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Author Topic: Who owns the land?  (Read 3940 times)
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mit_2k
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« on: April 28, 2010, 06:24:30 PM »

So I'm trying to figure out exactly who is responsible for the lands/farming communities throughout central and eastern Erenland.
In my current campagn which is focused on Erenland and uniting the people there, there have been a few villages/farming communities in the area of the Ardune which have been raided by marauding fell and all the occupants are now dead or gone. They (my PC's) have managed to stop the Vampire that was leading the fell and killed or dispersed the remaining undead.

Now they are interested in re-populating the villages and installing resistance friendly people there so the villages can act as a base of operations and a supply chain for the resistance. I think its a great idea on their behalf and I'd like to work it into the story but I'm just not sure how to go about it.
The important question is who is ultimately responsible for these lands? I know that essentially each village is responsible for itself and the only greater law governing the area is the shadow but beyond that do the traitor princes have any jurisdiction over things like this?  how do they go about getting people to the villages without arousing the shadows suspicion. and how do you get people into a new village without them being arrested and enslaved for breaking the law by traveling?
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« Reply #1 on: April 28, 2010, 06:41:43 PM »

I would imagine it would be the bureaucracy of whoever the Legate in charge of the region is.
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« Reply #2 on: April 28, 2010, 06:49:07 PM »

Hrmmm...I'd assume that the local legate would have heard of the village being destroyed, so new people appearing there would be suspicious. 

However, if they can do it under the local authority of whichever traitor prince is nearest, it might work.  Remember that legates rotate posts will a fair bit of frequency, but the princes are fairly long-lasting.  If your PCs can get in good with a prince and convince them to repopulate (and they generously volunteer to "recruit" new townsfolk and lead them there) it might fly.  Good chance for them to roleplay callous overseers that don't mind risking peasants. 

I'd assume if they can get some sort of written authorization from a prince (especially if they're good enough to convince the Prince it was his idea), the Legate and orcs will accept it, though it might start some infighting between the prince and legate...

Joe
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mit_2k
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« Reply #3 on: April 28, 2010, 07:05:09 PM »

At first I imagined it would be the Legate's as well but from reading the entries on that area of Erenland from Destiny and Shadow it implies that the legates and armies have a very loose control over the area, just traveling around to collect the tithe and spread the word of the shadow but never having a massive presence in the day to day life of most small communities.

I think the idea of getting them to try and sweet talk to whichever prince is in charge of the area would be a good idea, Getting their authorisation should be a fairly strong point to stand on and could set up some interesting challenges with the party having to negotiate with orcs and other shadow minions when out in the wilderness moving get people to these villages. Not to mention whatever unsavory things they may have to do to garner the favor of one of the traitor princes to begin with. Hmmm
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« Reply #4 on: April 28, 2010, 07:06:03 PM »

I would imagine it would be the bureaucracy of whoever the Legate in charge of the region is.

That or perhaps one of the Traitor Princes or false Sussars.  Hadah Al-Mansur for the central plains comes to mind. Communities near the Kings roads are generally patrolled by wandering war bands of orcs and slavers.  Along the Eren river it's mainly the gnomes with some oversight by legates and such.  Meanwhile the majority of Erenland which is mostly left to its own devices are governed by towns appointed local sheriffs and ruling councils.
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« Reply #5 on: April 28, 2010, 07:14:33 PM »

I asked that same question when I started running midnight. Most of the following is what I've managed to put together from reading the books, but some of it is interpretations from forum-goers on this site and my own extrapolations.

There's basically two branches of government in the midlands. The Order of Shadow and the Traitor Princes. In some areas they work well together, in others, one or the other of them hold dominance. The map in the back of the M2E core book shows the various districts the mainland has been broken into. Each one of those districts is overseen by a greater legate, who controls all the temples in that area and hold allegiance to Sunulael, and a Traitor Prince, who generally owes allegiance to Jazhir.

They each serve different interests and roles to the local populaces, but they do overlap in some areas.

The legates in areas that don't have temples are are usually Witch Hunters coming to search out Channelers and Fey and those that harbor them, or Sisters of Mercy sent to search out traitors, dissenters and anyone who gums up the works of their social order. They tend to travel with a small entourage of soldiers and aids and don't stick around to long. Sometimes a single, or small group of, Umbral Catholicites will be assigned to an area to minister to the populous. This is usually done in areas that are richer in resources, or are strategically important to keep stable, and under circumstances where the populous is prone to sickness or injury (such as mine workers, or farmers in a land stricken with plague).

The representatives of the Traitor Princes are the local sheriffs, tax collectors, and adjudicators. They are usually concerned with the bureaucratic  side of things rather than the personal. They will look at things like crop yields, birth and death rates, taxes, local disputes and other things that increase or decrease productivity. They will also be the ones concerned with things like providing supplies that the community cannot make for itself. (the amount the local government cares will vary, but they will usually all do their jobs well enough to keep their towns from dying. That reflects badly on them)

Crime is an area where there is overlap. Legates might care that you possess a pre-conquest book, but wouldn't give a damn if you stole from your neighbor. The sheriff will probably be the other way around.

In areas where the church and the state work pretty well together, the sheriffs might also represent the church's interest, doing their best to serve two masters. In areas where one side holds more authority than the other, there may be areas where the populous suffers badly. (A district with a weaker church than state might not have much in the ways of trained medical aid)

The Midnight Chronicles movie has a pretty good example of how the Church and the State fill separate roles and might not get along real well.



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« Reply #6 on: April 28, 2010, 07:23:33 PM »

As for defending the populous against things like Fell, if the land isn't important enough to warrant a military presence, then they're probably going to be left to their own devices. Must towns are going to have a central area, usually on a hill, and walled as often as possible, where the wealthiest or most powerful people in the area live. Depending on the resources, the walls may also encompass a number of other families or buildings. When Fell show up people head for high ground and lock the gates. They band together for safety, break out basic weapons and try to protect themselves. Because of the prohibition on weapons, this can be tricky. In areas without a standing guard of some kind there will usually be a local sheriff or adjudicator who keeps a stock of weaponry for emergencies. (These will be things like spears and axes) They will make sure they have a small contingent of personal guards who are better armed and armored for rounding up the issued weapons when the crisis ends.

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mit_2k
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« Reply #7 on: April 29, 2010, 03:49:03 AM »

Thanks for all the feedback guys,
has given me a good solid base to build the next part of my campaign on, provided they make it there of course..
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