|
Post by distortedhumor on Apr 6, 2017 1:34:53 GMT
Yes, I have plenty of half baked worlds, and reuse ideas all the time.
Oakmont
Oakmont is a setup intended to be a Low magic, semi-historical setting to play D&D. Here is some major themes.
- "New World" crops, notably Potatoes, Corn, and Tobacco, exist in Oakmont. - The "Civilized" world consists of the Imperial empire, referred to as "The Empire". The Empire is based off the Holy Roman Empire. - Society is split into a society of classes, roughly from highest to lowest as Lords (Nobles), Knights, Tradesmen, Freemen, and Serfs. - There is mobility between the classes, generally at the generational level. Adventuring is a path to upgrade your class. - Prison generally does not exist (outside of rare cases) The punishments are generally fines, or outlawing. While outlawing can easily result in death, only three crimes (Treason, Piracy, and rape of a virgin noble) is capital punishment used. A lesser form of outlawing is exile, where the convicted is escorted out of the empire before being outlawed. - Outlaws are no longer protected by the law. It is not unheard of outlaws being killed before leaving the site of the judgement. - The economy consists of Manors (in rural areas), and towns and cities, which include charter towns and Imperial cities. - Oakmont economy is more cash rich then historical economy, most labor is paid, and not part of a feudal obligation. - Religion is not unified. Most faiths accept that there are many gods, but only one or a subset of gods are worth worshiping. Gods worshiped range from gods who rites have exited for 20,000 years, to the newest fads in religion. - The local lords have much power.
|
|
|
Post by distortedhumor on Apr 6, 2017 2:54:17 GMT
Nobility and Knights.
Nobles (Lords) and knights make up the higher classes of the Imperial lands.
Nobles
Nobles are major landowners in the empire. They have six titles that are passed down from parent to child. The classes are in order of rank.
Duke/Dutchess - Generally descended from a prince or princess, thus Dukes are descended from a emperor, however the older dukes might be 20 or more generations from the Imperial family. Count/countess - The highest rank one can attain without marrying into the imperial family. A count title can only be given to someone who already holds a noble title. Earl - The highest title that can be granted to a non-noble. It always comes with a grant of land. Commonly given to for service to the empire. Viscount - A high title that does not require a land grant. Common to give to those who live in towns and cities, or those who power is by money, not land. Baron/baroness - once a landowner gains enough clout, they normally are granted a Baron title to become a noble. Many times Barons hold land in fief from a higher lord. Baronet - A odd title, the person it is granted to is a Lord, the offspring earns the right to a knighthood, but not a lordship. The inheritance rules for titles is the following.
The eldest son gets the title, unless the son is deemed incompetent or gives up his rights. If there is no sons, the title goes to the eldest daughter. If there is no children, and no living brothers or sisters, the title becomes extinct. The family can adopt a child to inherit, with the emperor permission, which is normally granted (but will require favors or payment.)
All legitimate children of a emperor will have the title of Prince/Princess X, Duke/duchess of _____
Examples of titles.
Jon Muscovy earns the title of Earl of Tulliah. He would be referred to as Jon Muscovy, Earl of Tulliah, or simply "Earl of Tulliah". His family would become House Muscovy.
If someone owns more then one title, they are referred with their highest and most senior title. Baronet's are just referred to as Lord. (Thus, the above Jon Muscovy would be called Lord Jon Muscovy if he was granted a Baronet)
All lords have the right to sit on the Landsraad, the imperial parliament.
|
|
|
Post by distortedhumor on Apr 8, 2017 15:22:46 GMT
Knights
Knights is a class of society, some knights will be horseback riders, others will be important merchants - all however exist as important cogs in the governing of the empire and with nobles, have the right to a family crest.
A knight can be a man or a woman. They are referred to as Sir, no matter what the sex.
Knighthood can be obtained in a number of ways.
Inherited
The decedents of Baronet titles become knights on passing of the title. In addition, if a high Lord wants a younger son or daughter to obtain a knighthood, it is normally possible by political favors and or money.
Granted by a High Lord
The Emperor, a Duke, A Count, or a Earl can grant a title of Knighthood to who they see fit.
Acceptance into a Knight order.
There are a number of Imperial chartered orders that can grant knighthood to it members. The number that can be granted knighthood is limited by the charter in most cases. The following orders exist.
Knight of the Stone (Unlimited) - one of the few orders that is not limited by its charter, the ancient order of the Knight of the Stone are based in Highrock, and are dedicated to the protection of that city, and thus, the eastern border of the empire. All Members of the order, including the knights take vows of Chasity, Poverty, and obedience to the head of the order. The head of the order is voted by the knights when it opens up. The order members range from men and woman who find the order honorable and dedicate their lives to it, to rank criminals who joined the order to avoid a fine or outlawry, as joining the order pardons all previous crimes. Note, not all member of the orders are knights, as the order has the ranks (from low to high) of Man-at-arms, Steward, Squire, then Knight.
Order of the Rose (150) - The order of the rose is a very traditional order of knights, dedicated to Traditional knighthood skills of horseback riding, warfare, and tournaments. At any one time, half the knights where knights before joining the order, and the other half where non-knights who earned a invite by tournament success. All members of the order have the right to the use of the Orders 3 manors, and also the orders hospitality tent(s) at Tournaments. Leadership is a council of seven, who membership is the seven most senior members of the order.
Order of Trident (125) - This order consists of knighthoods granted by the emperor for government service. It is filled by important government officials, and is viewed as a great boon to such workers as knighthood allows there children much better marriage chances.
Order of the St. Miranda (100) - A order dedicated to the Cult of St. Miranda, the lady of youthful beauty. They are vowed to protect the shrines of St. Miranda, and all maidens.
Order of Vilkar (100) - A very old order dedicated to help the poor. Due to its vows of poverty and service, it normally has spots open for those who wish to join.
Order of the Valkyrie (78) - A order of all woman knights.
Order of the Hospital of Oakmont (75) - Knighthood for healers, almost all are clerics of some type.
Order of the Imperial Dragon (60) - These knights are the dedicated bodyguards of the Imperial family.
Order Attercoppe (50) - a order who history is lost in time - it and it members are dedicated to kill monsters of all sorts.
Order of the Nord-Bandywine (48) A order dedicate to expand knighthood north of the Bandywine and its hinderlands.
The Adpeh (40) - Dedicated to hunting down outlaws.
Order of the Candeltreow (20) - A honorary order given to those who advance imperial knowledge.
Order of Blackgate (11) - The Imperial city of Blackgate can give knighthood to its council.
Order of the Skull (*) - A highly secretive order of Knights. They are allowed to raise one member a year on the winter solstice. It is known that all the knights are fearsome warriors.
|
|
|
Post by distortedhumor on Apr 8, 2017 15:47:10 GMT
This part is a bit of a cut and paste (Recycling ideas is great)
Religion in Oakmont
Religion in the Imperial realms generally falls into three categories - The Imperial (Adunite) gods, he second is the Haraindiko, or simply the others. These in many cultures are called demons or devils. Finally, there is the foreign gods, beings who are not part of the Adunite pantheon, ranging from mortals gaining Apotheosis to idols brought on lost ships. These cults include gods that have been worshiped before recorded history.
One thing to remember about the Adunite faith is that the gods range from lawful to chaotic, and just because it is lawful does not mean it is nice, nor if it is chaotic it is evil. Lest not forget that executions for criminal acts or oath-breaking are offerings to the lawful Adpeh, while the priests of Cameral run the Cameral houses for the insane. While few if any claim to worship no god, as only fools are atheists in the imperium. Most will follow one, at most two gods, and occasionally take part in festivals (For example, Illumin "Night of lights" is a highly popular celebration across the imperium) As long as they are not cultists, most in the Azure Sea choose who and what way they will worship their chosen gods. Cities will have usually a number of temples and shrines, larger ones may very well have temples for dozens of gods..
In addition, each of the major god has 53 aspects, sometimes going by not the same name. Cultists and their shrines and temples are almost always hidden, and due to many cities age and building over the ruins of the past, some religious rites require long passages under cities to get to the holy sites.
Common Adunite Mythos:
Adune sat on his throne in the high heavens, in time he had many children, many of great note. Many great and wondrous things where created in these high heavens, and while the children and grandchildren squabbled, it was mostly peaceful.
Then came the unknowable Haraindiko, who tried to invade, and then laid siege to the high heavens. There was a great war of power unimaginable. The gods created beings in their own image, elves, humans, and beings more odd to fight the Haraindiko. Adune knew that the siege could not be lifted, but understood that though great sacrifice he could protect his children, and his many creations.
Adune created (or in some versions, organized) the world from his very essence, and locked the Haraindiko to the outer planes, using the elemental planes he built the physical world, and then with his godly force breathed life into it. The great work caused him to forever become one with the world. His offspring, the Adunite gods, gained powers as Adune saw fit, giving each a role to play, some to organize, some to keep peace, and others to spark creation though chaos.
As for the servants of Adune and the Haraindiko, they where placed on world to be born, to live and to die. In the Adunite faith, souls go to the god they served, and those who where heroic in that regard may become saints or great angels.
The Major Adunite (Imperial) gods:
Lawful
Adpeh – The God of Knowledge and Law
Miphic – God of Magic and mystical secrets
Evangeline - Goddess of healing
Yulia – Goddess of Peace
Neutral
Kralic – God of peaceful death
Vassa – Goddess of Divination, Justice, and Truth
The Unknown one – god of the unknown
Steenhoth – Goddess of the Hearth
Choatic
Xi the Unpredictable
Cameral – God of madness
Alexis – Goddess of Taboo
Janos – God of Battle
Minor
Kithal, the Dwarf-father – God of the Dwarves
Concorda – Goddess of Truces
Jasper – God of Charity
Cansor the Robed – god of darkness
Illumin - Goddess of light
Haros – God of Fire
Harkas – Goddess of the hunt
Hefron Stormbringer – Goddess of Storms
Haraindiko Lords
Akella (Magic)
Lekkli the Shapeless (Slimes)
Mortica the Pale (Undead)
Orkfather (Patron of Orcs)
Slaymon (Worm of Wisdom)
Zug (Might)
Linsat (Treachery)
Marcos (Corruption)
Jessafas (Flaming Truth)
The Imperial faith - The Imperial government supports the Imperial faith, which follows the Adunite gods. (The imperial policy is as long as a faith prays for the support of the government and the health of the imperial family, it will be tolerated, within reason). The Imperial faith has Patriarchs (Can be male or female) that head a major city or regions imperial faith. The Imperial family makes sure there is no higher authority then the Patriarchs to make sure the religiousleaders does not become more powerful then the Imperial family. The Church will have the following types of structures.
High Fane - A building/complex that can serve all rites to all 12 Imperial gods/Goddesses. These are very rare and always headed by a Patriarch. Temple - a building/complex that can do the rituals to one imperial god/goddesses, and shrines to the other 11. Church - a building/complex that has more then one shrine Shrine - a building or location that has a alter dedicated to a god/goddess for prayers. Monastery - a location that houses and trains clerics for all 12 god/goddess Priory - a location that houses and trains clerics for 1 god/goddess
(More later)
|
|
|
Post by distortedhumor on Apr 8, 2017 17:26:10 GMT
We now have a map
|
|