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AD&D 2e: Player`s Secrets of Binsada

Player's Secrets of Binsada

Of all the realms in the Birthright world of Cerilia, Binsada is one of the most fascinating - not least because it is ruled by a female line that goes back centuries. A player representing Binsada in a classic Birthright game will need to play a female character if they wish to be the ruler, although advisors and courtiers can be of either gender as the player chooses. Prospective queens will need courage, determination and a flair for the dramatic to win their realm over.

The work starts with the High Priest's Exhortation, addressed to that would-be queen (but fascinating and useful to anyone wishing to exert influence in Binsada, of course). He has a startling secret to reveal, and also makes it plain that he wants to see the spread of worship of his deity, Leira, even more than he'd like the realm to flourish and grow! Fortunately, he claims that Leira has told him that Binsada and her Queen are destined to rule Cerilia...

Next comes the history of Binsada, grown out of nomads who once ruled a long-lost mighty empire but whose descendants conquered these lands and have held them ever since. The geography of the realm is described next: in the main a flat grassy savannah ideally suited to nomads and their herds. A major feature of Binsada is that whichever way you travel out of the land, you run into monsters. Hydras, harpies, a sphinx... maybe it is safer to stay at home!

The provinces and people are then introduced. Binsada is remarkable in that it has no roads, and only two permanent settlements, one of which is the capital Ber Dairas. Twelve nomad clans range their own territories, camping during the spring and summer months in 'sun camps'.

As for government, in some ways it's an oligarchy, in some ways a theocracy and to many minds it's sheer anarchy! The queen rules as an 'elder of elders' but each clan mostly listens to its own elders; and everyone listens when the priests of Leira speak. Although most citizens belong to the clans, there are also subservient settlers who farm or fish and who are required to pay tribute to whichever clan rules the province in which they live. Each clan, as well as governing their province, has overall charge of some aspect of Binsada's affairs - one handling customs, some providing the army, and so on.

Law is simple and direct, although ancient retributions like from like have now been replaced by monetary penalties. All is judged by clan elders and the aggrived party may choose to accept or reject payment. If accepted, the perpetrator is no long held to be guilty of anything. An oral tradition governs such matters as what price should be paid for what transgression.

There's plenty of detail on the habits and customs of the citizens, especially the nomads. Everything you might want to know - clothing, diversions, festivals, the animals and birds to be found (and the uses to which they can be put). The capital is described, as is a typical sun camp, and other landmarks along with notable nomads are detailed. There is a detailed accounting of the ruler's holdings along with law, guilds, temples, magical sources, income and expenses so that if you choose to play the Queen or one of her close advisors, you know just what you have to deal with. Finally, there is a selection of rumours and plots ongoing within the realm and some strategic advice.

If you are particpating in a classic Birthright game, this provides you with all you need to represent Binsada's interests. And if you are not, this would prove a fascinating country to visit, repleate with masses of activity and intrigue with which to get involved!

Return to Player's Secrets of Binsada page.

Reviewed: 13 August 2014