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Post by distortedhumor on Aug 10, 2015 16:01:32 GMT
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Post by Admin on Aug 10, 2015 16:05:54 GMT
Thanks DH for gracing this so-far lowly forum with your excellent work. Personally, I'd love to see more of this kind of stuff here.
Also, feel free to make announcements in General Discussion and the D&D Sub-Forum, though it is best that you keep most of the posts in the The Workshop, for now, I guess.
Either way, I'm it up to you for now: whatever you feel is best.
Pres
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Post by distortedhumor on Aug 10, 2015 18:06:35 GMT
Quick rundown on Governments
Empire of the Dragon Throne
Leader: Xavier the IV, Emperor, Blood of Hieronymus, Duke of the Imperial city... Capital: Imperial City Other Cities: Paros, Zakar, Motts Ford, Irongate, Homs Rest, Port Isso, Rikker, Novo Soltar, Dalmaria, Tenpenny Bay, Point Lookout. In addition, the Grand Duchy of Carcaso, the Duchy of Kri, and the Oea free state are all Fiefs of the empire with limited self rule. Culture: Imperial Common Language: Imperial (Paros speaks Helikian (Western))
Grand Duchy of Carcaso
Leader: Jamie De Cote, Duke of Carcaso Capital: Carcaso Other Cities: Isara, Matrica, Zile Culture: Imperial (Carcaso) Common Language: Imperial (Carcaso)
Dutchy of Kri
Leader: Jonas XIII, Duke of Kri Capital: Kri Other Cities: None Culture: Kresso Common Language: Demotic (Kresso)
Oea Free State
Leader: City Council Capital: Oea Other cities: None Culture: Inner Sea Common Language: Imperial
Kingdom of the Two Rivers
Leader: Naralep the II, Xi of Adytum Capital: Adytum Other cities: Everwatch Culture: Adytum Common Language: Demotic
The Issaria
Leader: High Priest Council Capital: Axolotl Other Cities: Daggerpoint Culture: Lizardman Common Language: Sithian
Nord Confederation Leader: None Capital: None Cities: Nordholm, Navarro, Balin Culture: Nord Common Language: Nord
Helikian City states
Leader: None Capital: Helikos Other Cities: Dolikos, Lycaos, Verskos, Dallamarkos, Hammerfall, Culture Helikian Common Language: Helikian
Riverland confederation
Leader: Reseune City Council Capital Reseune Other Cities: Cyteen, Blackgate, Orric Culture: Riverlander Common Language: Demotic (Riverlander)
Inner Sea City States
Leader: None Capital: None Other cities: Esser, Redfort, Tyrion, Eastport, Valis, Valehead, Treehills, Caleb's Rest, Oldfort Culture: Inner Sea Common Language: Imperial (Inner Sea)
Silver Sea City States Leader: None Capital: None Other Cities: Yendys, Krax, Rhodhess, Silverbay, Brexa, Peone, Harrowbay, Rigal Culture: Silver Sea Common Language: Brexian
For the following cities are independent of any confederation, and please see the city info for further information.
Quastor Ezri Handelman's Keep Dawnstar Zurkos Haven Warrenstown Droyne Jasper's Ferry Rivers End Barrowtown Elvenhome Hollin Celaborn Gregor's Holdfast Ruins of Zithlithium Concordia Sarum Krenik
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Post by distortedhumor on Aug 10, 2015 18:45:58 GMT
Thanks DH for gracing this so-far lowly forum with your excellent work. Personally, I'd love to see more of this kind of stuff here. Also, feel free to make announcements in General Discussion and the D&D Sub-Forum, though it is best that you keep most of the posts in the The Workshop, for now, I guess. Either way, I'm it up to you for now: whatever you feel is best. Pres I will wait till there is more material before I announce it.
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Post by Admin on Aug 10, 2015 18:49:20 GMT
No worries, it's up to you.
That said, I would suggest posting your map here as an image, in the first post (just hit Edit).
1. It will make a powerful statement. 2. You have your work backed up in case of an EMP (Electro Magnetic Pulse) attack.
Pres, 2544 AD
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Post by distortedhumor on Aug 10, 2015 19:12:52 GMT
No worries, it's up to you. That said, I would suggest posting your map here as an image, in the first post (just hit Edit). 1. It will make a powerful statement. 2. You have your work backed up in case of an EMP (Electro Magnetic Pulse) attack. Pres, 2544 AD Good points.
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Post by chris107 on Aug 11, 2015 11:25:26 GMT
Good stuff DH
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Post by distortedhumor on Aug 18, 2015 22:33:31 GMT
Thanks Chris, I am working on some monsters, treasures, and of course, a mega dungeon to place on it
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Post by distortedhumor on Aug 18, 2015 23:09:29 GMT
Of Lords, Sirs, and Common rabble
There is a regimented, but free flowing system of Nobility in the The Free cities and the Empire. New Knights and Lords are created, and old Families die out or whole branches fall into the realm of commoners. Once someone has reached the level of importance, They are noted as being part of a Noble House or Clan. Normally important Commoners are said to be part of a Clan, while Nobles are of a House, but this is a Rule, and not a absolute. However a rough overlay of the Titles that exist.
Lords:
Lords: A lord is someone who owns lands and is a who is sworn directly to the Emperor, or to another Duke, or another sovereign (excepting rare cases). They have the rights to rule the land and keep the peace, carrying out justice, and are nobles. They are required as part of holding lands to produce a set amount of coin to the treasury, but how they obtain incomes from the land is up to the individual lord and the traditions in the area. Some Lords are minor, only controlling small, poor lands while others have more wealth then can be counted. Most Lords are expected to fight and defend lands from Orkind (Orcs, Goblins, and Ogres) and to serve the his liege if called upon. (be it of fighting, magic, clerical duties, or any other means.) The Title of Lord is reserved for the ruling landowner, his/her spouse, and all the children. Those in the family that are not the direct children of the Ruler are considered part of the Royal house, but not a Lord.
Titles are Lord for males, and Lady for female.
All Lords are to be tried before a Jury of peers (Fellow Lords) and can demand a trial by combat.
Sir: (Aka Knights)
Many Times a lord will have too much land to directly manage, and will give individuals the rights to a sub portion of their lands in return for a cash rent and service. These are giving the title of Sir (Or Dame if female), Also, there are many skilled individuals who obtain the honor without lands. By custom, the Lord granting such a boon must provide the person being honored with a horse and money equal to a suit of armor (Plate).
A Landed Knight is one who controls land for a Lord. A Hedge Knight is one who is granted the title without lands. While not hereditary like the Lord titles. Most Knights with honorable service can obtain their children with the same honors.
A Male Knight is called Ser, while a female Knight is called Dame.
Knights are thought of as being of minor Nobility, and will be thought of as being part of a Noble House.
Knights can demand Jury by Peers (Lords or Knights) or Trial by combat.
The major difference between a Lord and a knight is that a lord directly serves the leader of the nation or a duke, while a knight serves a lord, or in some cases with a hedge knight, no-one but themselves.
Commoners:
The Commoners are split into two general branches, Townfolk and Rural commons.
Rural Commoners: There is no Serfdom in the Most of the city states and empire, however, most farming contracts are of seven years, where the Noble provides A cottage space, and leases farmland, and the farmer will pay rent by a share of the crop, coin, or most often, a combination of the above for the rented lands. While the crops grown in the cottage space is thought to be the farmers sole possession. Under the Social custom it is illegal for the rental contract to demand payment in labor. However many of the rural folk must at times work for the lord for wages (which are not regulated) to help pay rents. Cottages are provided for the renter, but the renter is expected to maintain the cottage. Some of the Rural commoners are known to rent large tracts and sublet to other farmers, and some Rural commoners are somewhat well off. However those who are injured or childless can face tough years as they get older.
Rural commoners trials are held before the Lord, or his Magistrate.
Townfolk: The town and cityfolk have some more freedoms, and generally more wealth then the rural neighbors. Most Cityfolk are part of a guild of some sort. The Guilds regulate who can carry out the work that the guild oversees, and also provides mutual aid will feed and clothe widows and orphans of Guild members. Internal disputes are handled at the guild level, while disputes between members of two guilds are handled by the guild masters.
This rigid system of guilds and the poverty of the rural living means that many who seek more in life become adventures or sell-swords from the common rabble, while many distant relations of noble families are forced into the life of adventure due to having no future in landowning or politics. Luckily the lands still has many Orcs to slay, ruins to explore, and wild lands to tame so that it is not a unreasonable dream for a distant noble cousin or a laborer not wanting to carry out his family business to gain wealth and glory to become a Sir or a Lord.
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Post by distortedhumor on Aug 18, 2015 23:15:28 GMT
The Law
While knights and nobles have rights to appear before a Jury of their peers (or trial by combat.) most citizens face a trial before the lord, or his appointed official. The Trials are quick but mostly fair, the accuser brings witnesses (normally needs three, or a lords official) and both sides are given a chance to speak. There is also the option of paying "blood money" which normally is the cost of the stolen good x3, or in non-larceny cases, a negotiated settlement. Much of the judge or jury is deciding what sort of blood money is the correct amount. However if blood money is not agreeable, or unable to be paid, it goes to the bloody code. Here is a some common crimes and punishments. The listing in () is what sort of bloodmoney would be expected. In addition, there is the option of outlawry in all cases, even oathbreaking.
Oathbreaking - Death (none!)
Murder - death (the value to the earnings of the dead man or woman x 3)
Stealing - loosing a hand (x3 the value of what was stolen)
Rape - Castration (If maiden the father of the maiden can agree to a marriage with a x3 normal brideprice, or a suitable payment to the woman and family)
Poaching [hunting on lords lands] - Loosing a hand (100 sp for a deer, 3 gp for a rabbit.)
Drunkenness - A day in the stocks (1 gp to the City guard)
Outlawry
The lord can also deem the person a outlaw, which many might think is worse then death. Even a executed man family will keep their possessions. A outlaw can be killed, stolen from, or any other action, and will have no protection of the law. By rule, the outlaw is left outside of the castle wall and allowed to flee, and while there are bands of outlaws in the woods, their lives are normally brutal and short.
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Post by distortedhumor on Aug 18, 2015 23:23:58 GMT
The Currency
(Note, the world is much more flush with coinage then historical middle ages. Thus the fudalism is in this setting many times is by payment in coin and men at war, instead of the highly complicated labor agreements of the historic middle ages. A unskilled worker will make 5 SP to 1 GP per day, depending on the kingdom and labor market.)
Historically, each kingdom, and many of the petty lords, had their own coinage, and not all the time using the same weights and content. Helikos rulers understood that this was a unworkable system in the long run, as small and large coins, and even paper currency in some areas meant that trade and taxation was a burden. Tyrion Svarfisk is created with creating a royal mint and began to issue his own coinage, and all other coins that came into the possession of the royal government was melted down and reissued into the regular, milled coinage that slowed down coin clipping and counterfeiting. Standardizing at 1.6 ounce (~45 gram) coins, (standard 1/10 of a pound coin) These large coins where minted in large quantities, the re-minting of the coins recovered from the dragon Akar the red alone produced a large sum of metal for the coinage for years of use. While listened as gold and silver, the coins are mixed with base metals to give a uniform 1/10 of a pound with not dissimilar size.
Crowns (PP) - A coin that includes platinum, mithril, and some base metals, it is normally never seen by commoners, and in fact, is rarely seen by even Lords of the realm. Most of the coins are seen to settle accounts with great merchants and for Bride-price (Like a dowry, but the husband pays the wife to be family) at the highest levels. It is worth 10 Dragons. it has a image of the crown on one side, and the High Fane of Dawnstar on the back.
Dragons (GP) - A mixture of gold and base metals, and many times referred to as Drakes, This is the currency of account. A drake is a not as rare that few people have seen it, but much of the day to day coinage is silver. Drakes have a tendency to be horded at bad times, so even the money changers in areas not near a mint might not be able to exchange silver for drakes. On the front side is a image of the issuing ruler father (It is thought to be unseemly to put one own face on the coin, and even Tyrion Svetfisk put his father on his coinage.) and on the back is detailed design, which depends on which of the royal mints issued the coin.
Thaller (EP) - A rare coin, this is almost a pure silver coin that is used mostly in trade to locals are used to more pure silver. It is worth 1/2 of a Drake. They are rarely minted and are only minted when needs require it. Most finding a Thaller will quickly change it to Stags which are more easily spent, as even tradesmen will sometimes not have seen a Thaller in over a year. Generally it is a image of a queen on the front, and on the back is script that assures of its purity. "Silver as pure as newfallen snow"
Stags (SP) - Also known as bucks, this is a silver coin that is worth 1/10th of a Dragon. (AKA - 1 dragon = 10 Stags), This is a most common currency and is used on a daily basis. Sometimes stags are broken into half or quarters to make change. The front is of a rearing stag, the back is a motto, most commonly a reminder that to counterfeit is to die.
Farthings (CP) - Copper coins that are produced in large quantities, they are worth 1/100 to a Drake (1 drake is 100 farthings). These are produced by the lords, and not the royal mint. However it is forbidden culturally to put the human face on such a small value coin. So it is a regional landmark or a noble fortress that is put on the coinage. The royal mint does inspect the coinage to make sure it is of copper and of the correct weight.
Smaller change is handled by local tokens, and not under this review.
Adventures will many times find odd, old currency in treasure. This is not a full list, but some are worth more to the collector then to the moneychanger, while others are coins that must be exchanged and re-coined, leaving the players with a little less coin then they hoped for.
Silver Pennies - small silver coins that where common prior to the unification. Weighing 25 to a pound, these coins are worth 8 Stags per pound after money changer fees. However, if the players go to a sage to review the coins, there is a 10% chance that one of the coins will be rare and be worth 20-30 Dragons (GP). However a dishonest sage may not tell the players this information, and instead obtain the coins for a much lesser sum.
Groats - Large pure copper coins worth half a stag. Most have been remelted but you will still find them in coin hordes and isolated towns, as this was a very common currency and Halflings sometimes still coin it.
Mith-Marks - The internal currency of the Dwarves, 100 to a pound and each is worth a Dragon. They have a near religious standing among dwarves, dwarves will many times attack someone in a rage if they are foolish to show they possess one outside a dwarf hold. Instead of coins, they look like small flat bars with Dwarven runes on them.
Dawnstar Paper - Dawnstar used a unique form of currency, the Paper note that was backed by a set amount of gold. High Rock still issues the paper notes (now backed by a set amount of royal issued coin), and they work as small letters of credit, in dawnstar you can exchange it for the set amount of coins that it is listed at the issuing merchant house, however as you go further away from Dawnstar, the less value you will be able to get form the paper note, as moneychangers will discount any paper due to the cost of redeeming it. Also every thief or party dreams of robbing one of the great vaults where the backing coinage is held.
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Post by distortedhumor on Aug 18, 2015 23:33:38 GMT
Some religions. Not the main religion article but I wanted to dump it as I had it open in my notes
Mortican - A feared cult of a ascended necromancer, the followers of Mortican meet in secret at full and new moons, and carry out their dark rituals. Members hide membership in this cult, which can result in capital punishment in many areas. Most members seek power or protection by joining this cult, and they are promised life after death, even if it is undeath.
The Trifold mother - A old god that has nearly died away. Worshiping the trifold mother (Maiden/Mother/Crone) Membership has almost gone completely to the Carolanic gods. The shrines are noted for their healing powers.
Radeny - God of the Great hunt, he is shown as a great huntsman. The shrines are generally out in the woods, with game animals skulls laying about. It is rumored that some shrines carry out the old Great hunt, and instead of hunting a bear or a unicorn, the greatest game (Humans and their ilk) is hunted. This is of course denied by the members. This faith allows membership in other faiths as well.
Isset - A god from the free cities, it is a god of a blue skinned female figure with a skull (many times a horned skull) head. Many animals are sacrificed to this goddess, and due to the past occasional human sacrifice, the shrines of Isset are suppressed. It is most common in the great city of Tyrion, which has the largest free city population in the Ten Kigndoms.
Ale'ina - The Lady of peace. The image is of a smiling woman sitting cross-legged, skirts touching the ground. Normally placed in peaceful spots, the devotees are expected to contemplate and gain inner peace. Those that she does grant this peace generally seek to end wars and be peacemakers. Though many go back to their own professions. She is one of the most popular Cultic figures, and the Carolanic priesthood tries to discourage this cult, and seeks those to find peace with one of the nine.
Malcom - the priesthood of this faith is unique. The Elders of the faith drink a potion that gives them visions of the past,future and present, which is then dictated onto scrolls and tomes. Each time the member drinks the potion, they see greater visions, but each drink causes blindness for a ever increasing time frame. Eventually the elders will be blind forever, and are taken care of by other younger members of the order. The Codex of writings from these seers who have given up vision are well respected, as the visions are true, though some of them happen hundreds, or even thousands of years in the future. The main collection of the writings are in Dawnstar.
Iadainuphos - God of Orc-kind. This is a foul god that demands select captives and anything misshapen to be slayed at its alter and burned. In the Bandlands there is still wild human tribes who worship this foul god as well. Much like its followers , this is a evil god of little mercy.
Heori - the god of madness, and those who are insane are said to be "Touched by Heori" Not many are said to worship him, but those who do are sometimes called to carry out missions and duties that only a insane person could perhaps understand. As a example, two fortnights ago, A "touched" member in a moment of clarity bought a weather vane from a local village, paying many times the fair value, the next day he was back at his normal insane self, but a local child was healed of a grave illness.
Eorin - A god of fire, who priesthood carries out large missionary activities in ten kingdoms. Children are "Donated" to the temple to be Fire priests, and once they become of age they are sent out to establish new congregations, As converts are expected to fill the normal temple duties. they seek to end the darkness by spreading the fire of their lord Eorin across all lands, and sometimes making offerings by fire. The God is foreign to the Ten Kingdoms, (and even from the free cities where it is much more popular.) and unlike many of the other faiths, has a large scripture base. One of the key concepts is the "Ildens Lys". This is a man who will come forth and eliminate the darkness by establishing the eternal flame and with burning sword in hand, defeat the great evil. Eorin has a dualistic Good/Evil viewpoint with Eorin, the great fire fighting the great darkness till the coming of Ildens Lys.
There has been many supposed Ildens Lys, all have died, many by fire. The faith still waits for the true Ilden Lys.
Dwarven faith - While not a cult, the Dwarves have their own faith that they keep to themselves, and do not speak to outsiders. Very little is known except it deals with ancestor worship, keeping the "Great works" of those ancestors (including things as little as Mith-Marks. ) It is also known that they believe in some form of reincarnation. Also, there faith carry's forward the concept that the creator of a item is the owner, and if it is "Sold" it is just a lifetime right, and should not be passed down in a family as heirlooms. This has lead to some deep stated ill-will among Dwarves and other races who see no problem giving children their finely crafted dwarven goods. Dwarves have gained a untrustworthy reputation due to their tendency to conspire to acquire what they think is rightfully theirs.
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