The Kingdom of Farland
Table of Contents
Map of Farland
Culture and Citizenship
Housing and Roads
Standard of Farland
Farland has, nearly since its founding, been the greatest of the human kingdoms, and indeed it has been perhaps the most consistently powerful state on the continent to which it lent its name. Farland is reminiscent of the ancient Roman Empire, and the Far City, with a population of more than 100,000 reminds one of the city of Rome. The great kingdom is ruled by the mysterious Lord of Anger, captain of the Deadly Lords. This creature has instituted strict rules and harsh penalties for those who violate them, but the human citizens have nonetheless managed to keep their ancient culture alive, if they have not been able to make it flourish.
The Kingdom of Farland is a mountainous and hilly area, only leveling out as it slopes down to the rocky shores of the Straights of Gor. The most populated area is the remarkably fertile, shallow valley that makes up the northeastern area of the kingdom; this locale is called Allinus. This bountiful, large basin is further divided into two smaller areas: the northern half of Allinus is called the Totinus region, and the southern half is called the Estalus region. This latter region, the area from the Far City south to Ladona, is the most ancient segment of the kingdom, and mossy ruins dot the picturesque landscape. The northern region was settled in subsequent centuries as the burgeoning population sought space. Because of the abundant riches and ore of the nearby mountains, the plentiful timber of the primordial forests that used to cover the foothills of western Farland, and the copious crop yields of Allinus, Farland was of old a fabulously rich state.
The Great Kingdom also owes much of its historical status to its military prowess. Extremely disciplined and tactical, the Farlandish military machine, primarily made up of its famous legions, forced its neighboring kingdoms to either enter the empire or submit to provincial status. To this very day, strong men of war quake when faced with the prospect of confronting a Farlandish army ("Farlandish" signifies something that pertains to the kingdom of Farland, while "Farlandic" pertains to the continent of Farland). By any measure, Farland is the most extraordinary kingdom on the continent.
Of all of the extant kingdoms, Farland's history is longest and most ancient. In fact, it begins with Ancient Aelfar, the first human kingdom ever to be established. Located to the north of what is now Farland in the Deadlands, this demesne was heavily influenced by the Elven Kingdom of Sarumvest, and it learned much from the Elhil. Eventually, however, Aelfar alienated the elves, driving them from their homeland. With no allies, Aelfar was unable to resist the eventual assault from the Wintervale, and the kingdom was crushed and destroyed. One man, however, saw the folly of isolationism and saw the clouds of war gathering in the East. A prince by the name of Beckares [pronounced beck-AIR-ees], of the ruling Rigus family, gathered his loyal supporters and prepared them against what he feared would be the ultimate end of the kingdom. Beckares then sallied out to the Battle of Loom with the Aelfarian forces and fought bravely but nonetheless barely escaped with his life. He watched his uncle, King Faerendes, fall under the claws of the Eastern Troll Vanguard, and he managed harrowingly to recover the Crown of Aelfar. Escaping back to the capital city with the dark hordes on his heels, he gathered his factions and fled south with the Crown, while the city was sacked and those lucky enough to survive ran unprepared into the wilderness.
After traveling many long, arduous leagues, Beckares came upon a lush, fertile valley that sloped gently to the sea. The area was already populated by a fairly advanced, militant people (in fact, the remnants of the ancient Aelfarian colony of Kassius), who admired the warlike spirit of Beckares and his followers. The prince's people were quickly assimilated into the local populace, and Beckares soon rose through the ranks to become Warlord, then King of the people of the land by right of the Crown of Aelfar. Having declared himself monarch, he named the surrounding lands Farland, because they were far from his lost homeland. He also restyled himself Beckair, in the language of the local peoples, and he named his family Publes [pronounced POOB-lees], which in Aelfarian meant "Exile." This name later became Publius to the residents of the new-founded domain. Beckair Publius, recognizing the threat to his new kingdom from the victorious evil armies to the North, set out on a dangerous journey into the wilds of the continent that was then called Siriand. He returned one year later with pledges of support from the Elves, the Dwarves, and the Gnomes, and he assemble his Leagued Army and embarked on the twenty-year War of Vengeance. The tides of war ebbed and flowed, with first the Leagued Army, then the Dark forces pressing an advantage, but eventually the might of the Crown of Aelfar allowed the army of Farland to prevail. At the battle of the Death Downs, Beckair faced in single combat the Dweller in the Vale itself. During the flight, there was a cataclysmic explosion that decimated the victorious armies and killed Publius. So great was the explosion that it changed the face of the land.
In the years immediately following the battle, Farland, devastated by loss from the Battle of the Death Downs and harried by attacks from orc-bands and marauding barbarians, entered a "dark ages" period. Publius' sons survived to found the First Line of Kings, but these monarchs struggled for nearly a millennium, watching kingdoms rise and fall, and weathering plagues and famines. Eventually, however, Farland regained its strength and, under King Maximus Maro, embarked upon the Wars of Empire, ultimately annexing all of the kingdoms on the continent and destroying those that would not submit. It was during this, the height of the Farlandish Empire, that the continent itself came to be called Farland. Eventually, however, the Pax farlanda came to an end with the beginning of the Wars of Sorrow, when the forces of evil attacked from the Deadlands. To face this terrible threat, the Emperor of Farland amassed the second Leagued Army and this time took the battle to the Wintervale itself, where they sacked the Nameless City. They could, however, find no sign of the Dweller, and during the return journey, the King of the Elves and the Emperor of Farland were slain. This war and the death of the Emperor effectively ended forever the Farlandish Empire, but her kings were known henceforth as High Kings, since they retained the alliances and tribute relationships with most of the provinces of the former Empire.
The death of the Empire was actually a blessing for Farland: free of much of its responsibility, it was able to flourish, and the discovery of rich mines in the Great Peaks also made it the wealthiest kingdom on the continent. As head of the new Eastern Alliance, of which Orland and Zeland were members, Farland entered a "golden ages" period, where culture and human knowledge prospered. Alas, it could not continue, as the age-old conflict with the Wintervale again flared up. This time, though, it was different, for the Dweller seemed to have unlocked some new secret magic. The entire continent was attacked suddenly, and every action that the generals of the evil forces took seemed blessed; it seemed that they couldn't fail. Soon these beings, whom hushed whispers named The Lords of Sin, had conquered all of the kingdoms in the land save Farland. True to its military reputation, Farland was last to fall, and long the outcome hung in the balance. At last, though, she too fell, and the shadow descended over the entire continent.
But it was not the end. The greatest of the Deadly Lords, the Lord of Wrath, took this kingdom as his own to rule. He used its well-established and seemingly innate penchant for discipline to craft his own powerful army. He used its famous road system to dispatch speedy messengers from his nerve center in the Far City (which he called Gurz-Goi) to all corners of the domain to keep tabs on his land. And though the populace suffered under his strict rule, their spirit was not broken nor their culture destroyed.
Culture and Citizenship
Farlandish culture is a unique blend of the heights of Aelfarian civilization and the militant barbaracy of the indigenous peoples left over from the destruction of ancient Kassius (as narrated in the famous epic poem The Kassead.) In broad strokes, the peoples of Farland are extremely obsessed with honor, discipline, and class structure. The main classes are the Lords (the noble class), the Equestrians (the merchant class), the plebeians (the commoners class), and the freedmen (the former slave class). Originally opposed to slavery, the kingdom adopted the custom approximately 600 years after its foundation and has held slaves ever since. At first only non-human slaves were legal, then only non-Farlandish slaves, but finally even owning native born Farlanders became permissible. Thus there are also many slaves in Farland. To become a member of the upper two classes, one has to be formally admitted. To attain the class of Lord, one needs to be named such by the King or Emperor or his appointee; to become an Equestrian, one needs to be able to prove ownership of four or more horses and the capacity to stable them. To be a Plebe one need only be born in Farland to non-slave parents.
Nine-hundred years into the existence of the state, it became legal for non-humans to become citizens. Citizenship is a coveted thing because it confers the following benefits: the protection of Farland (called the Pax farlanda when the Empire existed), immunity to the death penalty, the ability to legally marry, the ability to enter into legal contracts, and the ability to use the traditional Farlandish naming customs. Citizens, however, must pay taxes and men must serve a military term of no shorter than five years (only upper class citizens may become officers in the Farlandish armies). Upon birth to a married couple, a child becomes the class of its father. If born to non-married parents who are both citizens, a child takes the class of its mother; a child who has one parent that isn't a citizen is itself not a citizen.
As an ancient state, there is also a decadent side to the Farlandish culture. The average Farlander, whether he admits it or not, enjoys a good fight, whether staged or not, and relishes a spectacle. To feed this appetite and to keep the population happy, the rulers of districts and cities often put on carnivals and gladiatorial combats. They also declare abundant holidays where free food and drink are distributed. Indeed, Farland is the only kingdom on the continent where there is a public dole that is state sponsored; if other kingdoms have such a system, it is religious and rather small in scope.
Another concept important to Farlandish culture is the Fas farlandis, the "Farlandish Destiny." This is the belief that as the kingdom that is most directly descended from ancient Aelfar and by right of the Crown of Aelfar, Farland has the privilege and the duty to rule and govern all human kingdoms on the continent of Farland. It is this belief that led to the formation of both the Farlandish Empire and the Eastern Alliance (Zeland and Orland were, of course, subordinate allies), and it is this belief that prompted the Lord of Anger to take the kingdom for his own as a land appropriate to his stature.
Farlanders are polytheists to the core. Moreover, they have little interest in dogmatic religious belief and are always open to speculation and revision of what they know about religion. In fact, the modern religion of Farland is an amalgamation of the religion of Aelfar, the beliefs of the indigenous peoples, and the gods of conquered peoples from across the continent. Beckair Publius and his kin brought the gods of ancient Aelfar with them when they fled its destruction. The people who inhabited the Allinus valley had originally held similar religious beliefs, but over the centuries those beliefs had degenerated until they were worshipping numinous spirits; they were an animistic people whose gods had no names. The newly-founded kingdom of Farland kept Publius' gods and incorporated the accepting and generally speculative spirit of the indigenous folk. This attitude later caused the kingdom to adopt the gods of the west, such as Kantor, Grlarshh, and Tanarus/Sulis, until the fully populated pantheon as known in the year 8170 F.R. was acknowledged officially by the state and by virtually every citizen of the kingdom. The average person is also still likely to believe that rivers, rocks, and mountains have spirits and may even pray to them, although this religion is not officially sanctioned by the kingdom. Most rural folk worship the gods in little shrines in their homes; in the cities huge temples serve as places of worship. If the people revere any god foremost, it is Neltak Lord of Law, although unlike Orland this religion has little influence on the government or even the daily life of the average citizen. It is not that the people don't believe in the gods; they do and they revere them. It is simply that self-discipline, arcane magic, and the might of the Farlandish Legions have served them well thus far. The populace has perhaps grown a bit more religious since the Dark Conquest.
Farland's government is not based on feudalism, although its client kingdoms often were. As a truly lawful arrangement, it is based on a system of political offices, all of which are loyal to the local regional ruler. Discussed here are only the major offices of the state; there are countless minor official positions, some of them elected and many of them able to be held by plebes. The power of these lowly positions is mostly bureaucratic. Those holding the major offices below governors are called magistrates. None of these offices are elected, however; the governor or High King appoints each of them. They are all collegial, though, which means that they are held by two male citizens (except for the office of Certifile). The lowest offices are those able to be held by Equestrians. At the bottom rung are the Certifiles, essentially major clerks. Those holding this office conduct the day to day record and book-keeping of a district. Next are Centiles, who conduct census, enroll new citizens, collect taxes, control public morals, and supervise leasing of public contracts. Ediles, higher up, are the equivalent of mayors. They are in charge of religious festivals, public games, temples, upkeep of towns, and regulation of markets. The higher offices, detailed hereafter, are only able to be held by Lords. The office of Questor is the first patrician magisterial position. Questors act as chief administrative and financial officers to governors. Above Questors are Tribunes, who are charged with protection of lives and property of plebeians; their persons are inviolable and they have power of veto over laws, decrees and acts of all magistrates except governors; they are, however, answerable only to the Cancellors of the High King. Governors hold sway over regions and provinces and have power of veto over all lower magistrates except Tribunes. Governors only have power in their own province. Second highest are Cancellors, who are the secretary and doorkeepers to the High King or Emperor, in effect making all of the royal day-to-day decisions. There are generally five Cancellors who meet in a conclave. Cancellors have power of veto over everyone but the High King or Emperor. The highest position is, of course, High King, who holds the life of every citizen in his hand. When the Empire existed, the High King was known as the Emperor, and this meant that his power extended to other Kingdoms as well, at least as far as he could enforce it. This is the civil government; the military has its own governing structure.
As a people truly concerned with documentation, the government also keeps detailed records of all sorts. Vaults of documents hold prices of goods, records of contracts, lists of citizens, and descriptions of military conflicts. The government also pays mage and scholars guilds to keep records of non-mundane things, especially magical scrolls and historical events; any magistrate is entitled to view these records at his leisure.
The Farlandish military machine is in large measure responsible for the power and success of the Kingdom; it is certainly responsible for the existence of the Farlandish Empire and the Eastern Alliance. The Farlandish army was and still is the most fearsome fighting force on the continent. The military success was a result of excellent supply lines, equipment, training, strategy, and strong leaders. The Farlanders realized that with their years of training and drilling, their equipment, and their pay, a soldier was a valuable commodity, and thus they sought at all costs not to throw soldiers away. They instituted three incredibly effective strategies: they seek to capture as much of the enemy resources (such as lands) as possible before confronting the enemy, they seek to capture supplies en route to the enemy, and they prefer to wage sieges. The discipline and work ethic of the Farlandish soldiers make their sieges incredibly effective, because they often enclose the besieged city inside their own wall, thereby stopping all supply routes. It is very difficult to break a Farlandish siege.
When these strategies do not work, however, the Farlandish armies do not hesitate to meet their foes face to face. On the field of battle, Farlandish armies are equally successful for three reasons: their discipline, their staying power, and their magic. Although the average Farlander is not as tall or strong as most western humans, his physical strength is not what accounts for his battle prowess. The soldiers almost never break ranks or flee, and they obey orders without question. They almost always advance and retreat in a slow, methodic, organized way, unlike the western armies. Second, the Farlandish soldier has great endurance, because he is expected to carry all of his equipment, supplies, and camping materials at great speed. Every night the soldiers are also expected to create a guarded encampment, really a fort complete with wall and trenches. Last, the Kingdom of Farland has long been comfortable with arcane magic, and the army always has a sizeable contingent of Battle Mages with it who are trained to work in perfect unison with the attacking fighters. Their spells give the Farlandish legions the final, deadly edge they need to conquer their foes.
The core of the Farlandish army is the Farlandish legion. Farland was also historically famous for the power of its navy, which owed much of its might to its use of strategy, its use of magic, and the fact that it was a transport for the famous soldiers of the Farlandish legions. Farland shared the high seas with the Davonian navy.
Housing and Roads
In the Far City, the plebes live in large apartment buildings and tenements. These buildings are generally made of wood, and fire is a very real threat. The commonality of continual flame street lamps helps reduce the danger of fire, but the necessity of cooking inside these buildings means that whole blocks often go up in flames if not doused quickly once a fire starts. These buildings are not equipped with running water and are often extremely crowded, with extended families living in the small apartments. Members of the Equestrian class often live in apartments as well, although they are usually located over their shops, and they may rent higher level apartments in the same building to plebes. The apartment of an equestrian is usually spacious, with access to running water, which is brought to the city in the unique water channels crafted by the Farlanders to bring water down from the Grand Peaks. Lords in the Far City usually live in single family houses, usually large mansions made of brick arranged around a central courtyard. In the central courtyard is a cistern made to catch rain water, since the water in the city is usually polluted from over-population. These houses are well staffed with slaves and servants, and sometimes there is a house mage who makes liberal use of cantrips to make the lives of the Lords of the house easier.
In the countryside, the peasant house is made with a wooden frame which is plastered over and whitewashed. The homestead is bounded by a wooden fence to enclose the animals when they aren't grazing; a vegetable garden, enclosed by an inner fence, sits near the house. Rural farms are very spacious compared to urban dwellings. The rural villas of the Lord class are similar, although they may be constructed of brick, and, unlike the country farm, they are usually built in a rectangular shape, imitative of the urban mansion.
The Farlandish road system is famous all across the continent. To move their legendary legions and to facilitate trade, the Farlanders constructed roads that have lasted for thousands of years and are still in use today. They begin by building an embankment for drainage, leaving large ditches on both sides. Then they lay a base layer of rubble and broken stones. Over this layer they lay a middle section of sand, or sand and gravel, sometimes mixed with clay. The topmost layer of the road depends on the area and the importance of the road. Important roads in areas were there is iron ore are usually coated with an iron slag, beaten and tamped, which rusts into a near impervious, concrete-like surface. In other areas, like the western client kingdoms, the road is paved with large, flat, carefully-cut flagstones flanked by curb stones to keep carts on the road. The Overway in Kelerak is actually just such a Farlandish road, and this accounts for its good condition despite its age. Roads in the Kingdom are marked with continual flame lamp posts and permanent magic mouths cast on marker stones. These mouths recite in Farlandish the distance to the two closest towns as well as the name of the road and any other important information a traveler might need to know. Often the same information is carved below the mouth, in case there is some magical malfunction.
What dangers the typical Farlandish citizen faces depend on the time period in which he lives. During the height of the Farlandish Empire and the Pax Farlanda, he faced, besides starvation and disease (which are common to all ages), dangers from robbers and highwaymen. This was not a great threat, however, for the Empire's legions would take great care to hunt out and kill any robbers in the lands. During the destruction of the Empire, he faced greater dangers from marauding dark folk and war bands of mercenaries; he especially faced the former danger if he lived in the northern part of the Kingdom proper, and he faced the latter danger if he lived near the pass or in the rebelling western provinces. Today, the dangers are greater. The threat of starvation is particularly acute, as the Lord of Anger has eliminated the public dole. The danger of arbitrary enslavement or death at the hands of his dark folk masters is also ubiquitous.
The average citizen begins his day with bread and water and perhaps supplements this breakfast with a handful of raisins. Lunch is a cold meal of bread, salad, olives, cheese, nuts, and fruit. If he is more wealthy and can afford meat (usually chicken or fish), then he will add some meat left over from dinner the night before. Dinner is usually porridge and bread, perhaps supplemented with fish or chicken if the citizen can afford it. Vegetables from the family garden are also a staple of dinner (and all the other meals if enough are available). Like all of the human kingdoms, forks are not really used; food is cut into small portions before the meal, and the bites are eaten with fingers or wooden spoons. Farlanders eschew the "barbaric western custom," common in Kelerak, of eating with knives. Wine in large amounts accompanies every meal, but since the wine is usually watered down drunkenness rarely results. Children drink as much wine as adults.
The upper classes eat similar, but less simple, meals. Fresh meat, fish, fruits, and more expensive vegetables are plentiful, and honey is used liberally to sweeten food. Wine in a rich household is also less watery, and therefore less of it is consumed per meal. Slaves generally prepare the meals and serve them. Afterwards, a wet towel is presented to the diners so that they may clean their hands. Bakeries and inns are also popular with the upper classes, and Lords and Equestrians often take their meals away from home. The lower classes never do, except on public feast days.
Historically, magic has played a much greater part in the life of the average Farlander than it has in the lives of westerners. Magic was legalized by Imperial edict eons ago, and a tax break even encouraged citizens to become wizards. Although this tax law was repealed centuries ago, the tolerance of magic that it spawned has become a permanent fixture of the culture. Although rural Farlanders are not as familiar with magic as their urban brethren, even they can tell a wizard from a cleric by dress and mannerism. In the city, citizens who are magic-savvy are common. People are used to paying for the spells that directly impact their professions. A roofer may have great knowledge of the feather fall spell, and a craftsman certainly knows about mending. Most people are aware of the dangers of mind-affecting spells such as charm person, and many can recognize their effects. These spells are often used to assure servile loyalty and to prevent slave revolts. Courts of law often employ zone of truth, and collecting taxes is much easier with lie-detecting spells. Road building and other civil projects are often expedited by move earth spells, and the defenses of the Far City were partly constructed using wall of stone. Houses are commonly alarmed and trapped with magic. The food supply was historically stabilized using magic, and during the golden age the rich had little to fear from disease and even accidental death. Emperor Numerian Maro was raised from the dead to continue his reign after a fall from his horse. The Farlandish legions long ago developed tactics (such as the sparse open-formation charge) to avoid the destructive battle field effects of area spells, and they have long employed wizards to counter-spell the dweomers of other casters on the field. City guardsmen and police are well aware of the tactical advantage of readying an attack to disrupt spell casters and of the benefit of targeting magic users first. Even the common plebe knows to take a poke at a caster if he doesn't wish to be the target of a spell. All in all, magic has a substantial impact on the life of most Farlanders.
Farlandish law is famous across the continent, and is an entirely original invention of Farland-it wasn't influenced by Aelfar, Kassius, or the Elves, as so much of the rest of their society was. Farlandish law is unique for several reasons. First, unlike most of the rest of the kingdoms, the local lord or king does not directly dispense the law by whim, merely following a loose set of decrees. In Farland, there are judges appointed by the governor who are in theory independent of all but the High King once appointed. These judges endeavor to rule in accordance with a very rigid and codified set of laws that developed and evolved out of the Farlandish obsession for order filtered through the layer of many, many years. Farlandish law addresses three broad areas: persons, things, and actions. In theory, everyone but the High King or Emperor is subject to the laws. Some of the main laws are outlined below, but these are but a few of the volumes and volumes of rules in Farland, explaining these laws and instituting new ones. Lawyers thrive in the kingdom.
The Twenty Precepts
1.If someone is called to go to court, he must him go. If he doesn't go, a witness should be called. Only then should he be captured.
2.A person who admits to owing money or has been judged to owe money must pay within 30 days. If he does not pay, he will be hauled off in chains weighing at least 15 pounds.
3.Parents have all power over children. An outwardly deformed child should be put to death. If he is not, he will not be admitted to the public dole nor have any claim on the state.
4.If a person dies without heirs, the nearest male kinsman shall inherit.
5.All persons shall inhabit the land at the pleasure of the High King and are subject to his law.
6.When someone makes contract or obtains ownership and announces it orally, right shall be given.
7.No man shall possess another's property but that he gain it naturally or lawfully make payment or account for it.
8.Build roads; if they become broken, passers-by can drive their beasts wherever they want. Let no man purposefully break a road.
9.Slavery is a lawful custom, although it be contrary to nature.
10. A man may discipline his slaves but may not take their lives without cause.
11. If a slave has committed theft or harm against his owner, his life passes back to his owner's hands. If against another, the owner shall buy his peace.
12.Let all men honor the gods of the state, including the Emperor.
13.If a patron defraud his client, let him be outlawed from making contracts.
14.If a man cast an evil spell, let his ability to work magic be stripped from him and reparations made.
15.If one has maimed or killed another and does not buy his peace, let there be retaliation in kind.
16.Let no men make a private law between them.
17.Marriages between lords and plebeians are forbidden. Neither may slaves marry.
18.Someone who has brought a false claim shall be brought before three judges, and shall pay a double penalty.
19.Let all men pay lawfully levied taxes.
20.Let all men serve a minimum of five years military service.
Farlandish towns are famous across the continent because they are so orderly and so similar. Their architecture is also renowned, with arches, porticoes, columns, and pillars common. Most town streets are laid out in a criss-cross pattern, and, if the terrain permits, most of the public buildings are located in the same area. Most towns have a town square called a forum; an amphitheatre for games, plays, and worship; a public bath; and a town hall. Many communities also have a building for public magic services, called a magicum. There is also usually a barracks and a stable. The streets are wide and paved, and there is public sanitation in the form of public sewers. The rich have running water. Magic services, such as fire lighting, messages, light, mending, translation, unseen servant, and knock, are available in larger towns, or at least were before the Dark Conquest. Nonetheless Farland remains the occupied kingdom that is most accepting of arcane magic. The largest towns and cities in Farland are Totini, Naxos, Limera, Gorak, Esta, Ladona, Telae, Cromae, Nimera, and Amerina.
The Far City is a wonder of the world. Built in a defensible location on three hills overlooking the Sendus River, the city is rife with statuary, arches, large squares, public baths and temples, a huge arena, and a fortified harbor that opens into the Straights of Gor. Magic is common. Towering tenements survey the street, venders hawk their wares, and mansion grounds sprawl across the wooded hills, all surveyed by the Palace of the High Kings, now called the Palace of Wrath. With a population of over 100,000 beings, it is the largest city on the continent; truly it is a sight to behold.
Guilds, called colleges, are a large part of Farlandish life (these are not colleges in the usual sense; they do little teaching). There are three types of colleges: magic guilds, merchant guilds, and artisans guilds. All of the guilds have great power, often achieving monopolies in the area where they are located. To do business in a locale that the college controls, one must either be a member of the college or pay a business fee. The final two days of the week, however, are "free days" where anyone can do business without interference from the guild, at least not visible interference. In reality, the colleges often intimidate locals so that they refrain from doing business on free days. The colleges themselves are regulated by internal constitutions that dictate how members may do business and that keep the colleges legal.
One of the most powerful guilds, at least before the Dark Times, is the magic college. The members of this guild are responsible for registering all magic users in the jurisdiction of the guild, for keeping records of all powerful magic items in the territory, for collecting taxes on magic users and magic items, for investigating magical crimes, and for producing magic items at the pleasure of the governor or High King. Having a royally sanctioned monopoly on magic means that these guilds are indeed quite influential.
The tenor of the Dark Occupation in Farland has been somewhat unique. The Kingdom has managed to retain some of its greatness. The Lord of Anger has seen to that, and it has been a point of some pride with him. Unlike most of the other Deadly Lords, Wrath has taken care with the economy, has allowed the populace to retain the culture which makes them unique, has retained most of the laws and systems noted above, and has even kept the Farlandish legions. The latter are now obviously loyal to him only, and half of the great army now consists of hobgoblins.
Law in Farland is now a deadly affair. The Lord of Sin exacts terrible vengeance on anyone breaking any law, especially any precept relating to loyalty to those of higher station. His hobgoblin guards make certain of this. For this reason, the domain of Farland has perhaps the least amount of organized resistance of any of the occupied kingdom, and anyone foolish enough to try to foment rebellion quickly finds this out.
Wrath has retained the established governmental structure, but he has filled its upper ranks with all manner of fell creatures and dark folk. Advancement in the Farlandish government is now achieved mostly by nefarious means, be they assassination or political treachery. This sort of self-promotion is illegal but is actually encouraged. The Lord of Anger does not wish for weak servants.
The life of the average citizen is harsh, as it is in most occupied kingdoms. They tend to be able to make a decent living financially, but because of the very organized networks of spies and the flourishing assassins' guild, the typical Farlander lives in fear of sudden enslavement or death because of accusations of sedition leveled by some unseen accuser. Yet the Farlandish spirit is strong, and even this harsh situation is not enough to break it.
The total area of the the Kingdom of Farland is 20,000 square miles. Roughly 40% of this is arable land; the rest is divided between forests, wilderness, hills and the like.
The total current population is approximately 1,100,970 persons because of the fertility of the Allinus region. Roughly 85% of the current population is human. The remainder are dark folk, like orcs, goblins, kobolds, and hobgoblins.
- 22,020 residents are isolated or itinerant.
- 829,863 residents live in 2178 villages.
- 66,058 residents live in 14 towns.
- 73,029 residents live in 6 cities.
- 110,000 residents live in 1 big city (The Far City).
Farland currently supports 2,422,134 head of livestock:
- 1,647,051 fowl (e.g. chickens, geese, ducks).
- 775,083 dairy and meat animals (e.g. cows, goats, pigs, sheep).
Demographics adapted from: http://www.rpglibrary.org/utils/meddemog/