Albion Organization in Albion | World Anvil
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Albion

The island nation of Albion was once a mighty kingdom. Over the past human generation though, it has become fractured and weak. Petty local leaders squabble with each other, paying but lip service to the king. Local nations, seeing this weakness have begun attacking Albion, with two securing a foothold in the once proud kingdom. Great beasts and monstrosities from below the earth rise up to settle on the verdent fields and landscapes of Albion.
The duchies of Westumbria, Suthalbia, Lutia, Eudioa, Herulia, Hen Ogledd, Zhakhzad, and Fosia fight for control. Most are human dominated, with only Zhakhzad and Fosia having signifigant non-human populations. Between them small semi-independant counties and principalities live a dangerous existance.
Suthalbia and Eudioa have both had chunks taken out of them by the vile Lotharingians and Emenians. However, after a fight and a treaty, both have agreed to keep to the land they took, but stop expanding.

Structure

The King of Albion, the Duke of Lutia, in nominally the ruler of all Albion. However, the dukes of the 7 other duchies tend to fight between themselves for any one of a number of reasons. They only come together if a large external threat is present.
Below the dukes are, at roughly the same rank to one another, are the marquesses and earls of Albion. While marquesses are of a slightly higher rank, they are roughly equivalent. While there are 132 counties and marches in Albion, there are only 84 marquesses and earls, 12 marquesses and 72 earls. The primary cause of this discrepancy is a combination of multiple titles under one roof, most of the dukes have a county or two, and some marquesses and earls have two titles. The secondary and far lesser cause is the few counts that are held by those outside the kingdom, accounting for 4 counties.
It is difficult to accurately count the number of barons of Albion, as they are fluid and awarded by the higher level, constantly shifting, going extinct, and being created. However, roughly 500 exist at any one time, though perhaps 150 are held by the upper ranks. At the lowest level, there are 9487 manors in the island group, each one averaging around 1600 acres. However, the majority of manors are smaller than this, closer to 1300, with a few oversized ones bumping up the count. Around 1000 of these manors are in Zhakhzad, and operate in a different manner due to the nature of the dwarves. Around a third of the manors are "fortified" in some manner, typically just with a moat, a license to crenelate, and tough stone lower walls. Around a third of those could be described as castles, with a further third of those being stone and/or particularily large.
Only 23% of the land of the kingdom is held alloidally by the king. However, around 87% is held alloidaly by one of the dukes of the duchies, with each having strong control over their duchies, as well as holdings in other duchies.
Within each duchy, the duke tends to own 80-85% of the land alloidally. Another 3-4% is owned alloidally by other dukes, around 5-8% is owned by major landowners, including churches, and the rest of the nobility have the remaining 6-12% is owned by other nobilty.
A limited banking system exists, but interbank loan notes are very rarely honoured outside of the duchy that created it.

There are 16 great landowners in Albion, the 8 dukes, the churches, and the Guild of Magicians. Each commands at least 46 manors, but most command far more, averaging to 100. There are around 90 noble land owners, each commanding large swaths of land, each with around 20 manors. Finally, there are around 3500 members of the gentry, each of whom command at least one manor, but many command 2.
Typically, only around 1/5 households produces a surplus beyond taxes and what is needed to survive, and half do not have enough land to survive on only what they grow.

Assets

The mines of Alba were once a great source of wealth, but began running dry last century. This is why they are not to keen on taking it back. However, the land of Albion is fertile, so people live on.
Albion in total brings in 102 million gp per year to the gentry, This is split into 8.6 million to the king, 29 million to the other dukes and major institutions, 19 million to the nobles, and 45 million to the wider gentry.
68 million of it is manor income, 28 million is tax, 4 million is scutage, which mostly isnt redemed, and 1 million comes from the mines. In the past, this mine income was higher, owing to the dwarves.

Demography and Population

4.5 million people
433,000 people in cities
34,000 in Littlehampton
24,000 in Darbatun
19,000 in Lichfield
15,000 in Abadun
13,000 in (City in Fosia)
12,000 in Lymington
~10,000 each in 13 Small Cities
~4,000 each in 27 Large Towns
~1,500 each in around 60 Small Towns
Most censuses show there being roughly 3,500,000 people in Albion. Most of the non-humans are in the 2 non-human duchies.
There are perhaps 350,000 dwarves, though they keep their numbers guarded.
200,000 elves are known to live on the island.
Another perhaps 150,000 is taken by gnomes.
Most believe there are around 100,000 halfling on the island, though their nomadic nature makes them hard to pin down.
Approximatly 50,000 is split into the less common races.
20,000 half elves are on the books, as well as around 7,000 half orcs, 5,000 dragonborn, 3,000 goliaths, 2,500 aasimar, 2,000 tieflings, a few tribes of tabaxi, shifters, and lizardfolk, a couple hundred machines from before the fall, and a smattering of other rare races.
The recsalbian census does not deign to count evil humanoids, so their numbers are unknown but are likely in the 10s of thousands .

Territories

Albion consists of the the eponymous island of Albion, as well as a couple small outlying islands. It controls the entire island, apart from around 80 km^2, split 60/40 between the South and East by Lotharingia and Emenia respectivly.
Within the land of albion, there is one metropolis, 6 large cities, 13 small cities, 27 large towns, 60 small towns, 400 odd villages, and 800 odd hamlets. There are thousands of thorps, but it is a hard number to pin down.

Military

The kingdom has no force of its own, but can call upon the dutchies to provide a force. The king himself has a force of around 800 knights, and in total the kingdom has perhaps 7-8000. However, if called upon, only around 70% of the knights would likely be sent.
The population of Albion would be called in an attack, which is a force around 600,000 strong, but the state could likely only support around 400,000 of these without serious overhaul.

Technological Level

Medieval, with some magical tech.

Religion

The albions worship a large pantheon of gods, and whenever they learn of a new god, they tend to be added to the list. Savras is the primary deity, as he is seen as the weaver of destiny, but near every god has a couple of churches and clerics around. However many worship Bahamut, and Deneir has many monastries. Worship of nature and the earth is also common, leading to a high druidic presence.

Foreign Relations

Obviously, relations between Lotharingia and Emenia are strained. However, the have a good relationship with Teutland, and with Portagia, common enemies of their enemies.

Agriculture & Industry

Albion is the breadbasket of Ereb, and is capable of feeding itself nearly 1.2x over. As such, it trades with its "neighbors" for metals and other things it cannot obtain itself.

Trade & Transport

Nearly all trade goes through Lotharingia, as it is just a couple hours from the coast. However, it times of war, they use larger boats to go further afield. Within Albion, most people walk or take carriages, while the wealthy can use special airships, or even teleport.

Education

Most people are barely literate, being able to write and read phonetically, but little else. The higher classes are highly literate, reading and writing Friedish, Teutish, Elvish and possible more.

Infrastructure

The coast has a network of lookout towers that watch the waves for an invasion fleet. Then, using linked candles, they can alert home base that an invasion approaches.
Most cities are connected by ancient, dwarfbuilt roads that are continually maintained by some unknown magic.

Maps

  • Albion and surrounding area
Type
Geopolitical, Kingdom
Capital
Alternative Names
Abadian Isle
Demonym
Albions
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Palace economy
Currency
A piece of gold, weighing 1/3 of an ounce is the common currency. This can be split into 20 silver pieces, which can each be split into 12 copper pieces. Coins exist for 1, 5 and 10 gold pieces; 1, 2, 5 and 10 silver pieces; and for 1, 2, 3, 4 and 6 copper pieces. Letters of credit for values above around 50 gp can be easily found for thsoe that can afford it, with those backed by the central trasury reaching up to around 100 gp each.
Less common coins also exist. A coin worth 22 sp exists, as does a rarely used coin worth half of a copper piece. A couple coins floating around half other halfvalues, like the 2.5 cp, and the 11.5 cp.
Major Exports
Food primarily, with a little coal.
Major Imports
Metals, mostly copper and iron.
Legislative Body
Most people are goverened by laws as old as time. However, the many churches of the land also hold the actual law codes, and those are consulted whenever someone important is convicted or killed.
Judicial Body
Most judicial matters are decided by an elder of a villiage, but more important stuff is managed by a local religious figure or by the local lord.
Official State Religion
Subsidiary Organizations
Location
Controlled Territories
Neighboring Nations

Articles under Albion


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