Timbal, Kingdom of Organization in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Timbal, Kingdom of

Location; Northern Continent. Alignment: Lawful Neutral. Knowledge Geography Middle Kingdoms. (DC 10) Timbal is one of the most populated human kingdoms in the North. This feudal nation is known for its rigid class system, its religious fervor, its mounted cavalry, and the vast amounts of foodstuffs it produces. Sitting in the central part of the civilized side of the continent it is frequently visited by travelers. The Kingdom of Timbal is ruled by its king, King Ambrose Amberland, a group of squabbling nobles served by personal armies of heavily armored knights, and the huge bureaucracy of the Holy Church of the Three Divinities.   (DC 12, Knowledge Nobility and Royalty North DC 12). The most important distinction in Timbal is whether someone is born a peasant or a noble. This single fact determines almost every facet of a life in Timbal. While there are a few examples of peasants who achieved greatness in popular stories, the common peasant doesn’t even consider it a possibility. Life in Timbal is simply life in Timbal, no one questions it and each generation reinforces the set social order for the next.   (DC 12, Knowledge Nobility and Royalty North DC 12). Nobles in Timbal have their own highly structured hierarchy. The King and the Timbal Royal family sit at the top. Below them sit the 12 Noble Houses, each of who has designated any number of lords to manage their lands, serve in their armies, and do their bidding. This makes for a vast array of families, titles, and shifting allegiances. All first sons are destined to inherit their father’s lands and someday manage them. Second and later sons become knights and serve in the Timbalese armies or join the Church. Daughters learn the “arts of the noble woman” and marry into another noble family to strengthen ties and cement relationships. A few daughters, those with the obvious talents or those, for some flaw, deemed not marriage material, join the Church as well. Female knights are a rarity but not completely unheard of.   (DC 12, Knowledge Nobility and Royalty North DC 12). Peasants in Timbal also follow their families wishes. First sons inherit their father’s trade or his lands (if the nobleman who owns them wishes it, which is usual). Second and later sons work their family’s farm or business until young adulthood. At this point they are apprenticed to some craftsmen without sons, join a nobleman’s army as a man-at-arms, or are granted their own lands by a noble to work and raise a family on. Some peasants receive a basic education in small village schools so that they read basic words and do sums that would be necessary in their service to the nobles. A very few peasants escape their world of limited options as adventurers, criminals, or those few with such obvious talents as to be taken into the Church of the Three despite their low beginnings.   (DC 12 and Knowledge Religion 15) The Church of the Three Divinities is a monolithic entity in Timbal and has dominated its cultural life for generations. Its influence is centered in the Brilliant Cathedral of the Sun, a huge sprawling and gilded monument to the three Gods and their followers. His Radiant Majesty, Archbishop of the North and High Priest of Pelor, Emphinx the III, is the head of the church. Beneath him is a sprawling bureaucracy with a maze of sects, orders and other groups. Not only does the Church of the Three advise the King and nobility, but they lead the peasantry in a rich spiritual life (one that stresses being happy with one’s lot in life) serve as educators to both classes, support the arts, manage lands, own businesses, and invest in a multitude of ventures. The worship of Pelor, Tyr, and Madriel is the official national religion. While other deities have a small space in Timbalese life, such as Yondalla, the Three are a central piece of Timbal's culture.   (DC 15, Religion 15, Nobility and royalty North 15) Unknown to the peasantry and the more obtuse nobles (of which there are many), the Church of the Three Divinities is very rich and has become that way upon the backs of the common farmer. With state sanctioned tithes and more than one monopoly the Church in Timbal has more money than it knows what to do with. Such wealth has inspired many to further heights of greed leading to corruption and crime. While the Church is a powerful force for good, some would say that at least in Timbal, it suffers from a rotten core. This has changed to a degree, with the Angel lead TriLexRessurium(Celestial).   (DC 15) There are two sets of laws in Timbal. One that governs nobles, Noble Law, and one that governs peasants, Common Law. The Noble is a massive tome of laws that govern titles, rights, and inheritance in Timbal. While every noble knows the basics, only the most well read lawyers, who are often also priests of Tyr truly understand it in its entirety. Both the Noble law and the Common Law are enforced by the Nobles and the Church. Priests of Tyr are usually in charge of any legal proceeding, which take place within the local church. Judgements vary greatly. Some Churches are strictly Tyrian in their reading and enforcement of the laws. Most Churches however, come out in favor of the Noble or Church official with the most power, influence, and wealth.   (DC 12) Names of peasants in Timbal include a personal name, a family name which is almost always a “profession” and a location name, for example, Dardin Wainwright of Fairfield. Noble names include a given name, their father’s personal name (patranomen), their mother’s family name (matranomen), and their family name (which is their father’s family name) for example, Nethandor Jorim Whiteshield Kalindish.   (DC 15, History; North DC 18, Nobility and Royalty North 15) One of the most powerful individuals to every come from Timbal is one known to almost none of the natives. The Black Duke, once a great Timbalese Knight and leader, was corrupted by Orcus and became a vampire. The Church of the Three Divinities and the Nobility of Timbal have buried all records of the Duke and his true identity. They consider him a stain on their honor and an embarrassment. That he continues to exist is a great shame to all the knights and champions of Pelor in the Kingdom.   (DC 15) In a realm where life for a peasant is limited. Travel is frowned about, trade limited, and daily life dominated by physical labor and religious service, bards are very popular. Most land owning nobles in Timbal employee bards. Most serve as the ears and eyes of the nobles and perform songs, epics, and plays that support the present order and extol the virtues of Timbalese knights and the glory of the Church. The coming of a traveling troupe to your village in Timbal is very, very exciting. Traveling entertainers seldom have to pay for food or lodging. Although in more conservative locations, they are viewed suspiciously.   Attitude to Magic (DC 15, Nobility and Royalty North 12) While the Church of the Three is omnipresent in Timbal, arcane magic is much more rare. Few if any nobles pursue the magical arts. Most major Nobles have a “Court Wizard” who is an arcanist of some sort or another. Most are foreigners and as such are often viewed suspiciously. Still the court wizards hold important positions advising on all sorts of matters, gather information, and providing various magical spells and items. A spellcaster from the Church is a blessed individual held in high regard. A spellcaster employed by a noblemen is accepted if with some degree of fear and mistrust.   There is also a long tradition of peasant users of magic; hedge wizards, wise women, tinkerers are all terms used in some areas around the borders of the Kingdom. They are valued members of the community, although seldom talked about, especially with outsiders. The "borderfolk" are considered misguided, uneducated, and less than proper by the peasants of the interior. They fear the various "court wizards" they may glimpse from afar, bow in worship to Church spellcasters and would stone and run out of town others dabbling in the dark arts.     Funeral Services (DC 12, religion 10) Funeral services for Timbalese peasants are small and solemn affairs. Its always presided over by a priest of the Church. A funeral is a day of pray, offerings, and eventually a burial (often in a family cemetery that has been used for generations). This is followed by ‘day of mourning’ where no family members may go outside into the sun. At the dawn of the next day, all members assemble before dawn, and as the sun appears, are lead in prayer by a priest. These prayers are about rededication to Pelor and Tyr, for they have gone a day without the sun, in penance for any wrongs the deceased may have committed. The family then presents some gift (usually food, wine, and fabric) to another family and dedicate their charity to Madriel. In this way, they help achieve a spot in Heaven for the deceased and reaffirm their own faith.   The Crusades (DC 15) Timbal has a history of ‘crusades’, these massive mobilizations of knights and their men-at-arms who head off into the world to wage some holy world. There have been over twenty such crusades of varying sizes, motives, and rates of success. Most were efforts to carve more land out the wilderness to the north and add to the Kingdom. There has not been a true crusade in a few generations. It said that the Church of the Three and the King have laid the ground work should the Deadking, the Ta’El’Ra, orc hordes or some other force from beyond the Barrier Peaks ever make a beachhead in the West. There are always ambitious knights and priests in Timbal make noise about a ‘holy crusade’ for this reason or that reason, usually seeking glory and fame for themselves. The Church and the King attempt to keep a tight rein on such talk but in a nation of religious zealots this is difficult. Many of Timbal’s greatest heroes came to their fame in one Crusade or another. Unfortunately they are also terribly draining on the nation.   (DC 10) Important Locations in Timbal:
  • Kingsford: The capital city of Timbal is by far its biggest. Home to both the Palace and the Cathedral of the Sun it’s the cultural, political, and social capital of the realm. From the huge market and warehouses of Kingsford large barges move huge amounts of grains down the river to other ports.
  • Layal: Second only to Kingsford in size and importance, the sprawling city of Layal is a vast agricultural center.
  • Ostra: the northern most city in Timbal. Ostra is the center of the Kingdoms Northern region and its military center. The traditions of feudalism are less strict here, the frontier mentality allows men of worth to earn a place of respect and influence. A number of mercenary companies, often employed by the Kingdom of Timbal are based in the area. Every year they attract many young men fleeing the oppression of the farms and apprenticeships for the glory of the swords and lance
  • Penrith: The birth place of the Holy Church of the Three Divinities. Once on the outskirts of the Kingdom, this large town is now firmly in the middle geographically. The main industry in Penrith is serving the thousands of pilgrims who visit every month.
  • Brightwood: Closest to Darkwood Green, this small city has an interesting feel. The is both love and respect for the elves here as well as fear and dislike.
  • Hearthhaven: One of the more cosmopolitan cities of Timbal, its the one most visited by travelers from Tranquility and Marble. 
  • Faith Brook: Marks the southern border of Timbal. 
  • Lastwick: This small city is on the border with Ustavia and has a strong military presence because of the general distrust of Ustavia. 
  • Paton’s Ward
  • Saint’s Crossing: Saint's Crossing is a center of religious life in a Kingdom where religion is very prominent. Its the resting place of religious figures and several famous heroes. 
  • Sunborne

Structure

  • The King (or Queen): The King or Queen rules for life, upon taking the throne, they proclaim the line of succession, which they can change at any time by royal decree. Traditionally, those in line for succession are blood relatives to the current monarch, but there have been exceptions.
  • The Royal Family: The Queen (or King) and any Princes or Princesses are considered the equal to a Duke in Authority. In practice, the amount of power and influence they may have varies wildly.
  • Lord Chamberlain: The Chamberlain is in charge of the Royal Household, but is also the King's main advisor.
  • The Archbishop: Head of the Holy Church of the Three Divinities, second most powerful individual in the Kingdom
  • Twelve Dukes: Hereditary title holders always jockeying for power and influence.
  • Knight Marshal: Head of the Timbalese military
  • Royal Constable: Charged with upholding the law in Timbal
  • Earls (Lords): Landowners who have received special title from the throne
  • Lords: Lord owners or knights
  • Marquess: Lords that have been given new lands to add to the kingdom
  • Knights: Noblemen, other than first born sons, who are soldiers in service to a Lord, Earl, or Duke, and all serve the King.
  While the King or Queen's word is law and ultimately has the authority, he is depends upon the Royal Council for advise and to carry out his decrees. While the Council is seldom all in attendance at court and there is a complicated system of who sits on the council when a member is absent. This is one of the many jobs of the Royal Herald. The Royal Council is set by the monarch but traditionally includes: Lord Chamberlain, 12 dukes, Archbishop, Court Wizard, Knight Marshal, Royal Constable, and Royal Herald.   Positions:
  • Knight Marshal: A title given by the monarch to a nobleman in charge of overall military command of the Kingdom. The knight marshal is served by Lord of the Lance, Lord of the Shield, and Lord of the Bow. Theoretically each master is in charge of the Kingdom's cavalry, infantry, and archers in its relatively small standing army. In practice, these three officials are also in charge of siege warfare, defensive structures, magical support, healing, and logistics. The Knight Marshal can also appoint Field Marshals, which are sometimes also a Master. They act as generals in the field. The Knight Marshal's job, the defense of the Kingdom, faces a huge challenge in that much of the Kingdom's military might exists in the individual Duke's armies. The Knight Marshal is more a diplomat then a general and most manage the various Duke's in order to ensure their full cooperation when needed. Also under the Field Marshal and the Royal Chamberlain is the Captain of the Guards. The Captain of the Guards is charged with protecting the court and the capital from all threats.
  • Royal chamberlain: Appointed to a nobleman by the Monarch, the Royal Chamberlain is an extremely important position. He is in charge of the Royal household, works with the Herald to manage the Royal Council, and is the go between for the outside world and the Monarch. As head of the Royal Household, the Chamberlain is served by the Royal Butlers (head servants for the royal family), Royal Handmaidens (personal servants for the female royals), Royal Footmen (personal servants for the male royals), the Royal Chef, and a small army of housekeepers, pages, cooks, and servants. The Royal Chamberlain also oversees the Master of Horses, Master of Hawks, and the Master of Hounds.
  • Royal Herald: A nobleman appointed by the monarch. The Royal Herald is most well known for pronouncing the attendance of various nobles at court. However, he is in charge of following the rules of ettiquette for the court and the legal and record keeping requirements of the court. The Herald is in charge of the line of succession. He is served by the Royal Historian (who records notable events), Royal Scribe (who is served by lesser scribes who create the records) and the Royal Archivist (who stores, catalogs, and retrieves records).
  • Royal Constable: A nobleman appointed by the monarch. The Constable is in charge of the maintenance of law and order in the Kingdom. They are often a priest of Tyr. They are served by small group of judges and constables.
  • Court Wizard: Appointed by the monarch, the Court wizard is in charge of a small staff of special advisors to the King. They include the Royal Sage, Royal Astronomer, and Court Apothecary. The titles have little to do with the persons actual qualifications or skills. They are generally well educated or specialist in certain fields.
  • Royal Chaplain: Appointed by the Monarch with the blessing of the Archbishop, the Royal Chaplain is in charge of the religious aspect of royal life. He also serves as the chief physician to the Royal Family. The Royal chaplain also serves as a diplomat between the monarch and the bishops. He is served by the dean of the Royal Chapel, who maintains the extensive chapel in the capital and served by a small army of priests and acolytes.
  • Poet Laureate: Appointed by the monarch, the Poet Laureate is in charge of the entertainment for the Royal Family. He is often assisted by the Royal Painter, the Musician in Residence, the Royal Musicians, the Royal Fool.
Any noble who owned land (pays taxes and tithes) is a Lord. A Lord can be given the title of Earl for performing some service to the King. Each Lord belongs to a House headed by a Duke. The Duke or Duchess title is pasted down, similar to the succession to the throne, by decree of the current Duke or Duchess. Its usually to the first born child, but can be anyone in the family. Each Lord can likewise pass down their title, but only with permission of the Duke of the House, although they rarely disagree with a Lord's decision. Noble children are free to pursue their interest under the direction of their families. 1st born children are usually groomed to take over. This includes a well rounded education including martial training. Other male children might become a knight or enter the church. Some few become craftsmen or merchants or other speciality. Female children have the same choices but many decide to just be a "Lady of the House" which is to mean wait around to be married. Frontier lands can be bestowed to a Marquess who, after successfully managed these lands, is given the title Lord.   The first born male of a peasant family is almost always designated to inherit the family land, with the permission of the local Lord. Daughters are most likely to wait until they are married off and go and live with their husband. Second and later sons and daughters not will to be "marriage fodder", might apprentice with a craftsmen, enter the church, or take up arms as a man-at-arms in some Lords army. Those who serve their Lord well, in time, may earn a plot of land to call his own and set up his own family.   There is a small middle class in Timbal made up of the lowest noble persons and successful peasant craftsmen and merchants.   The Twelve Royal Houses of Timbal:
  1. House Arnard-
  2. House Bridnell- One of the three founding Houses of Timbal
  3. House Bucett
  4. House Camwall
  5. House Eldweirs
  6. House Greeneford- One of the three founding Houses of the Kingdom of Timbal.
  7. House Hutchnair
  8. House Phairfar
  9. House Spardwell
  10. House Starney
  11. House Stonehill- One of the three founding Houses of the Kingdom of Timbal
  12. House Timberward

Public Agenda

Timbalese public agenda starts with maintaining its current social order as its first priority. A second priority is the safety of its borders. A tertiary priority is to extend those borders.   Timbal is an extremely comfortable place to live if you are a noble. For its peasant population, it's a safe place that affords a simple life in return for a lot of hard work. Most of the customs and institutions function, in part, to keep the present status quo in place. While there are no obvious threats to the current social order, the noble class and the Church are always on the look out. The recent Trilexressurium that has seen a great reduction in corruption in the Church is seen by some as a such a threat. While the Church's service to the poor is a positive, there are many that do want to see the Church providing "too much" in terms of education as it may lead to "unfortunate ideas of social reform".   Timbal's borders are relatively secure. There is some slow expansion to the North, where there is always some growing pains. It has stable allies in the City States of Marble, the Holds of Moradin, and Ustavia. The lack of long term stability in the River Kingdoms and the destruction of the Middle Kingdoms during the Savage Tide are set backs. The biggest threats come from the Wilds of the North and the East. The Barrier Peaks provide protection from the lawlessness of that region, still, Timbal always looks to the borders. While once it feared the undead armies of the Deadking of Arafel, now it fears the human tribes and orc hordes of the Fallen East. The North has its own brand of threats, including barbaric tribes, humanoids, and darker forces.   Timbal also seeks the best trade prices it can get for the large amounts of food stuff it trades with its neighbors.

Assets

Timbal is the largest nation in the North Continent. It possesses considerable wealth, although it does not exist in the form of gold and silver. Timbal produces great amounts of grain and other valuable agricultural products. It has a huge workforce. It also has a large military.

History

Houses Greeneford, Stonehill, and Bridell   The origin of the Kingdom of Timbal falls at the end of the Last Dark Age and is shrouded in legend. Few records from these times survive and much of what is considered history was recorded in poetry and song. The first King of Timbal and the start of the unbroken Amberland line was King Rothri Amberland the First. Legend has it that three fledgling and settlements were struggling to survive in the fertile valleys of what is now Timbal. The "towns" of Greenford, Stonehill and Bridell were beset by monsters, bandits, raiding orc and goblin tribes. In time a great hero would appear who lead a small band of warriors and priests. Rothri Amberland was a giant bear of a man, with a booming voice and an easy smile. He bore a great sword and rusty armor. He presented to each town and declared, "If you would trust onto me, the duty of keeping you safe from the predations of the wilds for five years, I would have you name me King and allow all to prosper". It is said that each settlement in turn, laughed at this foolish man, but half in jest, agreed. They said, "You are a fool if you think so few can keep us safe, but if you can, we shall name you King Amberland, the Rusty Bear, and kneel before your wooden throne".   So Rothri Amberland set out. First he recruited all the disillusioned young sons of the three settlements to join his side and taught them to fight. Next he browbeat, bribed, or tricked the local bandits into joining him. He hired an orc tribe as mercenaries to kill the goblins and then betrayed the orcs. Bit by bit, he built up the defenses of each of the towns, expanding outward. His men bleed and died for him, often paid in nothing but "charisma and a king's smile". There are many songs and plays about "the Rusty King" and how he accomplished these feats.   In time, the people of Stonehill, Bridell, and Greeneford knew that Rothri had kept his promise and should be named King. Those of power and influence did not want to turn it over, but when they looked closely at the situation, they realized Rothri had control of almost every able bodied fighter in the area, and they were devoted to him and him alone. In a ceremony, said to be both triumphant and humble, King Rothri was crowned and sat in his rusty armor on a wooden throne a young woodcarver (named Bernard Knotcutter) had made. The people cheered and a Kingdom was born.   King Rothri wasted no time. He had long since identified those in each community with power, influence, and ability and named them nobles. He gave them titles, responsibilities, and power. Those few who did not fall into line were dealt with. His soldiers who fought for him were named knights. Those who chose to were given land and men of their own, to carve more Kingdom out of the wilderness. He named his Kingdom, "Timbal" after he deceased wife (although some songs report Timbal was either the name of his trusted horse or dog and that he had never been married).

Demography and Population

The Kingdom of Timbal's population is 97% human and 3% halflings. Timbal is also a popular area for halfling Rover bands, so there are often several of the larger bands with the boundaries of Timbal at any give time. 85% of the population would be considered peasant farmers, 5% would be middle class craftsmen and merchants, 10% would be noblemen.

Military

Timbal has a smallish standing military known as the Army of the Crown. While small, this is a highly trained and well equipped force. It consists of 5000 heavy cavalry, 5000 heavy infantry, 2000 longbowmen, and 5000 light infantry. The Army of the Crown is highly integrated with the forces of the Church of the Three Divinities. All the units include some number of clerics, favored souls, and paladins.   Each of Timbal's Dukes has a standing army that likely averages 100 heavy cavalry and a few hundred infantry and archers. They can call upon the Lords and their knights of the lands they preside over. Given time, each of the 12 Dukes could rally 500 heavy cavalry, 1000 medium infantry, 500 archers, and 10000 peasant militia (pikemen, skirmishers, crossbowman, spearmen).   While the Church of the Three Divinities has no army, it does. When needed, the Church could draw on hundreds of combat ready clerics and paladins.   The weakness of the Timbalese armed forces is its lack of arcane magics, flying troops, and seige engines.

Religion

Timbal's history has been entwined with the development and history of Holy Church of the Three Divinities.   It is an extremely religious place.

Foreign Relations

Kingdom of Timbal is allied with the City States of Marble, the nation of Ustavia, and the dwarven Holds of Moradin.

Agriculture & Industry

Timbal produces a great amount of agricultural products. Timbal exports a large amount of food stuff; various grains, potatoes, corn, vegetables. With such a large population, it possess a fare number of craftsmen producing wood products and basic metal tools. It produces some standard armor and weapons. Timbal breeds large sturdy horses suited for both warhorses and workhorses.

Trade & Transport

Timbal uses its river and large network of roads to move goods. There is little travel for most of its peasant farmers who often stay within a few miles of where they are born. There are a large number of wagons and barges in Timbal for moving large amounts of agricultural goods.   Timbal trades agricultural products and some manufactured goods to Marble, Ustavia, and the Holds of Moradin. At times, it also trades with the River Kingdoms and the Jeweled Cities. They import luxury items and fine weapons and armor.
Type
Geopolitical, Kingdom
Demonym
Timbalese
Government System
Monarchy, Absolute
Currency
Timbal mints its own coins: Copper Coin: "Plows" Silver Coin: "Crowns" Gold Coin: "Thrones"
Judicial Body
Each Duke has a Chief Judge appointed by the Royal Constable. The judges are themselves likely priests of Tyr, but each is also assisted by at least one such priest who serve as investigators. Local constables, usually appointed by the local Lord report crimes to the Judges. Only other Nobles can bring forth charges to a Judge against another Noble.

Comments

Please Login in order to comment!