The World Around You
The Big Picture
Presented herein is dimensional, solar system, planetary and continental data as well as
atmospheric, oceanic and climatetary information. This is intended to give players a feel
for the world, as your characters have do not have a basis to understand what it means, much
less access to the information itself.
A Brief History of Time
Presented herein is a (very) brief history of sentient life on Lithgar. Keep in mind that
your characters know nearly nothing of this, and a KS: History will give one perspective to events.
The Gods
Presented herein is a theory of the existance of magic, gods and spirits, as well as a summary
of the major gods and pantheons. Some of information is included in the Knowledge Skill: Home,
though your character may know more or less about certain things.
The Campaign Region
Presented is information on northern Aldrinar and the region surrounding the city of Northpoint.
Much of this is included with the Knowledge Skill: Home, though your character would have more
information on the lands near his home. Where your character's home happens to be is up to you.
The Social Order
Slaves: The lowest of the low, they are property. Prisoners of war are rarely enslaved (they
are ransomed), and most slaves are convicted criminals working in dangerous jobs such as mining.
Slavery is not hereditary - the child of a slave is a freeman. A slave who lives a year and a day
within a city wall becomes free, and as such there is little slavery in or near most walled towns.
Freemen: These people comprise 80% of the population, produce all the food and the vast majority
of the goods. They are essentially rent-paying tenant farmers who owe fealty to their lord and receive
a portion of the harvest. There is no historical serfdom, but farmers traditionally remain on their
land for their entire lives. They do, however, have the Right of Departure - if a freeman's debts are
paid they can leave their feudal lord and go elsewhere. This, plus the remnants of the initial heavy
dependance on the working class, results in a much more 'friendly' society than is historically accurate.
Yeomen: A yeoman is a middle social status landowner who is able to support himself, his family
and pay taxes. They are generally sworn to the local lord and receive his protection, though a few hardy
souls maintain their independence in the wilderness. The class has a reputation for being trained to
fight, and most are proficient with some type of bow.
Merchants: The the grease that makes the medieval society run smoothly, they are freemen who
travel through the kingdom buying and selling. The lack of banks necessitates guilds and their scripts
- and their dues - or traveling with lots of cash and several bodyguards. Magical communication aids
the richer merchant Houses, but the cost prohibits use except to bring news of major events - such as
harvest production figures.
Taxes for merchants vary from medium (20%) to horrendus (80%) depending on the local ruler's attitude
and need for cash. This is one of the few places where a lord can raise lots of gold without risking a
revolt - it just risks economic stagnation as other merchants start avoiding the area.
Clergy: The clerical order is much the same as historical - priests, monks, nuns and bishops -
but there is only one archbishop and nobody higher. They are subject to canon - not civil - law.
Mages: Magic doesn't follow the rules of heredity, so it's seen as added onto a person's birth
position. Mages who are also titled (knight, baron, etc) are usually treated as the title, plus a little
more for also being a mage. Mage guilds jelously guard their monopoly and reputation within their
jurisdiction, and command respect of skilled professionals at a minimum.
Knighthood: These people are dedicated to warfare. All knights share certain traits and duties,
such as a code of chivalry and weapons training (sword, lance, spear & dagger, missile weapons discouraged
and brawling prohibited), but all knights are not equal. The difference between them is primarily their
source of income and how many other knights they have sworn to them.
- Knight Mercenary: A knight without a lord or land, they are called mercenary because they
must work for money. They generally make their living by soldier employment, and differ from ordinary
mercenary cavalry only in that they have taken the oath of knighthood to a lord.
A knight whos income is derived directly from their lord, either through
maintenance or direct cash payments. they are also called household knights because they live in
their lord's household and not on their own land. They are the lord's bodyguard and standing army,
and as their support is crucial to the lord's success (not to mention his survival) they are
treated well and may display the lord's colors.
- Knight Vassal: A knight who owns his own land, capable of supporting themselves, their
squire and a man-at-arms or two. They generally live at home but are obliged to serve their lord
for 40 days of military service per year, plus another 20 if demanded, plus another three months
of bodyguard or garrison duty.
- Knight Lord: These are the upper ranks of knights, who have taken on other knights as
followers. The oath of fealty requires the lord to provide sustenance for his retainers, so only
the richest landowners can afford to accept knights as retainers.
- Banneret: The lowest of the knight lords, bannerets have at least three knights
sworn to him (typically 8-12), and have provided each with lands capable of supporting them. Their
properties may be inherited or gifted from the king.
- Baron: A baron holds land directly from the king, controlling rich and widespread
estates and an average of two dozen knights. Barons may call one Hunt per year on their lands.
- Earl (Count): The title implies control of a large region called a county, lesser
lands in other counties, and at least eight dozen knights. They councel the king in military and
social matters, and may call a Hunt, a Feast and a Local Tournament each year.
- Duke: The highest rank other than royalty, dukes are rich and powerful. They hold
the equivalent of several counties throughout the kingdom and command 120-200 knights. They have the
ear of the king and often influence his actions. Dukes Hunt, Feast, hold Court and run Regional
Tournaments as desired.
- King: The highest rank in the land, the king owes fealty only to those personal
ideals he swears by: ancient law, divine right of kings, an abstracted "his people" or some other
person or event he holds dear. Kings technically holds ultimate command over all land, and personally
control at least 200 knights. Kings Hunt, Feast, hold Court often and sponsor at least one Regal
Tournament per year. The title "pennath" is also given to independent landholders with relatively
minor wealth and power, but who retain their independence from any other lord.
Knightly Orders
From a handful of traveling companions to hundreds of knights bound in a common cause, the
Chivalric Orders come in many sizes. Most orders follow the organization of: a Grand Master,
3-5 Knight-Commanders, up to a dozen Knight-Companions and several dozen more Knights of the
Order. Some Orders forbid anyone else from bearing arms, others freely hire men-at-arms.
Specific numbers, rules and traditions are available on request.
- Clerical Fighting Orders: Many fighting men took religious vows and became part of the clergy.
They are subject to no lord and may not be forced to join a war or a cause, but they in turn may not
ignore a just cause. They tend to isolate themselves from the rest of the chivalry, living in churches,
monestaries or religious fortresses while being supported by the church. Three examples are:
- Knights Hospitalar: Dedicated to protecting the young and orphaned, they also comfort young widows.
- Knights Templar: Serving the church since 1129.
- Knights Teutonic: Protecting the kingdom with preemtive retaliation.
- Temporary Fellowships:: Wandering knights - men without homes and friends - often formed
temporary companies in which each swore an oath to help the others in battle, tournaments and
with ransoms. These brotherhoods were usually un-named, leaderless and for a set duration (tournament
or adventure), but a small number have endured.
Northpoint
Presented is information on the city of Northpoint itself, where the campaign starts. Included
is information about the physical layout of the city, the local political power blocks and other
material relevant to the campaign. This information would fall under KS: Home or KS: Northpoint,
depending on where your character is from.