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.


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.


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.