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.

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.

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.

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.

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.

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.

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.

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 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 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 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.

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.

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.

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.

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.

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*****

```