and soft, but amongst his peers in Bannbyrn he has a reputation for being somewhat of an eccentric but still a capable ruler.

Braemys' age and less than impressive physique makes many doubt his prowess on the battlefield. The truth is that he is still a healthy and strong man, and allthough nowhere near the the deadly warrior he was known to be in his youth, he can still hold his own against opponents half his age. His biggest strength is his mind however, with extensive knowledge of both tactics and logistics. Many claim that it is this same mindset that have made his domain so well ordered and productive, something that Braemys himself never denies.

As a ruler Braemys can sometimes appear as two completely different persons. Towards his friends and loyal subjects he is always friendly and fair, but towards anyone who threatens his lands he acts without mercy. Outside his keep lies an area that is simply called Hangman's hill, and many an outlaw and brigand have met their end there over the years. He is however a reasonable man, and no matter what crime has been comitted he will never judge anyone without fair trial.

Hersir Nantyn Beldan
Nantyn of the eagle is the lord of western Bannbyrn and the marshal of Jarl Thorvall. He is a famed warrior and strategist even though he is almost 60 years old, and many jokingly comment that he has spent his entire life with a sword in his hand. His lands are somewhat poor and barren, but the highway and port connected to his stronghold provides him with a steady income which he uses to field a small but well equipped warband. He is known to be a strict and quiet man, demanding respect from his underlings but treating those who deserve it the same way.

Nantyn is somewhat of a rarity in the kingdom, since very few members of his clan hold any kind of high office. His ancestry shows quite clearly in his love for hunting however, and many have found that the easiest way to gain an audience with the hersir is to invite him for an expedition into the western woods. Combined with his duties as marshall and the constant patrols he insists on riding himself to protect the coast, his love for being outdoors keeps him away from his stronghold most of the time. This has left much of the day to day administration in the hands of his wife and sons, though noone dares to call him a weak or inept ruler.

Lady Solla Gwynmal
Lady Solla of the elk is the ruler of the western woods and regent for her son lord Tibyr. Her husband, lord Carren, was gored on a boarhunt some years ago, and since her only son was just eight at the time she assumed the mantle of rulership. Though she by law could claim the title for herself, she has stated that she never wanted to hold the position. Most of her peers reckon she will abdicate as soon as her son turns sixteen, giving her a chance to return to a more withdrawn position.

Though quite a reluctant ruler, lady Solla has had all the training fitting for a lord of the realm. She is shrewd in trade, just in judgement and quite capable if things should turn to conflict. Her domain is rich with fur and she controls two mines that produce much sought-after copper, making her rather wealthy by Bannbyrn standards. Allthough her warband is modest at merely a dozen, she takes great pride in their training and skill.

Solla is strangely interested in lore of all kinds, making her somewhat strange in the eyes of her peers. She respects knowledge in all forms, and has even gone as far as offering her subjects access to schools and education usually reserved for the higher classes. Many of the other lords in the region argues that the money would be better spent at outfitting a larger army and expanding her holdings, but Solla claims that the best investment that can be made is in the future of her people.

Lord Dannyn Amere
Lord Dannyn of the wolf is the ruler of Bannbyrn point. His domain is known for two things, mainly fishing and the lighthouse that dominates his keep. Many claim that if it hadn't been for the light and the deadly reefs just off the coast there would never be any kind of settlement or lord at the location, which even Dannyn himself have to grudgingly accept. He takes his duty to the sailors quite seriously however, and as long as his family have held the position the light has never gone out.

Bannbyrn point fields a modest warband, and in most cases Dannyn will turn to his overlord Nantyn if the need for military presence arises. As the only lord of the wolf clan in Bannbyrn he often feels like an outsider, rarely bothering to mingle with his peers and mostly keeping to himself in his own lands. He is however devoted to the kingdom, and should he ever be called on for assistance he will honor it with whatever resources he can muster.

Dannyn is somewhat of a weak ruler, not interfering with the life of his people unless absolutely necessary. This suits his somewhat independent subjects perfectly, and he is quite often toasted and cheered for letting them go about their business in the dockside taverns. The one exception to this is the smugglers who sometimes operate in the region. Lord Dannyn is known to hunt these with an almost extreme zeal, telling anyone living in his lands that they can do what they want as long as they obey the law.

Lord Aeric Athma
Lord Aeric of the elk is the lord of Caer Bann. His domain is quite large but with very scattered settlements, making the region somewhat hard to keep safe and protected. He is a young man and eager to prove himself, making him come off as somewhat rash and rude to those he views as his inferiors. His lands are said to hold several abandoned mines dating back to the first rulers of Bannbyrn, and Aeric is obsessed with tracking down the locations of these sites in order to strengthen his own position.

In battle Aeric is reckless and almost foolishly brave. His warband numbers less than a dozen men however, so in many cases he has been forced to rely on either the support of his overlord or hiring mercenaries to keep his subjects protected. If it comes to battle though he is known to be one of the best swordsmen in the east, even if many fear that he won't live long enough to learn the tactical skills also required by a commander.

His feeling of insecurity and insignificance has lead Aeric into making some decisions that might seem overly brutal. He inherited his position when his uncle died without heirs, so he never received the normal training expected of a ruler. To hide this he tries to come off as strong and firm, often forgetting to give criminals a fair trial and sometimes even executing outlaws with little proof. His own people gives him a grudging respect however, since everything he does is clearly with the population's best interest at heart.

****** Work in progress*****