[PotN] Path of the Nomad
Feb 18, 2017 20:56:53 GMT -6
Post by Duke Doodstormer on Feb 18, 2017 20:56:53 GMT -6
Currently repairing topic - damaged in transfer
“The Pillars could pave no road man would follow, thus instead they hold aloft the earth that he might make his own… and does not break it into dust.”
In the final chapter of the Age of Elves, Turolt the Great brought the squabbling tribes of man together, rising up against the Empire that oppressed their people and vanquishing the Dragon Emperor. The Druids, appointed messengers of the great Pillars of the Earth, exiled the Elves to the Faery Realm from whence they came, making man once more the master of his world.
It has been centuries since the glorious days of Turolt Who Unites Men. The Druids grow aged and weary, and as their wisdom fades, so too do the bonds that united men in friendship and peace, giving way to treachery and rumors of war. From within brother raises sword and spear against brother, and from without the once mighty borders of the Five Kingdoms have grown vulnerable to barbaric men, those who know not the ways of Turolt or of the Pillars and see only opportunity.
In this dark age of strife and bloodshed there is once again need of those with noble hearts, who might once again bring men together as in the days of Turolt, and once again make man the master of his world.
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This world is something I’ve messed with off and on over the past few years in an effort to create my own 'perfect' fantasy setting that appeals to my own weird tastes in dark ages history/mythology and low fantasy. This month was World-Building June, which gave me an opportunity to organize my notes, put thoughts into writing, and write some entirely new ones in areas I hadn't previously considered.
As PotN was originally conceived as an open RPG setting, much of the lore/writing/rambling is tailored towards this world as a game system rather than a specific single storyline. That's kind of the norm for universes around SSLF, but some of the prompts seemed more geared toward written storylines than gaming settings to me.
Anyway, this was a lot of fun to do and I will try to expand on it as I answer questions, do some polishing, and of course start replacing some of these placeholder images I've accumulated in such mass quantities. (There was originally much more illustration but unfortunately the image limit made it necessary for me to jettison all but the bare essentials. This may change in the future but for now it's more words than reference imagery, sorry.)
Table of Contents
(Sorted weird due to odd arrangement of WBJ topics, will adjust in the future)
1. Geography
Orsyny/Trysony (Green) are based on the Arthurian Britons, Celts, and Saxons. They are locked in constant civil war over an ancient dispute over the throne, and so no sane cartographer considers it worth the effort to mark out the ever-changing counties and factions.
Ursland (Blue) is based on the Vikings and other Norse. They are presently divided over a recent controversial ruling to outlaw the “Old Ways” of raiding and piracy. Though not in a state of civil war, the High King has had difficulty in getting the cooperation of his Jarls for his planned conquest of Trysony.
Danaria (Red) is based on the Duchy of Normandy and the rest of France, with some early Spanish in the south. While more stable than the others the Danarian Dukes are ever-ambitious, and setting their eyes on the chaotic isle of Trysony.
Agonia (Pink) is based on the early Russians, particularly the Kievan Rus. To their east, over the natural wall of the Agonian Mountains, lies the Frontier, home to many scattered smaller kingdoms similar to their own. Recently these kingdoms have been terrorized by a new horde of barbarians they call the Horse People, held out of Agonia only by the protective natural barrier of the mountains.
Molossar (Yellow) is based on the Byzantine Empire, thus holding much of the former Elven Empire (based on Rome) in the south. Southern Molossar is contested territory between the Molossar Empire and the Selvanicid Sultanate.
2. People & Races
1.0 The Molossar Sea
The Empire of Molossar is the remaining southern fragment of the former Empire of Elves, which had subjugated the regions that are now the independent kingdoms of men. When mankind was united by the Danarian king, Turolt, the Southern Empire was already run in its majority by men, who seized the opportunity to secede from the Elves. The Molossian legions were crucial to the war effort, as the only truly professional army at man’s disposal.
Molossar is one of few places where Elven infrastructure remains intact, their roads and fortresses carefully maintained by the Molossians who still rely upon ancient Elven traditions and practices.
1.1 The Elven Empire
Based on the Roman Empire
Fallen; no holdings (formerly much of the known world)
Elf, Imperial, Faery Folk
The Elves were an ancient race of mystic beings, with strong affinity for natural and growing things. According to ancient accounts, each elf is a dual spirit, sharing their soul with that of an animal. From these dual souls the elves could draw the power needed to perform great feats of magic. Ancient accounts describe abilities such as foreseeing of the future, command over the elements, immortality, and speaking to the dead, though the full accuracy of these accounts is shrouded by the myths and superstitions that have arisen in their decline.
Most famously, Elves possess the ability to shift forms from that of an Elf into the form of the animal whose soul they share. This animal form is usually larger and stronger than its ordinary natural appearance, and most noticeably bears antlers the same as its Elven form. The animal is commonly related to the Elf’s personality and status, with stags, hawks, bears, wolves, and other woodland creatures being the majority. They are not limited in this however as lions, horses, and, most infamously, a dragon, have also been recorded.
The Elves were once scattered tribes like men, until there arose one among them whose dual spirit was shared with the soul of a dragon. The draconic half, being an inherently evil creature, overpowered the elven half and became the Dragon Emperor. The Emperor united the Elves together as one great empire, conquering and subjugating the tribes of men as their servants.
It was in these days that there arose the Druids, five wizard prophets chosen by the Pillars to guide men in their hour of desperation. Uniting the tribes of man under one banner, they faced the Elves and the Dragon Emperor in a great battle at a sacred place now known as the Field of Glory. Led by the legendary Danarian King Turolt, the Dragon Emperor was slain and the Elven legions destroyed, making men once again the masters of the Natural realm.
Defeated, the remaining Elves were exiled by the Five Druids to the Faery realm from whence they first emerged, sealed away and fully separating the two realms forever. Though some Elves still remain trapped in the world of man, they are extremely rare, extremely reclusive, and extremely hostile toward men. Rarer still are the rumored “cracks”, through which one can still bridge the gap between realms, though these are unconfirmed.
[N] You cannot be an Elf.
1.2 The Molossar Empire
Based on the Byzantine Empire
North, South, and East Provinces
Molossian, South Imperial (archaic), Southlander (region), Man-Elf/Half-Elf (derogatory)
“How many Molossians are in a century? One soldier and ninety-nine politicians.” – Danarian joke
While the other kingdoms of men originated largely from barbaric tribes and villages, Molossar has the closest ties to the old Empire, having seceded during the war of the First Age to join their human brethren. Due to their close relationship to the Empire, the Molossians carry on many Elven traditions in politics, military, and infrastructure, while taking in influence from their northern kinsmen. For this they are often deridingly nicknamed as “Half-Elves”, though they share no blood with their former masters.
Molossar is by far the most advanced of Man’s kingdoms, possessing a standing professional army, centralized government, advanced learning, and an elaborate network of roads and forts. In spite of these immense leads over their neighbors, the infamously labyrinthine Molossar bureaucracy of senators, generals, diplomats, and nobles combined with their expansive borders has grown to limit their capability for action outside of their own walls.
Considered somewhat remote and strange by the other kingdoms, the only foreigners that typically enter
Molossar are merchants and mercenaries, lured by wealth and adventure. These travelers are often greeted with open arms, and generally return to their homelands with heavier purses and strange new ideas.
Molossians prefer to resolve conflict peacefully, through diplomacy and wit. Being well-spoken, educated people, they can do this more easily than others. When diplomacy fails however, Molossians are quite the opposite, preferring to settle confrontations swiftly and soundly.
[+] Silver Tongue – Everyone knows it: Molossians love to talk, and flattery will get you everywhere. You are at an advantage in most diplomatic and persuasive encounters.
[+] Citizen’s Duty – Molossians must serve in the military to qualify for citizenship, and though most do not see any frontline combat, they are educated in the advanced Molossian schools of strategic thought, and are qualified tacticians.
[-] Prosperous – Even in the days of the Old Empire, Molossians prospered while other men were slaves. Molossians must be cautious when traveling, as even the pockets of their poor make tempting targets for bandits and thugs.
1.3 The Selvanicid Sultanate
Based on the Saracens
Scattered holdings; South Molossar
Selvanicid, Desert Folk
Beyond even the southernmost reaches of the Molossar Empire, the Selvanid are a more recent arrival to the stage of man. Though not hostile toward Molossar, the Selvanid rapidly conquered, subjugated, or otherwise absorbed many of the ancient countries of the south formerly referred to as the “Old Kingdoms” into their own rule.
[N] You cannot be a Selvanicid.
2.0 The Agonian Mountains
The Land of the Princes, as it is often called, is the cold and rocky homeland of the Agonians, so named for the mountain range that separates them from the tribes of their frontier.
2.1 Principalities of Agon
Based on Kievan Rus and other pre-Russian kingdoms
Principalities of Agon, Aror, and Agene
Agonian, Frontiersman/woman (region), Princeling (derogatory)
“When bargaining with an Agonian, a pickaxe is essential.” – Molossian merchant’s journal
The region of Agon is a loose confederation of three principalities, each ruled by their own princes and generally keeping to themselves, having little to do with one another. Like Trysony, Agon lacks central authority, though in the case of Agon the conflicts of the nobility do not often break out into open warfare.
The “central power” of Agon lies with the Grand Prince, who is elected by the votes of the nobles from each region. The passage of time and the building strife between the princes has rendered the title meaningless, however, and the voting only continues out of tradition. The vote is generally won by whichever prince has the most nobles, and thus the noble class is bloated with honorary titles and positions simply to pad each prince’s votes.
The Principalities have only been kept in relative peace because of the untamed eastern frontier, home to countless tribes, outlaws and would-be warlords who often raid the villages and outposts on the outer edges of the region.
Agon is better known outside of its borders for its famed adventurer knights, the bogatyrs, who often travel far beyond Agon in search of glory and adventure. These travelers often find themselves in the employ of foreign nobles and landholders doing “unofficial” work or serving as bodyguards.
Agonians are a hearty, rambunctious, and free-speaking people with a strong sense of duty and honor. They are always ready to take up arms for a virtuous cause, and seldom turn down an opportunity for adventure. Though often quick to anger, an Agonian is a steadfast and loyal friend.
[+] Strong-Willed – An Agonian is an extremely difficult mind to change. You are resistant to persuasions and distractions.
[+] Thick Blooded – Native to the Agonian mountains and defender of the Frontier, you are unfazed by cold and harsh weather, even welcoming it.
[-] Outspoken – An Agonian always speaks his mind, sometimes (often) when it would be better to remain silent.
2.2 The Frontier Kingdoms
Based on Kievan Rus and other pre-Russian kingdoms
Frontier States - East of Agonian Mountains
Descriptive varies by state; Collectively referred to as “Frontiersmen” just as their Agonian brothers
Just to the east of Agonia, on the other side of the Agonian Mountains, lie a number of small, separated kingdoms and states. These nations are very similar to the Principalities of Agon in culture, social structure, and customs, and are frequently connected to their neighbors by trade and alliances.
The major difference is of course in their governmental structure. While Agonians are joined in confederation by the Grand Prince, the Frontier Kingdoms are entirely separate, independent bodies governed by their own Princes. The Kingdoms once frequently had disputes and warred against one another, but with the arrival of the Horse People most of these past grievances have been laid aside in the face of a common enemy.
Many of the Frontier Kingdoms have made offers and tributes in hope of being counted among the Principalities, though the heated disputes of the Princes have brought the government to a standstill and made such expansion of territory impossible without the great risk of violence - a civil war that has been carefully avoided for decades.
When travel brings the Frontiersmen to other realms, they are often mistaken for Agonians and usually do not mind the mistake in identity; they see it as an honor to be equated with their stronger brothers in the West.
[N] You can be a Frontiersman; refer to Principalities of Agon
2.3 The Horse People
Based on the Huns
Scattered holdings; The Agonian Frontier
Horseman, Horsefolk, Barbarian (derogatory)
“Agon could be protected by a wall with a man-high door.” – Agonian joke
Primarily held back by the difficult natural barrier of the Agonian mountains, the Eastern Barbarians are a ruthless warrior culture of horsemen, who survive seemingly only through murder and theft. They endlessly raid and pillage the scattered city-states, tribes, villages, and camps of the Agonian Frontier, and have recently set their eyes upon Agon itself, striking at its outer edges along the mountain range.
Little is known about them as there has been little conversation with them outside of the negotiations of war. It is understood by the Principality that though they share a culture they have no present centralized authority and appear to operate as scattered warbands, almost randomly burning zig-zags across the frontier.
Agonian soldiers sent to relieve the ravaged Frontier kingdoms report the Barbarians not as untrained savages but skilled and deliberate warriors, who ride upon horseback with the ease and skill of a man on foot, even able to guide their horses without reins as they attack with the bow.
[N] You cannot be a Horseman.
3.0 The Sons of Or and Ur
The “cousins of the sea”, the kingdoms of Trysony and Ursland are both famously descended from a land dispute between an ancient pair of brothers, Or and Ur, in a legend so ancient that it predates the appearance of Elves.
According to this legend, Or and Ur were twin brothers, great warriors who conquered many lands and acquired for themselves great wealth and power. When they became old of age and were ready to settle down, the twins agreed that they would divide all they had conquered between the two of them, but could not agree how the land would be divided.
Or, being the clever brother, suggested the sea be used as the division. Ur realized that this would mean that the south division would only be two small islands, while the north would be the much larger territory, and greedily accepted the proposal.
And so, Or received the green, rich, and bountiful islands of Orsyny and Trysony, while Ur received the frozen, rocky shores of Ursland. According to the legend, Ur never spoke to his brother again. It has been suggested recently that the fate of the Orcs is Ur’s long-awaited revenge for his brother’s trick, though most still consider it an ironic twist of fate.
3.1 Kingdom of Trysony
Based on Arthurian Britons, Saxons, and Celts
Islands of Trysony and Orsyny
Tryson, Or’s Son/Daughter, Half-Orc (derogatory)
“I’d sooner count the wars in Trysony.” – A common sarcastic reply
In the final battle against the Dragon Emperor, the Tryson king struck the fatal blow, slaying the dragon by his hand. However in the battle he also sustained mortal wounds, and in his death the clans of Trysony were left with no heir, and thus no king.
Ever since that day, the Trysons have lived in a constant state of conflict and civil war, fighting amongst themselves over ancient land claims, and when they are not dealing with one another they must contend with bands of Orcs and sea raiders from Ursland. Even now rumors spread of campaigns and armies being assembled in Danaria.
The borders and dominant clans are in constant flux as treaties and alliances are made and broken. Out of convenience, and somewhat to the annoyance of its people, outsiders commonly arrange the many dozens of warring counties into two “states” based on the islands of Orsyny and Trysony, though these are not to be mistaken for single bodies in the same manner as the Principalities of Agon or the Duchies of Danaria.
Trysons are hardened warriors, and are hired as mercenaries even as far as the Molossar Empire. In spite of the constant warring Trysons have come to view the inter-clan conflicts as a sort of politically motivated sport, and outside of the battlefield have little reason to truly hold grudges against rival clans.
Living in constant conflict with one another has hardened these hill folk, making each one an uncannily clever and stubborn fighter. A Tryson can fight his foes unarmed just as well as in conventional situations. Because of this natural prowess, Trysons are often encountered in other realms, employed en masse as cheap and effective mercenaries.
[+] Brawler’s Wit – A Tryson is resourceful in all situations, particularly combat. You are never truly unarmed and are at no disadvantage fighting bare-handed.
[+] Hardened – Constant conflict and violence makes a Tryson a deadly persistent foe. You can survive and even shrug off blows that would leave other men in the dirt.
[-] Hotheaded – Trysons live in a violent culture, and tend to have little patience for other solutions.
3.2 The Orcs
Based on Gothic tribes
Scattered; no holdings
Orc, Pigman, Orson (derogatory; comparison with Tryson)
“How do you tell an Orc from a Tryson? The Orc is better mannered.” – Ursman joke
The Orcs were men once, native to the island of Orsyny, but when the tribes of man rose up against the Empire of Elves and the Dragon Emperor, they chose to betray their own kin. The Dragon Emperor, knowing of their reputation for selfishness and the desperation of mankind, offered them a great flock of swine, for which they turned upon their allies in the midst of the battle.
Though the guidance of the Pillars led man to victory nonetheless, their treachery brought about the death of the Tryson king. The surviving traitors were punished for their greed and betrayal, their souls being trapped into the pigs they valued above their own kind. They became the deformed and hideous piglike brutes now known as Orcs.
Violent, reclusive, and hateful by their nature, Orcs now live the lives of bandits and thugs, hiding in the dark corners of caves and cities, obsessed with gold and riches and caring little for how it is obtained… though their lack of intelligence tends to mean the method is usually violence. While they are easily bribed their immense hatred for mankind makes them incredibly unreliable and untrustworthy.
It is not uncommon for a wealthy merchant to employ an Orc amongst their other bodyguards, though it is important that the Orc is not left to its own devices.
[N] You cannot be an Orc, except under very special circumstances.
3.3 Kingdom of Ursland
Based on Nordic peoples, particularly the Vikings
Territories of Ursland, Norland, and Fjarland
Urslander, Ursman/Urswoman, Ur’s Son/Daughter, Ursling (derogatory)
“The Ursmen only drink to keep steady on their boats.” – Tryson joke
The Ursmen, valuing personal freedom and equality among their highest ideals, elect their King each 5th year by a collective meeting of jarls and thanes. This meeting is considered of sacred importance and all disputes and conflicts are set aside for the ceremony. While the criteria for kingship obviously varies between each that votes, Ursmen commonly associate good leadership with strength of arms and military prowess, and thus the King is typically already a nobleman or other political authority, though there have been rare exceptions.
While the King does carry significant authority, his rule is not always absolute. When wars between jarls or thanes divide the realm, the crown takes on a more symbolic role, though it is still the designated authority in regards to political relations. Though prone to in-fighting and civil wars like the Trysons, the crown of Ursland is a central authority that can reunite the jarls together when necessary.
Ursmen are a hardy people who have spent much of their lives on docks and aboard boats. They work practices of war into their daily routines, learning to catch javelins in flight and wield an axe ambidextrously. Due to this life of constant extremities they are sure-footed and thick-blooded, making for tough warriors and resilient travelers.
Though their ancient days of raiding and piracy have been widely abandoned in favor of the more stable agricultural societies of their neighbors, this tradition is still recent enough to arouse controversy amongst the elders, and many rogue crews of sea raiders still practice the “Old Ways,” as they have been called. Though it is outlawed, the controversy has made enforcing such rules inconsistent at best, and in many cases these sea raiders are supplied and paid by the nobles meant to stop them.
[+] Navigator – Ursmen spend much of their lives traveling on land and sea. Anywhere you can clearly see the sky, you can determine and predict direction, weather, and even location in many cases.
[+] Steady Footing – Your sense of balance is impeccable, and even when caught by surprise you can keep on your feet.
[-] Ill Repute – Ursmen are often encountered abroad as mercenaries and pirates. Though usually a false assumption, this reputation makes many foreigners uneasy or distrusting.
4.1 Kingdom of Danaria
Based on Anglo-Norman Europe
Duchies of Dania, Monia, and Estria
Danarian, Danisc, Turolt’s Folk
“If a tree falls in the woods and no man hears it, does it still dishonor a Danarian?” – Tryson joke
The noble houses of Danaria and the three great duchies are held accountable to a royal crown passed through the generations directly from the first King of Dan, Turolt the Great, who had united the many kings and chieftains of men under one banner against the Elves and the Dragon Emperor.
While these descending kings have since varied in quality, and the mighty alliance of Turolt’s age has long passed, Danaria has maintained a standard of chivalric conduct as their highest ideal. A Danarian values his honor and integrity above all, and even those whose hearts are darkened with treachery and evil are still drawn to their own twisted codes, to justify their actions with themselves.
Reliant upon peasant levies for much of their armies’ bulk, it is required by law in many counties that able-bodied individuals above the age of 16 be trained in the use of some form of weapon, most common being the bow or the spear. It is rare to find a Danarian without some history of soldiering in their bloodline, and as a result of this tradition of conscription much of the peasantry has inherited some armor or a weapon, though many of these items are the simple mass-produced equipment handed out by the nobility.
The Dukes and Counts of Danaria, eager to expand their holdings and win favor with the crown, have recently set their ambitions toward Trysony, considering it to be an easy target in its chaotic state. These ambitions have remained entirely verbal however, as the many conflicting claims have made it difficult for any of them to gain traction.
[+] Turolt’s Folk – Descended from Turolt Who Unites Men, Danarians are naturally charismatic. People are more willing to follow your commands and respect your decisions, or at the very least hear you out.
[+] Bold – A Danarian values valor and heroism above his own life. Where other men hesitate, you do not fear to press forward.
[-] Code of Honor – Many Danarians abide by personal codes of ethics. While these are commonly well-intentioned, there are occasions where their personal honor conflicts with the ideal course of action.
3. Paths of the Nomad (Classes)
Classes in Path of the Nomad are 12 paths, divided into 4 ways according to their primary functions. Following a path is different from simply possessing a similar title; simply being appointed a knight is not the same as following the Path of Knight. Those who follow a path have chosen a road to enlightenment and self-improvement that, should they stay the course, will build them into examples and leaders among men, beacons against the darkness that now eats at men’s hearts.
Way of the Warrior
“In the hands of the mob, the sword is only a weapon. In the hands of a warrior, it is a tool.”
Though it is common for men to take up arms, for reasons ranging from duty to malice, there are among these men those who have found in the blade a new calling in the Way of the Warrior. Warriors are those whose skill with arms and armor surpass their fellow men and distinguish them in the eyes of the Pillars and their rulers.
Path of Knight - Defense
Appointed protectors of their kingdom, Knights are skilled horsemen who concentrate on the defensive, relying on their armor and shields to quench the fury of their foes as they advance on their enemies from horseback.
Knights, though the specific titles vary by nation, are lesser nobility (not always hereditary) generally carrying the rank of Sire/Dame at a minimum whether independent (knight-errant) or sworn, and can be identified easily by their spurs; a privilege reserved for the rank.
Path of Soldier - Balance
While the Knight and Berserk focus on the ends of the defensive/offensive spectrum, the Soldier balances between the two. Hardened by battle and strengthened by training, a Soldier is a tough and reliable warrior with tactical expertise.
Soldiers are unique from most other warriors in the nations of man in that they are professionals in their field, typically serving as garrisons or guardsmen, as opposed to the conscripted multitudes that make up the armies of the average nobleman.
Path of Berserk - Offense
Berserks forgo the heavier armors of their fellow warriors in favor of greater skill with their weapons. They make up for the lack of armor with the great speed and fury of the Berserkergang, a battle-fury that puts them into an almost trance-like state.
What Ursmen call “Berserkergang” is a ferocious transformation in a Berserk, wherein they take upon themselves a savage, animalistic fury, entrancing them in battle and clouding friend from foe. In this crazed state Berserks become as animals, gnawing at their shields and tearing at their own clothes. Well aware of their fabled reputations, Berserks commonly wear the skin of predatory animals, typically wolves or lions, to further intimidate their foes as well as warn allies to keep their distance.
Way of the Ranger
“Any fool can set loose an arrow, it is a ranger who can withhold it.”
The Ranger is a subtle woodsman, reliant upon their natural environment and carefully planned application of the knife and bow. A keen eye and quick wit are the Ranger’s greatest assets, serving him better even than the arrows in his belt.
Path of Burglar – Stealth
Spies, thieves, and scouts, Burglars are highly valued by those on both sides of the law for their skills in camouflage, disguise, and sabotage. Though you will never find a Burglar on the battlefield, it is almost a guarantee that any general or lord worth his wages has one somewhere in their employ.
Burglars are not to be confused with common criminals; amateurs who typically act out of immediate self-interest or impulse. Though Burglars are often associated with criminal activity, they are professionals who do so under the pay and protection of benefactors who can keep them out of the gallows, or otherwise make the risk more than worthwhile.
Path of Hunter - Balance
Preparing traps and ambushes, tracking and pursuing prey, and navigating the unfamiliar corners of forests and mountains, it is little wonder that Hunters are just as desirable in war as they are in peace.
Hunters are skilled woodsmen with a strong affinity for the flora and fauna of their region, as well as familiarity with those of other kingdoms. A Hunter values his herblore, tracking, and camouflage skill just as much as his marksmanship.
Path of Archer – Snipe
The Archer has refined marksmanship into an art form, making use of the bow, javelin, sling, and crossbow with unmatched precision and skill. Archers tend to abandon the subtleties of other rangers and rely almost entirely on their almost supernatural talent.
Archers are similar to Soldiers in that they are commonly professionals serving in garrisons or as bodyguards. A keen eye is essential for an Archer, and thus while they are not as stealthy as other rangers they often have scouting and watch duties.
Way of the Priest
“More dangerous than the gods are those that understand them.”
Priests come from many walks of life, noble and common, criminal and layman, and all are made equal brothers and sisters under the law of the Pillars. While their service is sworn to the Pillar of Light, they are servants of all five, maintaining the all-important balance of the elements.
Path of Crusader - Smite
The Crusader takes a more direct approach to the application of their faith, concentrating on the destruction of evil in every form. Their arms are devoted to the Pillars and the execution of their holy wrath. Blessed with an innate sense of justice, a Crusader cannot allow evil to go unpunished or good to go unrewarded.
Crusaders are militarized priests, trained in arms and the law similar to Knights to protect holy sites, administer the law of the Pillars where the laws of men are lacking, and to seek out and punish heretics; such as those who worship the Druids over the Pillars, or those who breach the sacred barrier between life and death.
Path of Pilgrim - Balance
The Pilgrim is a devotee to the Pillar of Light, having forgone their worldly desires to spread their faith, aid the downtrodden, and ultimately achieve greater understanding of the Pillars themselves. Deriving their strength from their faith, Pilgrims can be found in equal numbers carrying clubs or laying on hands as they feel led to do.
Pilgrims are restless traveling scholars, ever seeking greater understanding of the Pillars and their ways as they travel between holy places, monasteries, and shrines. Though disliked in larger cities as they are often too poor to trade, smaller towns and villages eagerly welcome these traveling preachers and the blessings they freely give to those who ask.
Path of Surgeon - Heal
The Surgeon is similar to the Alchemist, though their scientific focus is almost entirely centered on healing the ill and wounded, drawing healing miracles from the Pillar of Light as well as a broad knowledge of medicinal remedies.
Surgeons are somewhat controversial in that, due to the nature of their services, they are the only priests that are permitted to draw blood. Though in most cases this applies only to surgical instruments, those Surgeons who serve upon the battlefield freely abuse this loophole to carry swords and axes, a privilege even Crusaders cannot have.
Way of the Magician
“A magician is never truly empty-handed, for the Pillars are always in their grasp.”
Though true magic as practiced by the Elves is a power far beyond the capacity of ordinary men, carefully preserved only by the Five Wizards, men in their curiosity (and stubbornness) have mastered a different, yet similar art in the Path of the Magician. Through the use of alchemies, illusions, and ancient Elven writings, these men wield fantastic powers of sorcery and trickery that grant them a mystic edge.
Path of Librarian - Spells
The Librarian uses scrolls and books to cast spells. A Librarian is not restricted to a specific school of magic, being able to use any spell for which they can obtain a scroll or book for. This school is perhaps the closest to being “true” magic, as it relies upon an ancient Elven art that could contain magic within the written word. While some Librarians devote their lives to unraveling the mysteries of this art for themselves, lured by the promise of writing their own spells, the vast majority prefer to seek out and copy from surviving Elven texts.
Path of Minstrel - Balance
Minstrels are traveling magicians, who rely on trickery and cunning to outwit and defeat their foes. While much more reliant on their sword arm than most fellow magicians, these tricksters are wiser than they appear. Best known for their gift of song, Minstrels may be seen in many forms as they motivate their comrades in battle, entertain workers in the fields, perform for kings, or simply playing something bawdy for some sailors.
Path of Alchemist - Tools
Alchemists are scientists and scholars, devoted to the deeper understanding of the natural world. There are many fields of study these individuals may research, from anatomy to astrology, but the common man associates Alchemists with transmutation and chemistry; fields that, when practically applied, bear strong resemblance to magic (a comparison which annoys some.)
4. History
History as it is studied and taught among the Five Kingdoms is commonly divided into three eras, Pre-Imperial, Imperial, and Post-Imperial. Modern society revolves largely around the Elven Empire and for this purpose historians build their understanding around it.
Pre-Imperial
Sometimes known as the Pre-Elven or Ancient era, the Pre-Imperial period is the largest of the eras, spanning several millenia of human wars, kingdoms, and achievements predating the rise of the Elven Empire. Though this era predates the Empire it does not predate Elves; During this period there was still open passage between the Natural and Faery Realms, and many magical creatures and races existed with men both as allies and enemies.
Due to the Elven Empire’s attempts to destroy man’s culture and absorb them into their own collective Empire, much of man’s architecture and writings from this era have been long destroyed or mingled with legend. The most reliable texts historians still possess are the holy texts of the Pillars, which in addition to their religious significance also contain many stories and accounts of Pre-Imperial man.
Imperial
Though the Imperial era was brief, only lasting for a couple centuries, its impact upon modern men is massively important, Imperial culture being the framework from which the modern kingdoms derive their structure and the catalyst for the great Alliance of Men.
The Elven Empire arose under the leadership of an elf who shared his spirit with a dragon, the Dragon Emperor, who united the Elven settlements together both by force and by diplomacy with the intention of conquering the Natural Realm. Though he successfully conquered the “known world” of the Five Kingdoms, the Empire was ultimately unable to fully integrate men into an Elven culture, and man resented his slave-like status in Elven law.
The sheer size of the Empire made it necessary to divide and share its government with men, which ultimately backfired when the human-run Southern Empire seceded and Turolt’s Alliance of Men destroyed the Imperial army at the Field of Glory.
This era also saw the appointment of the Five Druids, chosen speakers of the Pillars and the only men able to wield the faery magic practiced by the Elves. These Druids, in the closing of the Imperial era, fully separated the Natural and Faery realms through the destruction of the magical portals that bridged the realms. For this act, the following period is sometimes referred to as the “Seperation” era.
Post-Imperial
The Post-Imperial Era, also known as the Seperation Era, the Post-Elven Era, the Era of Man, and the Post-Alliance Era, is the present age, which officially began on the day that men triumphed over the elves.
In this era the kingdoms formed under Turolt’s Alliance began to truly take form as the tribes gave way to noble houses and new borders. The unions were not all successful however, and many of the kingdoms are now divided, at or on the brink of civil war. Those stable ones now turn their eyes upon one another with the intents of conquest and expansion, while the frontiers of Agon and Molossar are endangered by new barbarian foes.
Though by some miracle peace has been maintained between the kingdoms themselves, there is no alliance or even goodwill as in Turolt’s day, and the kingdoms must face their problems on their own.
5. Architecture
Infrastructure
During the Imperial Era, the Elves implemented a number of important structures and systems still important to men long after their absence.
Most important are the ancient Elven highways, which enable the swift travel of merchants, soldiers, and messengers between the towns and cities. Many villages, in order to survive, must make their own roads that connect to the highways.
In larger towns and cities, bath-houses are also greatly important for personal hygiene as well as being a social occasion. While some of the more wealthy are able to construct their own private baths, the majority of these structures are public. Often rural peasants will visit the baths before the merchants to take advantage of a freshly cleaned appearance and improve their sales.
While the Molossians and some counties in Danaria attempt to maintain them exactly to their original specifications, others have adopted the concepts for themselves and constructed their own versions, which are accompanied by a number of improvements and imperfections that come with deviation from the ancient standards.
Housing
In both rural and urban communities, houses are typically comprised of 2-3 rooms, generally a common room for family and guests where daily routines and meals are held and a bedroom for the masters of the home. In warmer environments there are wooden windows, which are opened in the day to allow light and air and locked from the inside at night. A hole in the roof allows the smoke from fires burned for warmth and cooking to escape. In more ‘modern’ structures, typically urban homes, stone chimneys serve this same purpose.
While rural homes are usually partially underground and single-story constructions, urban houses are much larger in size, with the residences on the second or third floors while the first serves as a store-front or workspace. Large houses in the cities often house multiple families or rent out extra rooms to travelers.
Houses are typically cheaply and quickly constructed, being gradually expanded over time as the owners may replace walls with stone or replace framework with stronger construction. All-stone buildings are too expensive for many to build, and even many nobles opt for partial-stone construction for their manors.
Castles and Forts
Stone fortifications were a famous symbol of Imperial rule, and many of the ancient Elven ruins that have not been reclaimed and restored by enterprising nobles still inspire others to attempt similar structures, admired both for their craftsmanship and the almost impregnable safety they offer. Many of the original Elven forts still stand, still valuable as strategic strongholds and seats of power.
Due to the time and cost to construct such a structure, it is more common for men to construct wooden fortifications, building a tall hill for the keep, around which is constructed a wooden wall and a moat is dug, sometimes planted with sharpened stakes. This variety is the most common, and also the most short-lived, as it is easily compromised by fire, though its value as a defensive fortification makes it still popular.
In Danaria and Agonia, where quarries are plentiful and time is an affordable luxury, stone castles are constructed as symbols of power and wealth, to protect villages and merchant roads and serve as garrisons for traveling war parties. What few stone castles stand are the envy of all who lay eyes upon them, and very few have made any attempt to breach them by force of arms.
Markets and Shops
Markets are typically events that take place in the central gathering area of a settlement, where merchants set up tents and barter with one another and with other travelers. People of higher status generally avoid such events as they prefer to make their deals in private, one-on-one situations where they have greater control over the bartering process. Some however find a certain thrill in the chaos and excitement of a market and can thrive, playing merchants against each other to get the best bargain.
In large cities, where permanent store fronts are more abundant, merchants may rent stalls or the street around another store, where for a fee they may do as they do in the markets. Though it is rare, some cities forbid markets from taking place inside their walls, causing the merchants to set up all around the gates and roads much to the annoyance of those attempting to pass through.
Though often crowded and chaotic to an outside eye, merchants commonly abide by certain courtesies toward one another, attempting to avoid selling similar wares in close proximity, keep their livestock contained, and keep a careful eye out for those with sticky hands and tight pockets.
6. Economy
Among the many lasting contributions the Elves made to modern society is the Imperial Denarii, a universal system of currency throughout their former holdings. The value of a Denarius varies by region, though being molded from gold and silver means that they always carry some value. For this reason, forgery of currency is not considered particularly serious except where the forger can falsify the metal itself; the value lies in the gold, not the face upon it.
While the Denarius holds domain over currency, not all trade is made via currency; rather, the value of the Denarius is simply an added factor in the dominant system of barter. The simplest example is that of a knight and his fief: In exchange for the knight’s protection over a village, he receives an agreed portion of that village’s crops or other production, which he may then use or trade at his own discretion to maintain his equipment, train and recruit militia, or simply fill his belly.
The poorer peoples rely most heavily on barter, and stash away what Denarii they get in case of emergencies such as conscription or poor harvest. Many merchants, anticipating this, assign standard values to common bartered goods like livestock and crops out of convenience. There are no laws regulating prices, and it is at the discretion of the seller to find the best deal. Often a sly merchant can easily shortchange an entire village preying upon their own desperation, an act which, though vile, is often left unpunished by the law and is still a topic of fiery debate in legal circles.
Due to the impracticality of transporting great wealth wherever they go, richer people such as nobles and successful merchants make contracts, typically with skilled artisans or architects. A contract typically consists of a large sum of money, distributed to the recipient over an agreed amount of time, in exchange for a special service the recipient may offer such as the construction of a large building or the commissioning of weapons and armor. These payments then go to hired help, supplies, living costs, and other needs that the merchant may have.
Contracts are considered to be the safest of trade systems due to the fact that, based on the distribution of funds, failure to pay does not leave the recipient with a completed good that he cannot sell, or result in massive debt. Contracts are legally binding and cannot be undone save for the agreement (or demise) of all witnesses and signatures upon it. To protect the contract itself, copies are often made and kept by the local rulers or other representatives of law.
7. Hierarchy, Power, & Governance
The Molossar Empire
Head of State: Emperor
The most complex of man’s governing systems, arising from the combination of an early pre-Elven republic, Elven offices, and human kingships and nobility, Molossar’s government is a bureaucratic labyrinth often mocked by outsiders and understood only partially even by the politicians within it.
The core Molossian Imperial offices are more easily explained, as they occupy the public light in extremely prominent roles and thus are understood more clearly by the people.
The Emperor, or Empress, is at the head of state, being directly related to the Imperial lineage that began when Molossar first separated itself from the Elves. The Emperor’s primary responsibility is to uphold the laws of the realm, doing so through the appointment of generals, governors, senators, and other lesser officers in conjunction with the Senate. While the Emperor’s authority exceeds that of the Senate, he is not above the law and can typically be restricted by their rulings.
The Princes and Princesses are the direct heirs to the Emperor, and while outranking the governors, generals, senators and other officers, they are commonly “apprenticed” to these officers when they come of age, typically 16-18 years, in order to learn the workings of the Empire they will one day serve. Princes are expected to defer entirely to the expertise and advice of their masters, only taking action of their own accord where it is safe for them to do so without causing catastrophe by amateurish mistakes.
The Governors and Governesses are tasked with administering law and defense in the Imperial districts, which are themselves divided into the three provinces of West, East, and South. The Provinces are ruled by Provincial Governors, whose responsibilities are similar but distributed amongst their governors. Governor is one of the highest attainable offices of a common citizen, requiring no noble blood.
The Senators represent the districts in the Imperial courts. A Senator is charged with interpretation, writing, and updating the laws of the Empire, as well as aiding the Emperor in making governmental decisions. Each district appoints a senator by vote, and the senator serves until he dies, retires, or is retired (again by popular vote). Senators, like Governors and Generals, are not required to be nobility.
The Generals, obviously, oversee the administration of the military, commanding the legions and keeping them in shape. The Generals also serve as officers of the law, being dispatched to unruly districts to temporarily replace or assist Governors and restore or maintain order. Generals earn their rank through several years of military service, accelerated by distinctions on the battlefield, though often they must share their hard-earned prowess and experience with other Generals who earned their rank purely by the noble blood of their veins.
The Agonian Principalities
Head of State: Grand Prince
A confederation of the three Principalities of Agonia, Agon, Agene, and Aror, Agonia is ruled by the Three Princes. These nations remain fairly autonomous in most repects save for the protection of the Frontier Kingdoms, a duty typically distributed evenly amongst them all.
The head of Agonia, who is charged with leading Agonia in times of war and settling civil disputes, is the Grand Prince. The Grand Prince is elected each year by the votes of the nobles. As many nobles are loyal to their prince, this has had the unintended side effect of causing the princes to simply inflate their votes by the appointment of numerous lesser nobles. The imbalance has severely widened the gap between commoner and nobleman, and many of the lesser nobles, being given almost no land or duties of office, spend much of their time traveling abroad as adventurers and mercenaries to earn their living.
Though aware of the flaws of the system, the Princes have neglected making any changes for fear that they may lose the freedom and autonomy granted by the current system. The animosity between the Princes themselves have further driven any discussion of reforms far from the table, as the nobles desperately attempt to prevent an open war with the Horse People right at the gate.
The Kingdom of Ursland
Head of State: High King
Ursland, similar to Agonia, elects its High King by the vote of the nobility, each fifth year, in a great gathering of their people. Ursmen consider this gathering sacred and set aside all disputes, forbidding the presence of arms, for this vote.
Unlike Agonia however, Ursman law allows the nomination of any man of any status for the vote, and prohibits any man from being the High King more than once. Though the King is still typically chosen from the nobility, this has aided in preventing the “party loyalty”
The High King’s responsibilities are again quite similar to that of Agonia’s Grand Prince, though his rule is respected much more by the people and the nobles. While Ursland, like their cousins in Trysony, are quite prone to civil war and violent confrontation, the High King has the authority and respect of centuries of tradition at his back that can unite the Ursmen when the need arises.
The Kingdom of Trysony
Head of State: King (defunct, warring tribes are ruled by Chieftains or “False Kings”)
Trysony, though officially recognized as a Kingdom, has no head of state, no universal law, and no infrastructure as a result of a civil war that has bathed the land in the blood of Or’s Sons since the dawn of the post-Elven age.
Their king and all his heirs having perished against the Dragon Emperor, Trysony’s dispute has lain over one simple, unanswerable question: Who is to be King? Many chieftains have laid claim to the title, calling themselves King without right, and these False Kings have slain one another for as long as any living man can remember.
To truly claim the title of King, one must have irrefutable proof of his connection to the sacred lineage of the King Who Slays Dragons, with the most common legends describing his sword, believed to have been lost or destroyed on the ancient battlefield, the Field of Glory.
The state of uncontrollable anarchy has drawn many an ambitious eye, and though none have truly taken any action, the beautiful island of Trysony has long been a tempting target for the Danarian Dukes and the Ursmen.
The Kingdom of Danaria
Head of State: King
Danaria’s government is perhaps the most stable of all, tracing the King’s lineage directly to Turolt Who Unites Men, and divided into three Duchies largely free of civil war, unrest, or malice. The duchies are directly subservient to the King, ruled by Dukes sworn to his service who each divide their respective fiefs into baronies and counties, and appoint lesser nobles, knights, and sheriffs to administer law and maintain order in their name.
The Dukes are ever ambitious however and, while above violent disputes, have counties that are strongly contested, always eager to expand their holdings and earn the favor of the King. The Dukes presently turn their eyes toward Trysony, the only thing preventing an invasion being the same dispute of legitimacy the Trysons have had for centuries.
Due to Danaria’s reliance on levied armies of peasants, many counties have laws in place that, while varyingly specific, require all of their citizens to own and maintain some form of arms or armor; typically being low-grade, or passed down through generations. This martial tradition is considered to relate closely to the importance Danarians place on honor and personal conduct, as it makes for better soldiers.
8. Religion & Cosmology
According to modern thought, the earth and seas of the Natural Realm are suspended in the heavens upon five great Pillars, the Four of the Earth at each corner and the Pillar of Light at the center.
Each of the Pillars speak to mortals through the Five Druids, immortal wizards who were instrumental in the downfall of the Empire of Elves. The Druids, while separate entities from the Pillars they represent, are considered to be their earthly ambassadors and their word is thought of as the will of the gods. Some heretical cults take this to an overly literal extreme and treat the two interchangeably, though the Druids violently oppose being worshiped.
Prior to the Druids, who bridged the gap between the Gods and men, the Pillars had direct influence on the Natural Realm. During this age, the deeds of the Pillars and their chosen champions were documented in five sacred texts; The Book of Light, the Book of Stones, the Book of Blazes, the Book of Depths, and the Book of Storms. These books, valued for their historical and religious text, are the foundation of many of man’s laws and practices in the modern era.
While the styling and placement varies by culture, the Pillars are universally represented by a single vertical stripe for the Pillar of Light, supported by 4 smaller stripes for the Pillars of the Earth; Stones, Blazes, Storms, and Depths.
9. Languages
Elven
Latin
Also called “Imperial” or “Scholar’s Tongue” by those who prefer to diminish the Elven role in its creation, Elven was at one point the universal language of the Empire, used for all documents, legal buildings, and signage.
While the absence of the Empire has diminished its role in spoken communication, tradition has made it still common in writing for legal documents, religious studies, and scholarly texts - Its universal nature makes multiple translations (and by extension more writing) unnecessary.
Texts written in Elven are typically elaborate and fanciful, due both to their importance in society and the relatively low demand, allowing scribes greater time to make precise copies.
Saddlespeech
Trade Language
Saddlespeech is a newer, extremely limited language intended as a “common tongue” for the roads. Being extremely bare-bones, it is best described as a conglomeration of the common words of spoken tongues, loosely strung together in short monosyllabic sentences and assisted by generous gesturing.
Saddlespeech is spoken only by merchants and mercenaries, and those who commonly deal with them. There is no written form of Saddlespeech, and it is seen as a crude language by most others due to its odd, clumsy sound.
Molossian
Greek
The Molossian tongue is a combination of the pre-Elven speech of the Republics from which they descended and the official Elven dialect made universal in the Empire.
As with the modern kingdom which now speaks it, Molossian is named for the Gulf of Molossar around which its speakers are concentrated.
Aldtangue
Germanic
Aldtangue is something of a “mongrel” language, native to the Sons of Or and Ur, which has wildly shifted forms through the history of its speakers as it has absorbed and blended with other tongues.
Even at its origins it is difficult to nail down any singular “correct” form, as according to the Book of Stones it was invented by the Pillar of Stones and given to the scattered tribes that they could communicate and work in a common tongue.
Aldtangue’s written form is almost unrecognizable as the same language, being a much older runic language only used in modern contexts by magicians and historians. Modern Aldtangue has no written form and any need for written communications tend to rely on very rough Elven.
Gorechi
Slavic
Known as “mountain speech”, Gorechi is spoken primarily in the Frontiers and Agonia. This tongue is believed to have originated from the East, somewhere beyond the Frontiers (where the Frontiersmen themselves are believed to have originated before migrating westward)
Danisc
Anglo-French
The Danarian language, similar to Aldtangue, is difficult to attribute a single linguistic background to, being a blend of many similar but different regional dialects. Unlike Aldtangue however, its written form is consistent with the spoken form.
Due to Danaria’s location in the middle of the other kingdoms, it is common, if not necessary, for those who travel to speak some Danisc, and thus it is commonly known by diplomats and merchants in some capacity.
10. Superfauna
Superfauna are strange, rare, and powerful creatures from man's ancient past or trapped out of the Faery Realm in the seperation.
Giants
Giants are ancient enemies of man who were defeated long before the age of the Empire. Having the appearance of massive men towering over the treetops, the giants of the modern day are primitive, cave-dwelling beasts that prey upon secluded villages in the north, generally to steal livestock.
Though primitive and brutish in speech and appearance, they are not as simple as they may appear, and are very elusive and clever when it comes to hiding from men. While their tracks are quite obvious, giants make a point of doubling back over their own steps and taking circuitous routes to confuse those that seek to follow them.
While in older days they were a great threat and often banded together to antagonize the settlements of elves and men, they are now seen as more of a nuisance than any real risk, and those few giants that are known are left alone. If their livestock theft becomes too much to bear, they can be fairly easily driven away by mobs of peasants that can count upon their non-confrontational nature.
Dragons
Powerful, cunning, and filled with malice, the very image of the Dragon is a symbol no man of any culture can mistake. A massive, flying reptile with breath of fire, an insatiable lust for riches, and a scheming mind, ever-plotting the downfall of all it encounters.
The most infamous dragon is that which shared its soul with an elf, the Dragon Emperor, who could change between forms at will. Though his name has been long erased, his image is burned in the memories of man, a terrible nightmare common in every beating heart.
There are few dragons still remaining in the Natural Realm, hidden away in the caves, mountains, and dark, untamed forests of the world. If somehow encountered, they are best avoided, or in the case of those brave enough, to be slain on sight, for to be entangled in the scheming of a dragon is much worse than to get caught in its teeth.
Unicorns
Having the appearance of a white horse with a single, long horn, Unicorns are highly magical, intelligent animals, capable of conversation and generally sought after for their wisdom and magical properties.
Being creatures of pure intention, devoid of evil, it is a common misconception that they may only be approached by those of a certain level of purity. This is only partially true; Unicorns are able to gaze into one’s heart and know their intent, and thus are incredibly elusive to fortune-seekers and sorcerers.
Should one be blessed with the presence of a unicorn, there are many varying accounts of what will happen; this is presumed to depend upon the unicorn in question as they are incredibly few in number in the natural realm. Some accounts describe a granted wish, others healing, and in some cases they are bestowed with some gift from the unicorn such as hair from their mane or objects imbued with their essence. Unicorn artifacts are priceless gifts and command strange, incredible powers, just as the magical animals that created them.
Devils
“Devil” refers to any of a variety of Demons, Imps, Hobgoblins and other such unnatural servants of evil, drawn into the Natural Realm by malicious practitioners of the Dark Arts. Typically intended as servants, they more commonly bring about disaster and misfortune on those intended to rule them. Creatures of such powerful darkness are possessed with an evil cunning that must be ever vigilantly watched.
Devils have no singular, common appearance, and attempts to categorize them based on the few encountered have been maddeningly futile. They can however be identified easily as Devils by their always distorted, deformed, and nightmarish appearance.
It is common thought that when a Devil is brought into the Natural Realm they have no means of returning, which is believed to account for their ever-sour moods and mistreatment of their masters. Though their plane of origin is unknown, they have a strong disdain for the Pillars and their servants, and holy blessings and prayers are an effective measure against them.
11. The Temperaments
It is the dominant belief among men of science and philosophy that all of man, in his varying personalities and behaviors, may be arranged into 4 humors, or temperaments, each influenced according to the excess or absence of four primary fluids in the body. Man is part of the Natural Realm, and therefore each of these fluids can be linked to the four elements of the Pillars to form the body, at its center beating the life of the Light.
Though the ideal is a perfect distribution of each substance resulting in a balanced, adjusted temperament, it is true of the humors as with all ideals that it is seldom fully attained. Though not all people have their humors measured by an alchemist, every man across the realms is at the very least familiar with them in concept, and often can reasonably guess their dominant temperament for themselves.
Sanguine – Blood/Storms – Extrovert/Stable
People of the sanguine temperament, associated with the element of air, tend to be sociable, lively, and carefree. They are usually optimistic and warm-hearted, making friends easily, and tend to have many ideas. They are also very short of attention, and may struggle to complete tasks, remember things, or be on time.
Phlegmatic – Phlegm/Depths – Introvert/Stable
The water temperament, phlegmatic persons are inward and private. Commonly thoughtful, reasonable, and patient, they maintain a rich inner life and are often content with themselves, making for steadfast and consistent people. They are also very passive and hands-off, and resistant to changes.
Choleric – Yellow Bile/Blazes – Extrovert/Unstable
Associated with the element of fire, the choleric temperament tends to be excitable, impulsive, and restless. They are very task-oriented and focused, and their high-energy personality is often spread to others. They are incredibly strong-willed and aggressive, and thus can be pushy with others as well.
Melancholic – Black Bile/Stones – Introvert/Unstable
Melancholic temperament is associated with the element of earth, appearing rigid, serious, and quiet. They are thorough planners, and being organized and thoughtful people they are skilled at the prevention of problems. However they are also antisocial, and prone to depression and drastic shifts in mood.
12. Food
Commoners
Commoners, peasants, citizens, and low-ranking officials such as harvest overseers or guard captains typically survive on a very simple diet comprised of local harvests, generally grains and vegetables and, in more fortunate cases, fruit. Bread is also a common staple.
In villages where meat is produced or can otherwise be obtained through hunting, it is most often prepared as a stew to prolong its usefulness as food for an extended period. Cooked meat is a favorite among the peasantry, and the common people value chickens as a priceless gift.
To drink, when water is not sufficient, the common people enjoy a wide range of beers, stouts, meads, and ales, often for end-of-harvest celebrations or to welcome dignified visitors. In most villages the alcohol is “common”, being stored centrally and distributed fairly amongst the people.
Nobles
The nobility of all levels, due to their positions in government, enjoy a much broader range of foods and usually have a rich diet heavy in meats, cheeses, and wines. While some of the less “active” nobles scoff at “peasant’s food”, those who must watch over remote villages and towns such as knights and governors have acquired a taste for vegetables and fruit, often mixing the two diets together.
All nobles from knights to kings rely upon servants to prepare and serve their food, and in some cases have additional servants to taste or inspect their foods for poison; the ‘taster’ is commonly one of the head chefs and thus is held responsible for any harm that comes from his food.
Though in recent days the nobility and the common folk are divided by a broad gap, those of kinder hearts will often attempt to enrich the diets of their people by sharing their excess, often on special occasions like weddings or festivals.
Feasts
Feasts are important social events commonly accompanying noble weddings, tournaments, peace treaties, coronations, and other significant national occasions, typically occurring at the end of the day when other festivities have finished as a final exorbitant display.
At a feast, whole villages and towns are invited into the hall of a wealthy nobleman to eat and drink their fill at his expense (though sometimes offset by his vassals). In addition to the common staples of noble and peasant, feasts are occasion for strange and fanciful delicacies.
As social occasions feasts are opportunity for separated villages to mingle and make merry, nobles on campaign to stop and collaborate, and for merchants to make a killing on food stock.
In the days after a feast, what is left-over that cannot be stored away or reused is distributed to local churches, from which these left-overs are distributed to beggars and the homeless as a special addition to the more common alms.
13. Technology
Siege Engines
The more modern siege engines, like the Scorpion and the Onagar, have their origins in Imperial military inventions, though they are just as capable in human hands as they were in those of their Elven inventors. These devices are common both in sieges and on the battlefield, raining death upon shieldwalls and fortifications alike. Typically, the “field” models are wheeled for easy deployment and adjustment, while the “siege” models are larger, and assembled on site.
Though they are effective, and those who can construct and operate such devices are highly sought-after, the limited number of solid fortifications has limited the necessity for such devices in any large capacity, and many warlords favor the much simpler battering ram.
The battering ram, a much older, simpler device, has not lost its effectiveness even after centuries of warfare. Incredibly simple in construction and application, there are a wide variety of such devices ranging from a simple log with handles carved into it to large, wheeled tents that protect the users from projectiles and carry much bigger versions with plated ‘heads’.
Horse and Rider
The horse, longtime companion to man, has been improved by technologies that allow them to work harder, travel further, and live stronger than ever before. It is common belief among scholars that one of the largest contributing factors to the Elven Empire’s downfall was its ignorance of horses and cavalry, relying instead on infantry and their own magical capabilities.
Horseshoes, invented during the Imperial era, allow horses to traverse rocky, rough terrain, and carry heavier loads. The stirrup keeps its rider balanced upon his steed, free to strike out at his enemies with the sword. The arched saddle enables riders to charge into their enemies at full speeds without risk of dehorsing from the impact of their own blows. The spur, iconic symbol of the Knight, allows for a rider to guide and steer his steed with his feet, freeing both hands to fight.
14. Magic
Humans: Magicians & Druids
Human mages do not practice “true” magic, and are given the distinction of Magicians rather than Sorcerers/Wizards for this reason. Magicians practice a mixture of chemistry, sleight-of-hand, and alchemy to achieve results similar in nature to magic, but not supernatural.
The closest a Magician comes to true magic are Librarians, whose spells are derived from an Elven design that imbues magical power and command over elements into written words. In these cases, it is believed by most Librarians that the spell has already been cast and is simply “contained” by the words used to call it forth.
The exception to this rule is the Five Druids, who are considered to be ascended Magicians gifted with the powers of the Pillars to serve as their appointed messengers and guides of humanity. The Druids wield the elements as a warrior swings a sword, and can easily call upon the powers of their representative deity to unleash unparalleled destruction or merciful blessings on lesser men.
The Druids avoid relying upon their magic however, preferring words backed by their reputations as speakers of the gods where possible, and the sword where necessary. The use of their powers to do violence is to supersede the freedom of men to decide their own fates, and can draw unwanted attention to themselves.
Elves: The Faery Realm
The Elves, being native to the Faery Realm, were inherently of a magical nature, and had many strange characteristics such as animal shapeshifting, prolonged life, and communication with spirits which were considered among their society as common.
While still a topic of much debate, the dominant theory is that these magical traits were derived from their dual-spirits. While their animal forms were the most obvious characteristic of this, it is suggested that this second spirit made the Elves strong enough to tap into the Heavenly Realm and access the powers of the Pillars. It is this meddling in the realm of the gods that is also believed to have given man power over the Elves as divine punishment.
The Elves themselves were highly interested in magic, as evidenced by the spell-writing still studied and applied by human Librarians in the modern day, though their curiosity was also disrespectful to the Pillars and they delved into what is now known as the Dark Arts.
The Dark Arts
The Dark Arts is a heretical field of sorcery, the school of necromancers and witchcraft that twists and distorts the Natural Realm and breaches into other planes without discretion. The study of the Dark Arts is strictly forbidden, avoided even by the Orcs for its dangerous nature.
Due to the strong taboo against it, little is understood of the Dark Arts except that it relies upon unnatural and wicked means of deriving power, typically through the sacrifice of innocents, and making use of their spiritual energy to animate the dead, speak to spirits beyond, call forth creatures from unknown realms, and otherwise bring mischief upon others.
Because on the reliance of sorcerers upon spiritual energy, both of themselves and of others, it is believed that the Dark Arts are performed in a similar fashion to the ancient Elves, and in theory these sorcerers could attain results very similar to those of the Elves who first delved into its study, though none are willing to take the evil steps necessary to test such a theory.
15. Fashion
Agonian Mountains
The cold Agonian Frontier has inspired a style of dress that is entirely unique among the Kingdoms of Men. Having need of thick layers to protect against the frost, Agonians are seldom seen without their thick cloaks, caps, or furs, all of which serve as indicators of position and power with their quality and patterning.
Agonian men keep long, well trimmed beards, and though they are proud of them they do not decorate their hair as the Ursmen do, preferring instead to keep it simple and straight. While the men generally keep their hats simple, the women wear large and elegant headdresses in imitation of the Princesses’ crowns.
Agonians enjoy bright colors, and though they do not have easy access to Molossian fabrics, they make do by combining many of their plain colors together in trimming and linings.
Trysony, Orsyny, and Ursland
The clothing of Ursland, Trysony, and Orsyny is a plain affair of simple fabric dresses and tunics, seldom deviated from in any real way. The state of constant civil war in Trysony has further cemented the utilitarian style of dress, as ornamentation and extravagance is pointless in the state of endless conflict.
The Ursmen, however, being in the colder climate of the north, have adapted this simple style into something more elaborate, while still remaining practical. Layering multiple coats, shirts, and tunics together with cloaks allows for a wide variety of color combinations and styles, which is coupled with the Ursmen’s love of pendants and jewelry.
In Ursland the men and women both grow thick, long hair, which they often braid, tie, or decorate with additional jewelry or beads. Beards are such a popular fashion with the men that the women, though not growing beards themselves, often will style their hair to be tied under the chin in similar fashion to a beard.
Danaria
Danaria, sharing ancient roots with Ursland and Trysony, has similar fashions in clothing, favoring simple, practical garments with plain colors. Nobles and commoners, when in regular dress, are very similar in appearance, though the tunics and coats of nobles are often adorned with family crests or trimmed with patterned fabrics from the south.
Danarians, having a tradition of conscription and martial training, keep their hair and beards trimmed short, and women commonly cover their hair with tight-fitting headdresses. Hoods and short capes are common among all ranks.
Due to the relative plainness of their clothing, and their proximity with the extravagant Molossians, Danarian women began to decorate their clothing and headdresses with flowers and brightly colored sashes. While this has not caught on with the men, still favoring simple and plain styles, flower decoration has ironically begun to spread into the neighboring Molossian Empire.
Molossian Gulf
Molossians have the most elegant of fashions, with both the tunics of commoners and the robes of officials being adorned in decorations and vibrant patterns. Headdresses are common among the women, and in the northern reaches of the Empire the Danarian fashion of flower decoration has begun rapidly spreading.
Due to the hotter climate of the south, Molossians tend to avoid heavy layering of thick fabrics, and their clothing typically fits looser than that of their northern neighbors, leaving room for air to flow. For the same reasons of heat, soldiers will often wear tunics or padded jackets on top of their armor rather than underneath to protect from overheating.
Wealthier officials may be more readily distinguished from commoners for the precious metals woven into the cloth. The color purple, as per ancient Elven traditions, is reserved exclusively for the Emperor and those directly affiliated with him, such as his personal bodyguards and direct family.
16. Arms
The Common Man: Spears, Axes, and Clubs
The most common of all weapons, constant throughout all of the history of warfare, is the spear. Simple to manufacture and yet endlessly effective, the spear is the mainstay of every army that has ever marched upon the earth. While many own or can afford to distribute proper ‘war spears’, spears are also simple to manufacture from farm tools, kitchen equipment, and even mere sharpened sticks.
The other common tools of war are axes and clubs, similarly easily obtained or made from convenient sources. The common conscripted foot soldier or militiaman is always able to supply one of these tools, and should he be unable to procure a spear, one can easily be afforded by the local knight or governor to equip him.
Additionally, everyone across the kingdoms typically carries some object that, while not always created as a weapon, is easily capable of self-defense. These knives, staves, hatchets, picks, and scythes are common sights on the battlefield as well as in the belts of any traveler.
Though these simple arms are typically in the hands of untrained and unskilled men, it is a fool’s mistake to think of them as being any less effective or valuable than the specialized tools of more affluent warriors. Indeed, even a king carries a spear, and the King of Danaria famously carries a hickory club as a symbol of his position.
The Warrior’s Tools: Swords, War Axes, and Maces
The common symbol of the warrior, the sword, is a specialized tool that, in the hands of one with skill, is unmatched by any other weapon in man’s arsenal. In addition to being powerful weapons, swords are status symbols; to wear a sword is to advertise one’s skill with it. Many swords achieve legendary reputations that transcend even those that carry them.
In addition to the sword, there are other tools specifically crafted as weapons such as the two-handed axe of Ursland or the heavy steel maces wielded by Crusaders that are just as effective and important. These objects are all more difficult to obtain than the common cousins found in the hands of peasant militias, but any warrior will vouch for their indispensable value on the battlefield.
While a warrior’s weapons are not necessarily ‘reserved’ for their position, it is incredibly uncommon for those who do not make a career of it to own these tools, as their expense makes them impractical for ‘home defense’ purposes. Instead, most commoners that expect conscription invest in body armor or a shield, as it is much less common for militia to receive these as opposed to spears and clubs.
The Ranger’s Arsenal: Slings, Bows, and Crossbows
The sling is the most common of all ranged weapons, being simple to construct and even easier to gather ammunition for. Though tricky to learn, many peasants favor the sling over a bow or crossbow, considering the difficulty of practice a fair sacrifice for the cheapness of ammunition. In Molossia and the southern reaches of Danaria, the staff sling has made this simple weapon even deadlier, giving it a range and power that can easily compete with a bow and arrow.
The bow and crossbow are favored for their ease of use, and though more expensive than the sling, they are well-worth the extra investment for their relative ease of use and accuracy, particularly the crossbow; strong enough to penetrate mail at great distances while simultaneously needing nearly no practice to shoot.
Most professional armies and hunters favor the bow over the basic sling for its better penetrating strength against armor; while mail still repels most arrows, the arrow fares better against the padded gambesons common to professional soldiers. Stave slings on the other hand are a valued weapon in sieges and against entrenched foes, as it has a large arc that makes it easy to pelt foes hidden behind walls or shields.
17. Armor
Helmets
By far the most important piece of armor for all fighters of all social classes, the helmet is a solid, protective piece of metal that not only guards the head and brain, but is also an important symbol of status and rank on the chaos of a battlefield.
Most helmets in the five kingdoms follow the basic principle of a conical steel cap, sometimes a single piece and sometimes assembled from multiple pieces (spangenhelm), with a nose guard extending down from the center. From this ‘template’ helmet, many varieties have been created, with face plates, cheek guards, widened brims, maille neckguards, and all manner of decorative plumes, wings, and horns.
While full-face helms are more protective, most warriors find this level of protection somewhat excessive for the sacrifice in vision when the same sort of protection may be afforded by detatchable maille faceguards that do not obstruct the wearer’s vision in the same manner.
Shields
(This one is mine!)
Shields are another essential piece of equipment, offering the warrior a movable, handheld protection against blows and projectiles even his armor may miss. Being emblazoned with bright patterns, colors, and symbols, the shield is also an important identifier of friend or foe in a battlefield.
Shields vary in shape and style across all cultures, but universally share the same general construction of wood, stretched with canvas, and on occasion reinforced along its edge with leather or, in very rare cases, steel. In some cases the actual face of the shield has even been given additional plating, though this is considered an unnecessary expense for something so replaceable as a shield.
Shields are generally meant to be disposable, and many warriors bring 2-3 of them to the battlefield with them. When a shield is destroyed, the important hardware such as bosses, handles, straps, and plating are simply retrieved and reapplied to another shield.
Cloth & Leather
Most common among most soldiers is the padded jacket, or gambeson, which is worn under other types of armor to absorb blunt impacts, and is the most affordable kind of armor there is; being essentially a quilted tunic.
Leather armor typically only covers “the important stuff”, such as the chest, kidneys, upper legs, and shoulders, and is often worn with other armors as added reinforcement. Though more resistant to piercing and cutting blades and arrows than just a gambeson, it is not nearly as effective as steel armors are. Most soldiers still have a kidney belt, however.
Heavier forms of leather armor rely on overlapping “plates” in much the same manner as scale or lamellar armor does, creating multiple layers of protection without becoming too bulky or inflexible for the wearer to use effectively.
Leather and padding are much cheaper and lighter than metal armors, and for this reason are favored by poorer warriors or mercenaries and scouts that must march in full gear over long distances. Leather is still much too pricey for standard equipment outside of Molossar or with some Agonian Boyars, but most affluent lords can afford to issue gambesons to their garrisons if they do not feel a helmet is sufficient.
Maille
The best of armors, woven of an interchanging pattern of riveted and solid steel rings, a coat of maille is flexible and durable, rendering its wearer nigh impervious to arrows and blades.
Though the cost of its construction makes it prohibitively expensive for the common man, most knights and certainly most nobles are able to make the investment in a full woven maille hauberk. Those poorer warriors may still find themselves able to afford a coif, a vest, or a simple aventail for their helmet. Thanks to the flexibility of its design, maille is very easily passed between warriors and families, with much of the armor worn by nobles being well-kept heirlooms worn by generations of knights before them.
The primary weakness of maille is its inability to lessen the force of an impact. Being incredibly flexible, a crushing or powerful blow may be turned away by the tightly woven rings, only for the impact to still break bones or cause internal injury. Most warriors worried about this typically rely on thicker gambesons, or “doubled” maille, wherein they lay additional patches of maille over their hauberks.
Scale, Lamellar, and Plates
(Lamellar left, scale right)
In Molossar and Agonia, wealth and increasing necessity has advanced armor technology into the realm of experimenting with solid steel plates. Though at present the differences in performance between lamellar and scale armors are negligible, they offer promising potential for further advancement.
Scale and Lamellar both hearken back to the Elven days, when their legions were afforded strong steel protection to their torso and shoulders by armors very similar to those now developed by Agonian and Molossian armorsmiths. While indeed they offer better protection even than maille, able to guard against impacts as well as turning away blades and arrows, a suit of scale or lamellar armor is extroardinarily expensive and generally only the domain of Princes, Emperors, and Provincial Governors.
While the warriors of other realms still swear by maille, they welcome some plate where maille has been less successful; primarily in the forearms and shins where a solid, inflexible protection is more effective than the softer maille. As scale and lamellar is so expensive, those interested often compromise and have solid plates woven into key areas of their hauberks much like in the doubling process.
18. War
Skirmishes & Raiding
The most common form of armed conflict is the skirmish, a very fast-paced combat action between small groups of soldiers, often scouting parties or saboteurs attempting to disrupt enemy lines. A skirmish is an effective means for a commander to gauge his enemy’s responsiveness, cause disruption, and eliminate key objectives such as rescuing prisoners or sabotaging siege equipment.
Raids are similar in approach, though commonly not focused against military targets but a means of quickly obtaining supplies and cutting off supply chains. Relying on lightly armed troops, a raid is also very fast-paced, with the intent of stealing as much as can be obtained and sabotaging what remains before any armed resistance can be mustered.
Some raids are large scale, spreading a great number of raiding parties out to strike numerous targets with the intent of maximizing confusion and chaos as enemy soldiers scramble together a defense. However most raiding parties and skirmishing groups only number into 1-2 dozen at most to maximize maneuvering.
The majority of Trysony’s wars, as most of the False Kings lack sufficient forces to mount full attacks, are fought through raids and skirmishing. So common is it for a Tryson village to be targeted by their neighbors that the Trysons treat raiding as a sort of sport. Often after a raid the same two villages that were bludgeoning one another will gather again in matter of days to boast about their takings and return prisoners.
Battles
The largest and bloodiest of conflicts are battles on the field, and for this reason the most seasoned and skilled of commanders will take great effort to avoid an open battle in favor of a siege or series of skirmishes. Even the smallest battles still involve the coordination of hundreds of men in open field against hundreds more.
When two opposing armies meet, they will set up camps and their commanders will exchange messages under a flag of truce. While their leaders and diplomats make negotiations, the soldiers make preparations for battle, donning their full armaments and preparing simple defenses such as setting stakes or digging ditches.
If no other agreement can be reached and battle is unavoidable, then skirmishing begins as the two armies maneuver into positions. What follows is a fairly straightforward process of bloodshed as commanders play their tactics against one another. Battles usually die down at nightfall when limited visibility prohibits further fighting, and both sides withdraw to their encampments. While night conflicts still occur, it is much more practical to do so on an unsuspecting opponent rather than one camped a few hundred yards away.
Battles are seldom fought to the last man. If a defeated army is fortunate, they can withdraw in the night and negotiate terms of surrender in the morning, or make an escape under the cover of night. Otherwise, they must retreat and expose their backs to a victorious enemy who will most often give chase in attempt to capture or kill as many as possible.
Molossian military discipline teaches its generals to always weigh the costs of time, lives, and resources against the value of a potential victory, for war is never so simple as just killing the enemy. There have been many recorded cases where a larger Molossian force has avoided or even retreated from an inferior foe, only to fall upon them later when the opportunity is more rewarding.
Sieges
A siege is the key element of fighting wars. While battles kill armies, and skirmishes kill morale, it is the taking and holding of cities and castles that solidifies one’s victory and gives him a strong foothold for further successes.
A siege is begun simply. An army surrounds a settlement, setting up camp, and prevents any entry or exit, blocking off roads and raiding surrounding villages and barns. This entrenchment remains around the besieged city or castle until those inside surrender or attempt to sally forth and break the siege. Each day those inside are cut off from supplies and reinforcements dwindles their strength, and if they do not eventually surrender they will be too weak to resist an assault from the besieging force.
While the siege carries on, the attacking force sets to building equipment to breach the defenses and overwhelm its defenders. The key strategy in siegecraft is to know when the time is right to begin an assault. Too early and the defenders will be strong enough to make full use of their defenses, too late and you could be caught by a relieving army and quickly dispersed, or worse caught in a battle between an enemy army and an enemy fortification.
While breaching the walls and gates are important, and the construction of specialized siege gear occurs during this pre-assault period, most commanders see the enemy fortification as a potential asset rather than an obstacle and make a point of minimizing the damage. Less broken in the assault means less repairs after the victory.
Sieges are less common in Ursland and Trysony where fortified settlements are still somewhat of an oddity outside of their major cities that still maintain their old Elven walls. In these unfortified cities sieges simply become somewhat more complicated battles amongst streets and houses.
Baggage Trains
While soldiers and conscripts can usually wear or carry their gear in packs or on their own horses, the tents, food, equipment, families, prisoners, spoils, and other essential belongings necessitate long chains of wagons, carts, horses, mules, and servants who are charged with the care of these extra supplies.
As a general rule a baggage train is almost always larger than the army it supplies, which creates important concerns for any army on the move. The baggage train is usually mingled into the ranks of the soldiers for protection, and armies that foresee ambushes or raids will assign guards to be fully armed and prepared for such occasions to rapidly respond.
Molossian doctrine is extremely specific about baggage trains, regulating the ratios of troops to servants and limiting the weight permissible to each person. Combined with the carefully measured and maintained roads Molossian armies are the fastest mobilizing force known to man.
19. Fun
Wrestling
One of the oldest of sports, every kingdom is familiar with wrestling and competitions of strength. Arm-wrestling, boxing, and grappling are all popular throughout the kingdoms for all social classes. Not only is it an entertaining exercise, but it is valuable practice for the battlefield.
While forms and styles are as numerous as the counties and kingdoms where it is practiced, the general principle is to match 2 competitors as evenly as possible, unarmed and unburdened, with the objective of pinning the opposing wrestler to the ground until they yield or a neutral party declares a victor.
There are some deviations that are more noteworthy than others. Ursland’s deckfighting, for instance, originated on longboats. While still practiced on boats, it is approximated on land by a platform suspended on barrels. A deckfight is won by knocking the opponent from the ring.
Tournaments
Considered a more gentlemanly sport than wrestling, tournaments are massive events that take place at festivals, being a series of competitive mock combat events that gradually eliminate competitors until there is only one victor. Each entrant must pay a fee, with the winner receiving a significant portion of this money in winnings.
While the first, ‘qualifying’ rounds are commonly large foot brawls, the later rounds become more personal, pitting individuals against one another in a variety of duels generally reliant on the culture. In Trysony they may toss heavy weights, whereas in Danaria they may joust.
Though at a glance tournaments may seem no better than the bloody gladiatorial events of Elven times, safety is an important concern as it is more important for skilled warriors to be alive for times of war than slaughtered in the midst of a sports event. Weapons are blunted, specialized, thickened armors are used, and the events are designed to favor skillful, entertaining displays over brutality.
Festivals
Large celebrations of important events, festivals accompany feasting and tournaments as people gather to trade, play, and mingle with distant villages or foreign travelers.
These events are similar to markets, taking place near the residence of the sponsoring lord or city and often lasting multiple days. In addition to the many vendors and peddlers who set up their tents, many games and sports are available for commoners and nobles to mingle and compare their skills in friendly competition.
Archery, mock combat, hammer throwing, marbles, Ninepins, and even some competitions of riddles and ‘commoner’ board games like Draughts are common, not requiring the same expensive entry fees as tournaments and thus accommodating a much wider audience.
Many merchants will take advantage of the much larger base of customers as well as the hosting lord’s generosity to give away samples of their wares, typically food or alcohol, in order to draw future customers and interest for the rest of the year.
Board Games
Chess is a popular game among the noble class for its strategic exercises and the slow pace, making for a pleasant distraction during slow negotiations or simply something to do with visitors. Being much calmer and less physically demanding than a tournament also makes it popular as a game for older men.
Being skilled at chess is often falsely equated to high intellect or a mastery of strategy, usually by commoners who, never playing it, see it as exceedingly complicated. Monasteries, taverns, and some shops often have a ‘community’ chess set, which is the place most commoners first encounter the game, though it still does not have the same popularity with them as with nobles.
In addition to chess are a number of other, less widespread board games that are still quite popular regionally, such as Tic-Tac-Toe, Nim, Draughts, Fox & Geese, the Philosopher’s Game (Rithmomachia), and Shove Ha’Penny, most of which are also commonly found in monasteries and taverns.
20. Work
Harvest Season
As the vast majority of the economy is agricultural, nearly all work among peasants and their direct overseers revolves around the planting, maintenance, harvest, and trade of crops.
While the crops themselves vary based on a combination of geography and availability of seed, they are always large bulk crops that are maintained by the entire village, who work the fields both for themselves and their lord. Fields are divided into plots based on what will be sent for trade or taxes (the lord’s share) and what will be kept (the peasant’s share).
The peasant’s share is the responsibility and property of the commoners and typically is used for food during the winter, though they may also sell their excess and keep some of those profits for themselves. These crops also serve as an emergency reserve in the event that the harvest is poor.
The harvest is the most important day for any village, with the outcome determining not only how well they will do financially, but also how they will meet the coming winter. Most peasants orient important events like weddings, construction, and festivals around the harvest as it also signifies an end to the work season.
Livestock Farming
While every village may raise chickens or pigs, some villages maintain large enough herds to sustain themselves on the animals rather than crops.
Villages with such large herds still revolve around the harvest, both for their smaller crops and taking their animals to trade. Livestock villages are considered to be wealthier than farming villages, with better diets and more bartering power. However these villages are also frequent targets for bandits and raiding parties as it is much easier to steal sheep than wheat.
Skilled Trade
In towns and cities, where agriculture is not the only industry, fortunate peasants may be able to purchase apprenticeships for their children with skilled craftsmen. So valuable are apprenticeships that often the village’s lord will personally sponsor 2-3 apprentices at any given time.
The length of an apprenticeship is dependent on the teacher and the skill being taught, but usually lasts from childhood into adulthood. An apprentice, after completing their training, may either continue to work for their master as an employee (sometimes to pay the price of the apprenticeship) or return to their village to practice their trade there.
Skilled craftsmen are a small but incredibly important part of the workforce. So important are blacksmiths, carpenters, tailors, shipwrights, and other skilled hands that they are often exempt from conscription to keep them away from the risk of battle. Skilled trade is one of the first steps a peasant family can take towards elevating their social standing, offering a gateway into guild membership and personal wealth.
Military Work
While outside of Molossar the majority of armies are conscripted, there is still work for warriors outside of the much-derided “blood work” of mercenaries. Most lords employ a small force of soldiers to serve as guards, with castles and towns being protected by garrisons that are a mixture of professional soldiers and peasant watchmen.
Soldiers in times of peace are tasked with enforcement of the law, defense of peasants, and in many cases double as additional hands in construction work and the harvest season. In wealthier areas where armories are stocked, full-time soldiers have priority over other conscripts in choice of arms.
The vast majority of a soldier’s life is boredom, and the inactivity of guard posts and patrols can lead many to believe they are simply being paid to do nothing. While for some this is true, other lords practice Molossian disciplines, drilling and training their soldiers to be fully prepared for duty when times of war arise.
Veteran soldiers are called Sergeants, and often are able to afford such luxuries as war horses, swords, and maille coats that can lead one to mistake them for knights or other lesser nobles. Their duties are of greater importance than simple guard work as their knowledge and skill makes them important for overseeing drills and battlefield leadership.
21. The Heavens
The stars and the space above the earth is the subject of much study and speculation. In the dark of night these heavenly bodies are helpful in navigation, and many believe these bright lights to have spiritual importance, seeing patterns and images in their formations to which they ascribe all manner of special significance.
While the moon and the stars are studied in modern science primarily for the measurement of time rather than their effects on man, much more is understood of the earth and its place in the cosmos.
The Pillars suspend the flat disk of the earth in space, the Pillar of Light at the center of not just the earth but the universe itself. Around the Pillars orbit the other heavenly bodies of the Sun and the Moon, all surrounded in the dark veil of the night. The stars, or what is perceived as a massive multitude of tiny bodies beyond the Sun and Moon, are in fact holes in this veil through which the Heavens shine.
When a soul dies these holes are the points through which they may pass from the earth into the afterlife. When a significantly great soul departs they may tear a new hole in the veil, creating a newer and brighter star in the sky as a permanent memory for those behind them. Most constellations are based around the stars attributed to great heroes of the Pre-Elven and Imperial ages, with no new stars being recorded in at least a century.
Some attribute the lack of new stars to the declining state of men and the former alliance, while others suggest that it merely is a testament to the greatness of Turolt’s generation that none have yet surpassed its glory.
22. The Frontier
The West - The Ocean Expanse
The ocean expanse beyond the island of Trysony is a dangerous and uncharted realm generally avoided by sailors. Even the Ursmen, fearless explorers of the unknown seas, have charted very little of the West, and many of those adventurer crews whisper rumors of horrible creatures of the depths and storms that devour ships whole.
As with the rest of the world around them, residents of the Five Kingdoms believe that the edge of the earth lies well beyond the seas of the West, and even hypothesize another land mass at its end. However few are willing to attempt such a voyage and those that do attempt it seldom return with any success.
The East - The Agonian Frontier
The cousins of Agonia’s Principalities in the East, though sharing much of the same culture and traditions, are separated by the nigh impassable Agonian Mountains, requiring travelers to either go around by boat or traverse one of the few passages over the mountains; these are very narrow and difficult routes that only allow for limited travel, and in the winters are completely impassable.
Most historians believe that the Frontier Kingdoms are the older ancestors of the modern Agonians, who most likely originated from a group of explorers or exiles that were trapped by the Agonian winter. Much like the Agonians these Frontier Kingdoms are each ruled by princes, who in past ages were frequently at war with one another. While the mountains protected them from the Elven Empire, they still provided much assistance in man’s uprising through mercenaries and supplies (which are also believed to have influenced the modern Agonian culture.)
In the present day, these Frontier Kingdoms are loosely united by the common threat of the Horsemen from the Far East. While the Frontier Kingdoms are well understood in spite of geographical barriers, the Horsemen and the Far East are entirely mystery. It is commonly believed that they originated in some form of warlord-driven state similar to modern Trysony, and having subjugated their neighbors simply drove on westward to expand their empires. Having no known central authorities or settlements, and violently opposing civilized diplomatic attempts, they are a frustrating enigma to modern scholars as well as the Frontier Princes who must contend with their pillaging and raiding.
The South - The Molossian Frontier
The Empire of Molossar and the Old Kingdoms of the South are divided primarily by the vast deserts of what Molossar lays claim to as its Southern Province. These deserts are home only to a few tiny, scattered villages built on oases or around small wells and can scarcely survive on the very rare travelers and merchants.
In the old Pre-Elven days the Molossian Frontier was home to many powerful, ancient empires and kingdoms of men, documented frequently in the Book of the Pillar of Blazes as well as the other holy texts. These empires fell out of power well before the Imperial era, and their collapse was one of the contributing factors to the Dragon Emperor’s subjugation of men.
Molossar itself was formerly comprised of many different kingdoms and empires situated around the Molossian Gulf, which were later united by the Elves as one of the first of the Dragon Emperor’s conquests. This later would prove a fatal mistake as it was the strong, united nation of Molossar that became the backbone of Turolt’s mighty army, equipped and trained by the Elves themselves.
In modern days the remnants of these powerful empires further south, unreached by the Elves, still dealt with the Molossians and Danarians in trade, though as of late they have slowly began to be absorbed into the rising Selvanicid Sultanate, a new empire from arid, southern lands with its roots in many different ancient kingdoms. While some have simply joined out of necessity, the rapid and brutal takeover of others has not gone unnoticed by the Molossian Emperor.
While there is no current conflict with the Selvanicids, the wars in the Molossian Frontier are reaching a point where action must be taken, to rebuild the faith of their allies in the Empire’s might and to remind the sultans of what lies in wait for them in the north…
23. The Backpack
Storage
While armies and merchants and other such groups that travel with great frequency can easily divide their loads among vast baggage trains and servants, the simple adventurer must rely upon his own means to transport his equipment and belongings.
Depending on social standing, a traveler may have a horse, pack animal, or cart with which they can efficiently transport their belongings without being weighted down. Others may simply have a squire or bodyguard who can help divide the weight.
For those less well-off, a simple rucksack must suffice, slung over the shoulder or strapped to the back. This has much less capacity and puts the weight on the traveler’s shoulders, rather than splitting it with an animal or companion.
Storage has great importance for warriors as it is inefficient to travel in full gear, and the multitude of weaponry at his disposal cannot be simply shoved into a belt. The maintenance and repair of this equipment is also important, and while not all warriors are smiths, a smith is not always so easily found and one must make do.
Survival
Most travelers carry a few simple tools of survival with them that are always essential; typically a hatchet, a fire-lighting kit (flint and tinder), a knife or dagger of some form, a roll of linen for bandages, a pan, and a walking stave being the most common.
While typically they can rely upon dried foods for most journeys, some who find themselves on the road more often have become fairly skilled huntsmen, being able to take up the sling or bow and seek out their own meals. Most everyone knows how to fish, and along rivers and beaches travelers may carry rods or nets.
Those who have the storage capacity for tents are fortunate, for most travelers simply carry a thick blanket to service as a bedroll, and if they can find no shelter must sleep in the open. This is a highly dangerous thing to do, for obvious reasons. Along most roads there is always some cave or secluded farm that can shelter travelers, and others more skilled can disguise themselves amongst trees and brush.
24. Art
Kingdom of Ursland
Ursum art is practically focused, consisting mostly of patterns, generally carvings and engravings to decorate everyday items and distinguish them from their mundane counterparts.
Kingdom of Trysony
Tryson art is also highly practical, focused on armor and weapons to commemorate victories and denote rank. Much like the Ursmen, Tryson art is focused much more on the patterns than the objects they depict.
Principalities of Agon
”
Agonian art is elaborate and colorful, focused on surreal exaggeration and symbolism over the more realistically focused art of their southern neighbors.
Kingdom of Danaria
Danarian art could be considered a combination of Ursman practicality with the object and symbol focus of Molossian art.
Empire of Molossar
The Molossians have a rich tradition of representational, object-focused art that often depicts stories and historical figures.
25. Transportation
The Roads
The majority of travel for men is between the many landlocked settlements of the mainland. Even the sailors of Ursland and Trysony often must disembark to make the last legs of their journeys on foot.
These land-journeys are most often motivated by trade and business, as merchants and peasants alike must barter and trade to make their livings. These caravans carry large loads of cargo which are distributed amongst wagons, carts, and servants, much the same as an army’s baggage train, and rely on the road system to facilitate safe and swift travel.
The roads, however, are not completely safe, as many brigands make their own dishonest living off of unprepared or underprotected caravans. While it is the lord’s duty to protect his peasants, merchants rely on small groups of mercenary bodyguards to defend themselves. Some hunters can make an easy profit by guiding these caravans off of the roads through less-traveled wilderness shortcuts, while some of the much-distrusted orcs have found that their mere presence is a valuable intimidation measure that many will gladly pay for.
The Seas
Often regarded as the “safer” option, most major trade centers are built with direct access to the sea or rivers and thrive off of their docks and boatyards. In addition to the easier access, longships can carry larger loads more efficiently than oxen or mules. In many cases a ship is faster than the roads, particularly in the case of Agonia where a boat can merely bypass the treacherous mountain barriers into the Frontier.
While merchants greatly prefer longships, peasants cannot typically afford the high fares nor feel the need to travel such great distances. For merchants this increased speed comes at the expense of protection, leaving many ships undermanned to maximize cargo. This creates ripe opportunities for rogue Ursmen who practice the Old Ways of piracy and raiding, as well as other pirates whom they have inspired.
The current method to counteract piracy is to simply combine multiple merchant shipments into larger fleets, where the combined crew can sufficiently outnumber and defend against pirate crews as well as have increased odds of survival in the face of damages or disasters.
26. Major Figures & Important Players
Pre-Seperation Era
King Turolt Who Unites Men - The greatest and mightiest of man’s legendary heroes, King Turolt is regarded as the pinnacle of mankind’s potential, rising up and seizing his fate and in turn freeing the fates of all men. The Kingdom of Danaria is descended from the Tribe of Dan over which Turolt ruled, and the Danarian Kings may trace their lineage directly to Turolt himself.
The Druids - The Druids were prophets who, in the dark days of the Empire, were chosen by the Pillars to act as their vessels and bring man salvation. Endowed with prolonged life, supernatural power, and great wisdom, the Druids are better known in the Seperation Era as the new conduits between man and the gods, their former link being broken when the Faery Realm was cut off.
Or & Ur - Twin brothers and founders of the nations of Trysony and Ursland, the ancient exploits of Or the Schemer and Ur the Conqueror predate the Empire and are one of the focal subjects of the Book of Stones, and the rivalry between them is considered to account at least partially for much of the bad blood between the two cousin kingdoms.
The Dragon Emperor - As with most Elves of the old ages, the name of the Dragon Emperor has been long erased from records. His deeds, however, remain long remembered in legend as the cursed subjugator of mankind, a wicked sorcerer who could change forms into a great dragon. In modern dark arts the revelation of his true name is considered of great importance, for he could then be found among the realm of the dead and brought forth once again into the earth.
King Gwenaell Breaker of Crowns - A contemporary of Turolt, Gwenaell, the last True King of Trysony, dealt the killing blow to the Dragon Emperor in the Field of Glory. Though victorious, Gwenaell succumbed to his wounds that day, leaving no heir, and thus all Trysons since that have laid claim to his throne are called False Kings.
Seperation Era
The Princes of Agonia - Velizar II, Dragutin, and the current Grand Prince, Zlatan, have a tense, troubled relationship that has only been kept from erupting into civil war by the desperate efforts of their boyars. While these efforts have been successful at the maintenance of peace, the workings of the Principalities has ground to a halt as the refusal to cooperate on even the most basic of issues places Agonia in great danger.
Duke Grimalt de Monia - While there has always been idle talk in Danaria of conquering Trysony, the Duke of Monia is certainly dead serious about the idea. Though lacking in legitimate motivation for such a war, Duke Grimalt is an ambitious man and would be the first to leap at the opportunity the moment it arose, and the other Dukes could do little to delay him.
Emperor Amphitryon III - Unlike his weaker predecessors, the current Molossian Emperor is a gifted diplomat, well-respected by his peers. In spite of his best efforts however, the soft-spoken Amphitryon has been unsuccessful in his attempts to mend the ever-deteriorating state of the old alliances. In recent days his attentions and diplomatic effort have instead been redirected toward the ever-complicating Selvanicid situation.
Provincial Governor Xuthas Laskaris - Tasked with the responsibility of the Southern Province, and by extension the borders and the frontier, Xuthas is perhaps the most closely-watched politician in the Five Kingdoms. Should he make even the slightest misstep it is certain that whatever should happen to Molossar rests squarely on his shoulders. Fortunately he is a man of business and pays little heed to gossip and speculations, focusing entirely on the preservation of Molossar and the gateway to the gulf.
Jarl Gunnald the One Eyed - Ruler of Norland, Gunnald is the most outspoken supporter of the Old Ways, strongly opposed to sharing the world with the kingdoms his ancient ancestors long warred against. In Gunnald’s eye, honor, law, and government has weakened Ursland’s neighbors and made them ripe for conquest. Currently Gunnald and Norland are at war with Ursland and Fjarland, but should he emerge with the upper hand the other kingdoms may soon join arms against him.
27. Communication
While everyone greatly prefers to communicate face-to-face, distance makes this an often impractical solution, particularly in the negotiation of treaties and trade agreements. Almost all writing meant to be exchanged between speakers of different languages, as well as official documents, is written in Elven, sometimes referred to as “the Scholar’s Speech”, to ease in translation as well as protecting the contents from unintended eyes.
Messengers are typically single men on swift horses, who must travel between correspondents quickly and with little rest. In some occasions messages may be passed between messengers for faster delivery and less exhaustion, and in other cases delivered by multiple messengers along different routes to ensure its safe arrival.
A messenger is to be paid upon delivery by the recipient, this payment most often coming in the form of room and board and a fresh horse. Killing messengers is a great offense, and if it is found that a messenger was killed by his recipient it can often be grounds for war or strong punishment, for in spite of their common status their job is of massive importance.
Librarians and other magicians have toyed with the concept of magically delivered messages, these methods can only yield weak results with short capacity and range. Magic is also rejected as a means of delivery for its lack of a physical record, which means that anything sent telepathically or implanted into dreams is something of a shot into the dark.
Another common, but far simpler means of communication is the signal flare, which is vital in Agonia and Molossia to the protection of their borders. The responsibility of tending to a signal flare often falls upon whole families who live around the flare, supplied by their nation to ensure they never leave their post.
Many towns have trumpeters, bell-ringers, runners, and other similar duties that have similar importance in announcing danger and alerting men to arms. There are numerous legends that tell of these men carrying on their trumpeting and bell-ringing into their dying breath, so important is the responsibility they bear to their people.
28. Weather
Weather follows a 4 season cycle, with each year having a summer, autumn, winter, and spring. These seasons, as with most other things, are associated quite closely with the Pillars, whose domains of course coincide closely with common activity of their seasons. The weather of these seasons can vary depending on geography, with the north being much colder than the south.
Winters are considered to be the hardest part of the year, with the harvest season revolving entirely around surviving the intense snow and freezing temperatures. The roads are often completely covered and thus travel is set back immensely and limiting communication.
In central and southern Molossar, while snowfall is less of a concern, the winter brings increased rainfall and flooding becomes a great risk for settlements situated close to rivers and the gulf itself. In the north, particularly Agonia, the winter is extremely intense and accompanied by blizzards that often can submerge whole villages and make travel through the mountains completely impossible.
The summer, conversely, is a more ideal time for travel and commerce, being the peak of the business year and a clearer season for weather, where at worst one can expect a few thunderstorms. The end of summer towards the midst of fall is the harvest season, and thus most festivals and weddings take place in this season.
Summer is also an ideal time for wars, and armies will often spend the winters training and the springs recruiting to prepare for the ‘campaign season’. Obviously wars and battles occur all year round, but the summer is considered the most ideal season for them.
29. Disasters
Natural Disasters
While the regions vary in climates, all are vulnerable to some form of natural disaster. In the north, chaotic seas and avalanches are dreaded killers, while in the south flooding and earthquakes can devastate economies and ruin crops.
Natural disasters, in most cases, are commonly believed to be some form of divine judgment, as the Druids possess powers that can create very similar effects to these catastrophes. While not all of these events cause great loss of life, they are nearly always accompanied by a period of repentance.
The belief of the divine significance of chaotic natural disaster is further cemented by the accounts of the Books of the Pillars, in which many similar events are described as punishment for the wicked. In these days before the Seperation, the powerful magical influence over the earth greatly intensified these disasters and in some cases brought entirely unique ones such as fire from the sky or great fissures in the earth that would swallow up cities.
While the modern disasters are much more tame, they are no less important to mankind as bad omens and reminders of the power the Pillars still have over the world.
Famine and Drought
In some cases, the absence of weather is even worse than its presence. If there is a particularly dry season, crops will fail, livestock will wither, and rivers will dry up, which is extremely catastrophic for most villages whose entire lives revolve around a successful harvest.
Typically these famines cover small areas and influence only a few villages, in which case their lords or generous neighbors can take action to ensure they can survive the winter (though this may come at a price.) In more dire situations whole duchies or kingdoms may fall into drought, in which case more extreme measures must be taken.
Famines and drought are also seen as divine punishments, particularly by the peasant class whose livelihood is very closely linked to the harvest cycle. Richer people and more successful villages that keep stocked larders may disregard these famines, though others see it as an opportunity for kindness that will win them favor.
Some merchants see foreign famines as a goldmine where they might prey upon the desperation of starving people to make an increased profit. This is a very risky action however as not all will be easily fooled, or may simply kill the merchant to get his wares for free.
Plague
Often the worst possible outcome, plagues strike without notice and leave devastation in the communities they afflict. Plagues can come in many forms, the most often afflicting crops and livestock, and the worst of them afflicting the people with deadly illness.
In small communities, a plague is almost always a death sentence, as the sudden death of their crops and livestock leaves them unable to seek aid. Legally, most kingdoms have quarantine laws that strictly prohibit the sale of potentially tainted livestock and crops, meaning that even what survives must go to waste to prevent the plague from spreading.
Plagues cannot be addressed in advance the same way a famine can. Often, the appearance of a plague results in the abandonment of the settlement, or the lord relocating the village to a different place. In cases of illness the people are generally prohibited from travel unless a Priest or Alchemist can treat it in some way.
Plagues are considered a punishment not just on the people it affects but on the lord who oversees those people, as the death of a fief will most surely spell the death of its master.
30. Orders, Guilds, and Societies
While most men are content under the wings of their governments and lords, there are advantages for those of common interests, trades, and skills to work together with one another toward the improvement of their own interests. Generally speaking these groups are not associated with national governments and operate under their own sets of rules and regulations.
While many of these groups are trivial and small, often being village watches, knightly orders, and assorted skilled craft guilds formed to create a sense of brotherhood and security within their small communities, there are a few that have transcended their simple origins into important players in the world stage.
The Laughing Company
Dating back to the days of Turolt, the Laughing Company is a benevolent legion of peoples of varying nations and walks of life that travel the world, seeking adventure. The Laughing Companions have a strong belief in justice and fair treatment, and generally their adventures revolve around the protection of the innocent and the righting of injustices. While frowned upon as meddling foreigners by most nobles and merchants (whom are often the targets of the Companions' quests), they are second only to angels in the eyes of the peasantry, their distinctive sword-and-bugle cloakpins being a well-recognized sign of hope.
There are only 101 Laughing Companions, dating back to their ancient origins as a Molossian century, though now they are comprised of people from all the Five Kingdoms. The Companions travel alone or in small groups of 3-5, and do not operate in their own native lands to avoid complications with authorities and keep their perspectives clear of personal biases. While they do not reject rewards for their aid, the Laughing Companions do not expect it, and can make a humble living through the support of each other and distribution of the rewards they do receive.
Each year the Laughing Company holds a meeting of all of its members together, generally in secret or in the sanctuary of a small village, where they can exchange stories and hear news. These meetings are brief, lasting only 2-3 days at the longest, and occur on different days and in different locations each year to maintain their secrecy and privacy.
The Order of the Blind Eye
One of few organizations explicitly outlawed, the Order of the Blind Eye is a secret society devoted to the practice of the Dark Arts and is responsible for much of the study and proliferation of this forbidden realm of magic. The Order of the Blind Eye is widely scattered and meets in small regional groups for the purpose of exchanging studies or planning grisly acts for the furthering of their studies.
While the Order of the Blind Eye is not believed to have a central authority and seems to simply gravitate towards the stronger members in their local group, they are well known for their primary mission which is to find the name of the Dragon Emperor. Theories abound as to the intent of such a goal, generally revolving around the necromantic nature of the Dark Arts, with the most common being that knowing the Emperor's name would make it possible to call upon him in the Realm of the Dead and summon him forth; this being one of the principal reasons that the Dragon Emperor's name was forbidden from writing even for historical records.
The Bridge Builders' Society
The Bridge Builders' Society is a scholarly organization devoted to reuniting the Natural and Faery Realms, as well as reconnecting the Natural Realm to the Pillars directly as it was before the Seperation. Though most of their work is scientific, theorizing about and studying the realms and their relations with one another, their archaeological and field work revolves around what they call "Cracks", hypothetical tunnels where the Faery Realm is still accessible, and, by extension, the Pillars as well.
Field work for Bridge Builders also includes tracking down the very few remaining Elves and Superfauna trapped in the Natural Realm by the Seperation, for the purposes of study and, possibly, preservation. The Bridge Builder's Society also documents and studies the incredibly rare artifacts with magical properties. It is a common misconception that the Society collects these items, leading to the infamous rumor (now a common joke) of a secret fortress in the Agonian mountains within which they hid Gwynbludde, the sword of the Tryson king.
The Bridge Builders' Society is well-respected as the leading authority on Elves and the Faery Realm, and their research is highly important to Librarians whose entire art revolves around ancient Elven writings and studies that would otherwise be obscure or outright impossible to find. However their main purpose is less well-received, being the subject of much controversy as it was the Pillars themselves who appointed the Druids, and thus the Seperation was the intent of the Pillars and to undo it would be to directly oppose them.
The Guild of Roads
The largest and strongest of many trade guilds, the Guild of Roads is comprised of a combination of merchants, ship captains, and mercenary contractors with the primary goal of facilitating safe travel for merchants and their wares. While only the most wealthy of merchants are actually members of the Guild of Roads, it is common practice for other merchants to accompany Guild merchants to benefit from the extra protection and increased numbers.
Most members of the Guild of Roads are actually not members at all but mercenaries under their employ, as the Guild of Roads maintains what is easily the largest mercenary force known to men, though they are widely scattered across the Five Kingdoms and seldom have occasion to gather in any great numbers. These mercenaries serve as bodyguards, crewmen, and inspectors to ensure that their employers make their voyages safely.
The Guild of Roads, being led by very wealthy merchants and maintained through very high membership fees, values wares and cargo above all else, and its timely arrival is often absolutely necessary to be able to pay these fees. Caravans under the Guild of Roads seldom stop for any reason outside of what is scheduled and often will take extreme measures to avoid slowing their travel such as abandoning their own wounded, or killing surrendering bandits to avoid taking on prisoners.
“The Pillars could pave no road man would follow, thus instead they hold aloft the earth that he might make his own… and does not break it into dust.”
In the final chapter of the Age of Elves, Turolt the Great brought the squabbling tribes of man together, rising up against the Empire that oppressed their people and vanquishing the Dragon Emperor. The Druids, appointed messengers of the great Pillars of the Earth, exiled the Elves to the Faery Realm from whence they came, making man once more the master of his world.
It has been centuries since the glorious days of Turolt Who Unites Men. The Druids grow aged and weary, and as their wisdom fades, so too do the bonds that united men in friendship and peace, giving way to treachery and rumors of war. From within brother raises sword and spear against brother, and from without the once mighty borders of the Five Kingdoms have grown vulnerable to barbaric men, those who know not the ways of Turolt or of the Pillars and see only opportunity.
In this dark age of strife and bloodshed there is once again need of those with noble hearts, who might once again bring men together as in the days of Turolt, and once again make man the master of his world.
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This world is something I’ve messed with off and on over the past few years in an effort to create my own 'perfect' fantasy setting that appeals to my own weird tastes in dark ages history/mythology and low fantasy. This month was World-Building June, which gave me an opportunity to organize my notes, put thoughts into writing, and write some entirely new ones in areas I hadn't previously considered.
As PotN was originally conceived as an open RPG setting, much of the lore/writing/rambling is tailored towards this world as a game system rather than a specific single storyline. That's kind of the norm for universes around SSLF, but some of the prompts seemed more geared toward written storylines than gaming settings to me.
Anyway, this was a lot of fun to do and I will try to expand on it as I answer questions, do some polishing, and of course start replacing some of these placeholder images I've accumulated in such mass quantities. (There was originally much more illustration but unfortunately the image limit made it necessary for me to jettison all but the bare essentials. This may change in the future but for now it's more words than reference imagery, sorry.)
Table of Contents
(Sorted weird due to odd arrangement of WBJ topics, will adjust in the future)
1. Geography
Orsyny/Trysony (Green) are based on the Arthurian Britons, Celts, and Saxons. They are locked in constant civil war over an ancient dispute over the throne, and so no sane cartographer considers it worth the effort to mark out the ever-changing counties and factions.
Ursland (Blue) is based on the Vikings and other Norse. They are presently divided over a recent controversial ruling to outlaw the “Old Ways” of raiding and piracy. Though not in a state of civil war, the High King has had difficulty in getting the cooperation of his Jarls for his planned conquest of Trysony.
Danaria (Red) is based on the Duchy of Normandy and the rest of France, with some early Spanish in the south. While more stable than the others the Danarian Dukes are ever-ambitious, and setting their eyes on the chaotic isle of Trysony.
Agonia (Pink) is based on the early Russians, particularly the Kievan Rus. To their east, over the natural wall of the Agonian Mountains, lies the Frontier, home to many scattered smaller kingdoms similar to their own. Recently these kingdoms have been terrorized by a new horde of barbarians they call the Horse People, held out of Agonia only by the protective natural barrier of the mountains.
Molossar (Yellow) is based on the Byzantine Empire, thus holding much of the former Elven Empire (based on Rome) in the south. Southern Molossar is contested territory between the Molossar Empire and the Selvanicid Sultanate.
2. People & Races
1.0 The Molossar Sea
The Empire of Molossar is the remaining southern fragment of the former Empire of Elves, which had subjugated the regions that are now the independent kingdoms of men. When mankind was united by the Danarian king, Turolt, the Southern Empire was already run in its majority by men, who seized the opportunity to secede from the Elves. The Molossian legions were crucial to the war effort, as the only truly professional army at man’s disposal.
Molossar is one of few places where Elven infrastructure remains intact, their roads and fortresses carefully maintained by the Molossians who still rely upon ancient Elven traditions and practices.
1.1 The Elven Empire
Based on the Roman Empire
Fallen; no holdings (formerly much of the known world)
Elf, Imperial, Faery Folk
The Elves were an ancient race of mystic beings, with strong affinity for natural and growing things. According to ancient accounts, each elf is a dual spirit, sharing their soul with that of an animal. From these dual souls the elves could draw the power needed to perform great feats of magic. Ancient accounts describe abilities such as foreseeing of the future, command over the elements, immortality, and speaking to the dead, though the full accuracy of these accounts is shrouded by the myths and superstitions that have arisen in their decline.
Most famously, Elves possess the ability to shift forms from that of an Elf into the form of the animal whose soul they share. This animal form is usually larger and stronger than its ordinary natural appearance, and most noticeably bears antlers the same as its Elven form. The animal is commonly related to the Elf’s personality and status, with stags, hawks, bears, wolves, and other woodland creatures being the majority. They are not limited in this however as lions, horses, and, most infamously, a dragon, have also been recorded.
The Elves were once scattered tribes like men, until there arose one among them whose dual spirit was shared with the soul of a dragon. The draconic half, being an inherently evil creature, overpowered the elven half and became the Dragon Emperor. The Emperor united the Elves together as one great empire, conquering and subjugating the tribes of men as their servants.
It was in these days that there arose the Druids, five wizard prophets chosen by the Pillars to guide men in their hour of desperation. Uniting the tribes of man under one banner, they faced the Elves and the Dragon Emperor in a great battle at a sacred place now known as the Field of Glory. Led by the legendary Danarian King Turolt, the Dragon Emperor was slain and the Elven legions destroyed, making men once again the masters of the Natural realm.
Defeated, the remaining Elves were exiled by the Five Druids to the Faery realm from whence they first emerged, sealed away and fully separating the two realms forever. Though some Elves still remain trapped in the world of man, they are extremely rare, extremely reclusive, and extremely hostile toward men. Rarer still are the rumored “cracks”, through which one can still bridge the gap between realms, though these are unconfirmed.
[N] You cannot be an Elf.
1.2 The Molossar Empire
Based on the Byzantine Empire
North, South, and East Provinces
Molossian, South Imperial (archaic), Southlander (region), Man-Elf/Half-Elf (derogatory)
“How many Molossians are in a century? One soldier and ninety-nine politicians.” – Danarian joke
While the other kingdoms of men originated largely from barbaric tribes and villages, Molossar has the closest ties to the old Empire, having seceded during the war of the First Age to join their human brethren. Due to their close relationship to the Empire, the Molossians carry on many Elven traditions in politics, military, and infrastructure, while taking in influence from their northern kinsmen. For this they are often deridingly nicknamed as “Half-Elves”, though they share no blood with their former masters.
Molossar is by far the most advanced of Man’s kingdoms, possessing a standing professional army, centralized government, advanced learning, and an elaborate network of roads and forts. In spite of these immense leads over their neighbors, the infamously labyrinthine Molossar bureaucracy of senators, generals, diplomats, and nobles combined with their expansive borders has grown to limit their capability for action outside of their own walls.
Considered somewhat remote and strange by the other kingdoms, the only foreigners that typically enter
Molossar are merchants and mercenaries, lured by wealth and adventure. These travelers are often greeted with open arms, and generally return to their homelands with heavier purses and strange new ideas.
Molossians prefer to resolve conflict peacefully, through diplomacy and wit. Being well-spoken, educated people, they can do this more easily than others. When diplomacy fails however, Molossians are quite the opposite, preferring to settle confrontations swiftly and soundly.
[+] Silver Tongue – Everyone knows it: Molossians love to talk, and flattery will get you everywhere. You are at an advantage in most diplomatic and persuasive encounters.
[+] Citizen’s Duty – Molossians must serve in the military to qualify for citizenship, and though most do not see any frontline combat, they are educated in the advanced Molossian schools of strategic thought, and are qualified tacticians.
[-] Prosperous – Even in the days of the Old Empire, Molossians prospered while other men were slaves. Molossians must be cautious when traveling, as even the pockets of their poor make tempting targets for bandits and thugs.
1.3 The Selvanicid Sultanate
Based on the Saracens
Scattered holdings; South Molossar
Selvanicid, Desert Folk
Beyond even the southernmost reaches of the Molossar Empire, the Selvanid are a more recent arrival to the stage of man. Though not hostile toward Molossar, the Selvanid rapidly conquered, subjugated, or otherwise absorbed many of the ancient countries of the south formerly referred to as the “Old Kingdoms” into their own rule.
[N] You cannot be a Selvanicid.
2.0 The Agonian Mountains
The Land of the Princes, as it is often called, is the cold and rocky homeland of the Agonians, so named for the mountain range that separates them from the tribes of their frontier.
2.1 Principalities of Agon
Based on Kievan Rus and other pre-Russian kingdoms
Principalities of Agon, Aror, and Agene
Agonian, Frontiersman/woman (region), Princeling (derogatory)
“When bargaining with an Agonian, a pickaxe is essential.” – Molossian merchant’s journal
The region of Agon is a loose confederation of three principalities, each ruled by their own princes and generally keeping to themselves, having little to do with one another. Like Trysony, Agon lacks central authority, though in the case of Agon the conflicts of the nobility do not often break out into open warfare.
The “central power” of Agon lies with the Grand Prince, who is elected by the votes of the nobles from each region. The passage of time and the building strife between the princes has rendered the title meaningless, however, and the voting only continues out of tradition. The vote is generally won by whichever prince has the most nobles, and thus the noble class is bloated with honorary titles and positions simply to pad each prince’s votes.
The Principalities have only been kept in relative peace because of the untamed eastern frontier, home to countless tribes, outlaws and would-be warlords who often raid the villages and outposts on the outer edges of the region.
Agon is better known outside of its borders for its famed adventurer knights, the bogatyrs, who often travel far beyond Agon in search of glory and adventure. These travelers often find themselves in the employ of foreign nobles and landholders doing “unofficial” work or serving as bodyguards.
Agonians are a hearty, rambunctious, and free-speaking people with a strong sense of duty and honor. They are always ready to take up arms for a virtuous cause, and seldom turn down an opportunity for adventure. Though often quick to anger, an Agonian is a steadfast and loyal friend.
[+] Strong-Willed – An Agonian is an extremely difficult mind to change. You are resistant to persuasions and distractions.
[+] Thick Blooded – Native to the Agonian mountains and defender of the Frontier, you are unfazed by cold and harsh weather, even welcoming it.
[-] Outspoken – An Agonian always speaks his mind, sometimes (often) when it would be better to remain silent.
2.2 The Frontier Kingdoms
Based on Kievan Rus and other pre-Russian kingdoms
Frontier States - East of Agonian Mountains
Descriptive varies by state; Collectively referred to as “Frontiersmen” just as their Agonian brothers
Just to the east of Agonia, on the other side of the Agonian Mountains, lie a number of small, separated kingdoms and states. These nations are very similar to the Principalities of Agon in culture, social structure, and customs, and are frequently connected to their neighbors by trade and alliances.
The major difference is of course in their governmental structure. While Agonians are joined in confederation by the Grand Prince, the Frontier Kingdoms are entirely separate, independent bodies governed by their own Princes. The Kingdoms once frequently had disputes and warred against one another, but with the arrival of the Horse People most of these past grievances have been laid aside in the face of a common enemy.
Many of the Frontier Kingdoms have made offers and tributes in hope of being counted among the Principalities, though the heated disputes of the Princes have brought the government to a standstill and made such expansion of territory impossible without the great risk of violence - a civil war that has been carefully avoided for decades.
When travel brings the Frontiersmen to other realms, they are often mistaken for Agonians and usually do not mind the mistake in identity; they see it as an honor to be equated with their stronger brothers in the West.
[N] You can be a Frontiersman; refer to Principalities of Agon
2.3 The Horse People
Based on the Huns
Scattered holdings; The Agonian Frontier
Horseman, Horsefolk, Barbarian (derogatory)
“Agon could be protected by a wall with a man-high door.” – Agonian joke
Primarily held back by the difficult natural barrier of the Agonian mountains, the Eastern Barbarians are a ruthless warrior culture of horsemen, who survive seemingly only through murder and theft. They endlessly raid and pillage the scattered city-states, tribes, villages, and camps of the Agonian Frontier, and have recently set their eyes upon Agon itself, striking at its outer edges along the mountain range.
Little is known about them as there has been little conversation with them outside of the negotiations of war. It is understood by the Principality that though they share a culture they have no present centralized authority and appear to operate as scattered warbands, almost randomly burning zig-zags across the frontier.
Agonian soldiers sent to relieve the ravaged Frontier kingdoms report the Barbarians not as untrained savages but skilled and deliberate warriors, who ride upon horseback with the ease and skill of a man on foot, even able to guide their horses without reins as they attack with the bow.
[N] You cannot be a Horseman.
3.0 The Sons of Or and Ur
The “cousins of the sea”, the kingdoms of Trysony and Ursland are both famously descended from a land dispute between an ancient pair of brothers, Or and Ur, in a legend so ancient that it predates the appearance of Elves.
According to this legend, Or and Ur were twin brothers, great warriors who conquered many lands and acquired for themselves great wealth and power. When they became old of age and were ready to settle down, the twins agreed that they would divide all they had conquered between the two of them, but could not agree how the land would be divided.
Or, being the clever brother, suggested the sea be used as the division. Ur realized that this would mean that the south division would only be two small islands, while the north would be the much larger territory, and greedily accepted the proposal.
And so, Or received the green, rich, and bountiful islands of Orsyny and Trysony, while Ur received the frozen, rocky shores of Ursland. According to the legend, Ur never spoke to his brother again. It has been suggested recently that the fate of the Orcs is Ur’s long-awaited revenge for his brother’s trick, though most still consider it an ironic twist of fate.
3.1 Kingdom of Trysony
Based on Arthurian Britons, Saxons, and Celts
Islands of Trysony and Orsyny
Tryson, Or’s Son/Daughter, Half-Orc (derogatory)
“I’d sooner count the wars in Trysony.” – A common sarcastic reply
In the final battle against the Dragon Emperor, the Tryson king struck the fatal blow, slaying the dragon by his hand. However in the battle he also sustained mortal wounds, and in his death the clans of Trysony were left with no heir, and thus no king.
Ever since that day, the Trysons have lived in a constant state of conflict and civil war, fighting amongst themselves over ancient land claims, and when they are not dealing with one another they must contend with bands of Orcs and sea raiders from Ursland. Even now rumors spread of campaigns and armies being assembled in Danaria.
The borders and dominant clans are in constant flux as treaties and alliances are made and broken. Out of convenience, and somewhat to the annoyance of its people, outsiders commonly arrange the many dozens of warring counties into two “states” based on the islands of Orsyny and Trysony, though these are not to be mistaken for single bodies in the same manner as the Principalities of Agon or the Duchies of Danaria.
Trysons are hardened warriors, and are hired as mercenaries even as far as the Molossar Empire. In spite of the constant warring Trysons have come to view the inter-clan conflicts as a sort of politically motivated sport, and outside of the battlefield have little reason to truly hold grudges against rival clans.
Living in constant conflict with one another has hardened these hill folk, making each one an uncannily clever and stubborn fighter. A Tryson can fight his foes unarmed just as well as in conventional situations. Because of this natural prowess, Trysons are often encountered in other realms, employed en masse as cheap and effective mercenaries.
[+] Brawler’s Wit – A Tryson is resourceful in all situations, particularly combat. You are never truly unarmed and are at no disadvantage fighting bare-handed.
[+] Hardened – Constant conflict and violence makes a Tryson a deadly persistent foe. You can survive and even shrug off blows that would leave other men in the dirt.
[-] Hotheaded – Trysons live in a violent culture, and tend to have little patience for other solutions.
3.2 The Orcs
Based on Gothic tribes
Scattered; no holdings
Orc, Pigman, Orson (derogatory; comparison with Tryson)
“How do you tell an Orc from a Tryson? The Orc is better mannered.” – Ursman joke
The Orcs were men once, native to the island of Orsyny, but when the tribes of man rose up against the Empire of Elves and the Dragon Emperor, they chose to betray their own kin. The Dragon Emperor, knowing of their reputation for selfishness and the desperation of mankind, offered them a great flock of swine, for which they turned upon their allies in the midst of the battle.
Though the guidance of the Pillars led man to victory nonetheless, their treachery brought about the death of the Tryson king. The surviving traitors were punished for their greed and betrayal, their souls being trapped into the pigs they valued above their own kind. They became the deformed and hideous piglike brutes now known as Orcs.
Violent, reclusive, and hateful by their nature, Orcs now live the lives of bandits and thugs, hiding in the dark corners of caves and cities, obsessed with gold and riches and caring little for how it is obtained… though their lack of intelligence tends to mean the method is usually violence. While they are easily bribed their immense hatred for mankind makes them incredibly unreliable and untrustworthy.
It is not uncommon for a wealthy merchant to employ an Orc amongst their other bodyguards, though it is important that the Orc is not left to its own devices.
[N] You cannot be an Orc, except under very special circumstances.
3.3 Kingdom of Ursland
Based on Nordic peoples, particularly the Vikings
Territories of Ursland, Norland, and Fjarland
Urslander, Ursman/Urswoman, Ur’s Son/Daughter, Ursling (derogatory)
“The Ursmen only drink to keep steady on their boats.” – Tryson joke
The Ursmen, valuing personal freedom and equality among their highest ideals, elect their King each 5th year by a collective meeting of jarls and thanes. This meeting is considered of sacred importance and all disputes and conflicts are set aside for the ceremony. While the criteria for kingship obviously varies between each that votes, Ursmen commonly associate good leadership with strength of arms and military prowess, and thus the King is typically already a nobleman or other political authority, though there have been rare exceptions.
While the King does carry significant authority, his rule is not always absolute. When wars between jarls or thanes divide the realm, the crown takes on a more symbolic role, though it is still the designated authority in regards to political relations. Though prone to in-fighting and civil wars like the Trysons, the crown of Ursland is a central authority that can reunite the jarls together when necessary.
Ursmen are a hardy people who have spent much of their lives on docks and aboard boats. They work practices of war into their daily routines, learning to catch javelins in flight and wield an axe ambidextrously. Due to this life of constant extremities they are sure-footed and thick-blooded, making for tough warriors and resilient travelers.
Though their ancient days of raiding and piracy have been widely abandoned in favor of the more stable agricultural societies of their neighbors, this tradition is still recent enough to arouse controversy amongst the elders, and many rogue crews of sea raiders still practice the “Old Ways,” as they have been called. Though it is outlawed, the controversy has made enforcing such rules inconsistent at best, and in many cases these sea raiders are supplied and paid by the nobles meant to stop them.
[+] Navigator – Ursmen spend much of their lives traveling on land and sea. Anywhere you can clearly see the sky, you can determine and predict direction, weather, and even location in many cases.
[+] Steady Footing – Your sense of balance is impeccable, and even when caught by surprise you can keep on your feet.
[-] Ill Repute – Ursmen are often encountered abroad as mercenaries and pirates. Though usually a false assumption, this reputation makes many foreigners uneasy or distrusting.
4.1 Kingdom of Danaria
Based on Anglo-Norman Europe
Duchies of Dania, Monia, and Estria
Danarian, Danisc, Turolt’s Folk
“If a tree falls in the woods and no man hears it, does it still dishonor a Danarian?” – Tryson joke
The noble houses of Danaria and the three great duchies are held accountable to a royal crown passed through the generations directly from the first King of Dan, Turolt the Great, who had united the many kings and chieftains of men under one banner against the Elves and the Dragon Emperor.
While these descending kings have since varied in quality, and the mighty alliance of Turolt’s age has long passed, Danaria has maintained a standard of chivalric conduct as their highest ideal. A Danarian values his honor and integrity above all, and even those whose hearts are darkened with treachery and evil are still drawn to their own twisted codes, to justify their actions with themselves.
Reliant upon peasant levies for much of their armies’ bulk, it is required by law in many counties that able-bodied individuals above the age of 16 be trained in the use of some form of weapon, most common being the bow or the spear. It is rare to find a Danarian without some history of soldiering in their bloodline, and as a result of this tradition of conscription much of the peasantry has inherited some armor or a weapon, though many of these items are the simple mass-produced equipment handed out by the nobility.
The Dukes and Counts of Danaria, eager to expand their holdings and win favor with the crown, have recently set their ambitions toward Trysony, considering it to be an easy target in its chaotic state. These ambitions have remained entirely verbal however, as the many conflicting claims have made it difficult for any of them to gain traction.
[+] Turolt’s Folk – Descended from Turolt Who Unites Men, Danarians are naturally charismatic. People are more willing to follow your commands and respect your decisions, or at the very least hear you out.
[+] Bold – A Danarian values valor and heroism above his own life. Where other men hesitate, you do not fear to press forward.
[-] Code of Honor – Many Danarians abide by personal codes of ethics. While these are commonly well-intentioned, there are occasions where their personal honor conflicts with the ideal course of action.
3. Paths of the Nomad (Classes)
Classes in Path of the Nomad are 12 paths, divided into 4 ways according to their primary functions. Following a path is different from simply possessing a similar title; simply being appointed a knight is not the same as following the Path of Knight. Those who follow a path have chosen a road to enlightenment and self-improvement that, should they stay the course, will build them into examples and leaders among men, beacons against the darkness that now eats at men’s hearts.
Way of the Warrior
“In the hands of the mob, the sword is only a weapon. In the hands of a warrior, it is a tool.”
Though it is common for men to take up arms, for reasons ranging from duty to malice, there are among these men those who have found in the blade a new calling in the Way of the Warrior. Warriors are those whose skill with arms and armor surpass their fellow men and distinguish them in the eyes of the Pillars and their rulers.
Path of Knight - Defense
Appointed protectors of their kingdom, Knights are skilled horsemen who concentrate on the defensive, relying on their armor and shields to quench the fury of their foes as they advance on their enemies from horseback.
Knights, though the specific titles vary by nation, are lesser nobility (not always hereditary) generally carrying the rank of Sire/Dame at a minimum whether independent (knight-errant) or sworn, and can be identified easily by their spurs; a privilege reserved for the rank.
Path of Soldier - Balance
While the Knight and Berserk focus on the ends of the defensive/offensive spectrum, the Soldier balances between the two. Hardened by battle and strengthened by training, a Soldier is a tough and reliable warrior with tactical expertise.
Soldiers are unique from most other warriors in the nations of man in that they are professionals in their field, typically serving as garrisons or guardsmen, as opposed to the conscripted multitudes that make up the armies of the average nobleman.
Path of Berserk - Offense
Berserks forgo the heavier armors of their fellow warriors in favor of greater skill with their weapons. They make up for the lack of armor with the great speed and fury of the Berserkergang, a battle-fury that puts them into an almost trance-like state.
What Ursmen call “Berserkergang” is a ferocious transformation in a Berserk, wherein they take upon themselves a savage, animalistic fury, entrancing them in battle and clouding friend from foe. In this crazed state Berserks become as animals, gnawing at their shields and tearing at their own clothes. Well aware of their fabled reputations, Berserks commonly wear the skin of predatory animals, typically wolves or lions, to further intimidate their foes as well as warn allies to keep their distance.
Way of the Ranger
“Any fool can set loose an arrow, it is a ranger who can withhold it.”
The Ranger is a subtle woodsman, reliant upon their natural environment and carefully planned application of the knife and bow. A keen eye and quick wit are the Ranger’s greatest assets, serving him better even than the arrows in his belt.
Path of Burglar – Stealth
Spies, thieves, and scouts, Burglars are highly valued by those on both sides of the law for their skills in camouflage, disguise, and sabotage. Though you will never find a Burglar on the battlefield, it is almost a guarantee that any general or lord worth his wages has one somewhere in their employ.
Burglars are not to be confused with common criminals; amateurs who typically act out of immediate self-interest or impulse. Though Burglars are often associated with criminal activity, they are professionals who do so under the pay and protection of benefactors who can keep them out of the gallows, or otherwise make the risk more than worthwhile.
Path of Hunter - Balance
Preparing traps and ambushes, tracking and pursuing prey, and navigating the unfamiliar corners of forests and mountains, it is little wonder that Hunters are just as desirable in war as they are in peace.
Hunters are skilled woodsmen with a strong affinity for the flora and fauna of their region, as well as familiarity with those of other kingdoms. A Hunter values his herblore, tracking, and camouflage skill just as much as his marksmanship.
Path of Archer – Snipe
The Archer has refined marksmanship into an art form, making use of the bow, javelin, sling, and crossbow with unmatched precision and skill. Archers tend to abandon the subtleties of other rangers and rely almost entirely on their almost supernatural talent.
Archers are similar to Soldiers in that they are commonly professionals serving in garrisons or as bodyguards. A keen eye is essential for an Archer, and thus while they are not as stealthy as other rangers they often have scouting and watch duties.
Way of the Priest
“More dangerous than the gods are those that understand them.”
Priests come from many walks of life, noble and common, criminal and layman, and all are made equal brothers and sisters under the law of the Pillars. While their service is sworn to the Pillar of Light, they are servants of all five, maintaining the all-important balance of the elements.
Path of Crusader - Smite
The Crusader takes a more direct approach to the application of their faith, concentrating on the destruction of evil in every form. Their arms are devoted to the Pillars and the execution of their holy wrath. Blessed with an innate sense of justice, a Crusader cannot allow evil to go unpunished or good to go unrewarded.
Crusaders are militarized priests, trained in arms and the law similar to Knights to protect holy sites, administer the law of the Pillars where the laws of men are lacking, and to seek out and punish heretics; such as those who worship the Druids over the Pillars, or those who breach the sacred barrier between life and death.
Path of Pilgrim - Balance
The Pilgrim is a devotee to the Pillar of Light, having forgone their worldly desires to spread their faith, aid the downtrodden, and ultimately achieve greater understanding of the Pillars themselves. Deriving their strength from their faith, Pilgrims can be found in equal numbers carrying clubs or laying on hands as they feel led to do.
Pilgrims are restless traveling scholars, ever seeking greater understanding of the Pillars and their ways as they travel between holy places, monasteries, and shrines. Though disliked in larger cities as they are often too poor to trade, smaller towns and villages eagerly welcome these traveling preachers and the blessings they freely give to those who ask.
Path of Surgeon - Heal
The Surgeon is similar to the Alchemist, though their scientific focus is almost entirely centered on healing the ill and wounded, drawing healing miracles from the Pillar of Light as well as a broad knowledge of medicinal remedies.
Surgeons are somewhat controversial in that, due to the nature of their services, they are the only priests that are permitted to draw blood. Though in most cases this applies only to surgical instruments, those Surgeons who serve upon the battlefield freely abuse this loophole to carry swords and axes, a privilege even Crusaders cannot have.
Way of the Magician
“A magician is never truly empty-handed, for the Pillars are always in their grasp.”
Though true magic as practiced by the Elves is a power far beyond the capacity of ordinary men, carefully preserved only by the Five Wizards, men in their curiosity (and stubbornness) have mastered a different, yet similar art in the Path of the Magician. Through the use of alchemies, illusions, and ancient Elven writings, these men wield fantastic powers of sorcery and trickery that grant them a mystic edge.
Path of Librarian - Spells
The Librarian uses scrolls and books to cast spells. A Librarian is not restricted to a specific school of magic, being able to use any spell for which they can obtain a scroll or book for. This school is perhaps the closest to being “true” magic, as it relies upon an ancient Elven art that could contain magic within the written word. While some Librarians devote their lives to unraveling the mysteries of this art for themselves, lured by the promise of writing their own spells, the vast majority prefer to seek out and copy from surviving Elven texts.
Path of Minstrel - Balance
Minstrels are traveling magicians, who rely on trickery and cunning to outwit and defeat their foes. While much more reliant on their sword arm than most fellow magicians, these tricksters are wiser than they appear. Best known for their gift of song, Minstrels may be seen in many forms as they motivate their comrades in battle, entertain workers in the fields, perform for kings, or simply playing something bawdy for some sailors.
Path of Alchemist - Tools
Alchemists are scientists and scholars, devoted to the deeper understanding of the natural world. There are many fields of study these individuals may research, from anatomy to astrology, but the common man associates Alchemists with transmutation and chemistry; fields that, when practically applied, bear strong resemblance to magic (a comparison which annoys some.)
4. History
History as it is studied and taught among the Five Kingdoms is commonly divided into three eras, Pre-Imperial, Imperial, and Post-Imperial. Modern society revolves largely around the Elven Empire and for this purpose historians build their understanding around it.
Pre-Imperial
Sometimes known as the Pre-Elven or Ancient era, the Pre-Imperial period is the largest of the eras, spanning several millenia of human wars, kingdoms, and achievements predating the rise of the Elven Empire. Though this era predates the Empire it does not predate Elves; During this period there was still open passage between the Natural and Faery Realms, and many magical creatures and races existed with men both as allies and enemies.
Due to the Elven Empire’s attempts to destroy man’s culture and absorb them into their own collective Empire, much of man’s architecture and writings from this era have been long destroyed or mingled with legend. The most reliable texts historians still possess are the holy texts of the Pillars, which in addition to their religious significance also contain many stories and accounts of Pre-Imperial man.
Imperial
Though the Imperial era was brief, only lasting for a couple centuries, its impact upon modern men is massively important, Imperial culture being the framework from which the modern kingdoms derive their structure and the catalyst for the great Alliance of Men.
The Elven Empire arose under the leadership of an elf who shared his spirit with a dragon, the Dragon Emperor, who united the Elven settlements together both by force and by diplomacy with the intention of conquering the Natural Realm. Though he successfully conquered the “known world” of the Five Kingdoms, the Empire was ultimately unable to fully integrate men into an Elven culture, and man resented his slave-like status in Elven law.
The sheer size of the Empire made it necessary to divide and share its government with men, which ultimately backfired when the human-run Southern Empire seceded and Turolt’s Alliance of Men destroyed the Imperial army at the Field of Glory.
This era also saw the appointment of the Five Druids, chosen speakers of the Pillars and the only men able to wield the faery magic practiced by the Elves. These Druids, in the closing of the Imperial era, fully separated the Natural and Faery realms through the destruction of the magical portals that bridged the realms. For this act, the following period is sometimes referred to as the “Seperation” era.
Post-Imperial
The Post-Imperial Era, also known as the Seperation Era, the Post-Elven Era, the Era of Man, and the Post-Alliance Era, is the present age, which officially began on the day that men triumphed over the elves.
In this era the kingdoms formed under Turolt’s Alliance began to truly take form as the tribes gave way to noble houses and new borders. The unions were not all successful however, and many of the kingdoms are now divided, at or on the brink of civil war. Those stable ones now turn their eyes upon one another with the intents of conquest and expansion, while the frontiers of Agon and Molossar are endangered by new barbarian foes.
Though by some miracle peace has been maintained between the kingdoms themselves, there is no alliance or even goodwill as in Turolt’s day, and the kingdoms must face their problems on their own.
5. Architecture
Infrastructure
During the Imperial Era, the Elves implemented a number of important structures and systems still important to men long after their absence.
Most important are the ancient Elven highways, which enable the swift travel of merchants, soldiers, and messengers between the towns and cities. Many villages, in order to survive, must make their own roads that connect to the highways.
In larger towns and cities, bath-houses are also greatly important for personal hygiene as well as being a social occasion. While some of the more wealthy are able to construct their own private baths, the majority of these structures are public. Often rural peasants will visit the baths before the merchants to take advantage of a freshly cleaned appearance and improve their sales.
While the Molossians and some counties in Danaria attempt to maintain them exactly to their original specifications, others have adopted the concepts for themselves and constructed their own versions, which are accompanied by a number of improvements and imperfections that come with deviation from the ancient standards.
Housing
In both rural and urban communities, houses are typically comprised of 2-3 rooms, generally a common room for family and guests where daily routines and meals are held and a bedroom for the masters of the home. In warmer environments there are wooden windows, which are opened in the day to allow light and air and locked from the inside at night. A hole in the roof allows the smoke from fires burned for warmth and cooking to escape. In more ‘modern’ structures, typically urban homes, stone chimneys serve this same purpose.
While rural homes are usually partially underground and single-story constructions, urban houses are much larger in size, with the residences on the second or third floors while the first serves as a store-front or workspace. Large houses in the cities often house multiple families or rent out extra rooms to travelers.
Houses are typically cheaply and quickly constructed, being gradually expanded over time as the owners may replace walls with stone or replace framework with stronger construction. All-stone buildings are too expensive for many to build, and even many nobles opt for partial-stone construction for their manors.
Castles and Forts
Stone fortifications were a famous symbol of Imperial rule, and many of the ancient Elven ruins that have not been reclaimed and restored by enterprising nobles still inspire others to attempt similar structures, admired both for their craftsmanship and the almost impregnable safety they offer. Many of the original Elven forts still stand, still valuable as strategic strongholds and seats of power.
Due to the time and cost to construct such a structure, it is more common for men to construct wooden fortifications, building a tall hill for the keep, around which is constructed a wooden wall and a moat is dug, sometimes planted with sharpened stakes. This variety is the most common, and also the most short-lived, as it is easily compromised by fire, though its value as a defensive fortification makes it still popular.
In Danaria and Agonia, where quarries are plentiful and time is an affordable luxury, stone castles are constructed as symbols of power and wealth, to protect villages and merchant roads and serve as garrisons for traveling war parties. What few stone castles stand are the envy of all who lay eyes upon them, and very few have made any attempt to breach them by force of arms.
Markets and Shops
Markets are typically events that take place in the central gathering area of a settlement, where merchants set up tents and barter with one another and with other travelers. People of higher status generally avoid such events as they prefer to make their deals in private, one-on-one situations where they have greater control over the bartering process. Some however find a certain thrill in the chaos and excitement of a market and can thrive, playing merchants against each other to get the best bargain.
In large cities, where permanent store fronts are more abundant, merchants may rent stalls or the street around another store, where for a fee they may do as they do in the markets. Though it is rare, some cities forbid markets from taking place inside their walls, causing the merchants to set up all around the gates and roads much to the annoyance of those attempting to pass through.
Though often crowded and chaotic to an outside eye, merchants commonly abide by certain courtesies toward one another, attempting to avoid selling similar wares in close proximity, keep their livestock contained, and keep a careful eye out for those with sticky hands and tight pockets.
6. Economy
Among the many lasting contributions the Elves made to modern society is the Imperial Denarii, a universal system of currency throughout their former holdings. The value of a Denarius varies by region, though being molded from gold and silver means that they always carry some value. For this reason, forgery of currency is not considered particularly serious except where the forger can falsify the metal itself; the value lies in the gold, not the face upon it.
While the Denarius holds domain over currency, not all trade is made via currency; rather, the value of the Denarius is simply an added factor in the dominant system of barter. The simplest example is that of a knight and his fief: In exchange for the knight’s protection over a village, he receives an agreed portion of that village’s crops or other production, which he may then use or trade at his own discretion to maintain his equipment, train and recruit militia, or simply fill his belly.
The poorer peoples rely most heavily on barter, and stash away what Denarii they get in case of emergencies such as conscription or poor harvest. Many merchants, anticipating this, assign standard values to common bartered goods like livestock and crops out of convenience. There are no laws regulating prices, and it is at the discretion of the seller to find the best deal. Often a sly merchant can easily shortchange an entire village preying upon their own desperation, an act which, though vile, is often left unpunished by the law and is still a topic of fiery debate in legal circles.
Due to the impracticality of transporting great wealth wherever they go, richer people such as nobles and successful merchants make contracts, typically with skilled artisans or architects. A contract typically consists of a large sum of money, distributed to the recipient over an agreed amount of time, in exchange for a special service the recipient may offer such as the construction of a large building or the commissioning of weapons and armor. These payments then go to hired help, supplies, living costs, and other needs that the merchant may have.
Contracts are considered to be the safest of trade systems due to the fact that, based on the distribution of funds, failure to pay does not leave the recipient with a completed good that he cannot sell, or result in massive debt. Contracts are legally binding and cannot be undone save for the agreement (or demise) of all witnesses and signatures upon it. To protect the contract itself, copies are often made and kept by the local rulers or other representatives of law.
7. Hierarchy, Power, & Governance
The Molossar Empire
Head of State: Emperor
The most complex of man’s governing systems, arising from the combination of an early pre-Elven republic, Elven offices, and human kingships and nobility, Molossar’s government is a bureaucratic labyrinth often mocked by outsiders and understood only partially even by the politicians within it.
The core Molossian Imperial offices are more easily explained, as they occupy the public light in extremely prominent roles and thus are understood more clearly by the people.
The Emperor, or Empress, is at the head of state, being directly related to the Imperial lineage that began when Molossar first separated itself from the Elves. The Emperor’s primary responsibility is to uphold the laws of the realm, doing so through the appointment of generals, governors, senators, and other lesser officers in conjunction with the Senate. While the Emperor’s authority exceeds that of the Senate, he is not above the law and can typically be restricted by their rulings.
The Princes and Princesses are the direct heirs to the Emperor, and while outranking the governors, generals, senators and other officers, they are commonly “apprenticed” to these officers when they come of age, typically 16-18 years, in order to learn the workings of the Empire they will one day serve. Princes are expected to defer entirely to the expertise and advice of their masters, only taking action of their own accord where it is safe for them to do so without causing catastrophe by amateurish mistakes.
The Governors and Governesses are tasked with administering law and defense in the Imperial districts, which are themselves divided into the three provinces of West, East, and South. The Provinces are ruled by Provincial Governors, whose responsibilities are similar but distributed amongst their governors. Governor is one of the highest attainable offices of a common citizen, requiring no noble blood.
The Senators represent the districts in the Imperial courts. A Senator is charged with interpretation, writing, and updating the laws of the Empire, as well as aiding the Emperor in making governmental decisions. Each district appoints a senator by vote, and the senator serves until he dies, retires, or is retired (again by popular vote). Senators, like Governors and Generals, are not required to be nobility.
The Generals, obviously, oversee the administration of the military, commanding the legions and keeping them in shape. The Generals also serve as officers of the law, being dispatched to unruly districts to temporarily replace or assist Governors and restore or maintain order. Generals earn their rank through several years of military service, accelerated by distinctions on the battlefield, though often they must share their hard-earned prowess and experience with other Generals who earned their rank purely by the noble blood of their veins.
The Agonian Principalities
Head of State: Grand Prince
A confederation of the three Principalities of Agonia, Agon, Agene, and Aror, Agonia is ruled by the Three Princes. These nations remain fairly autonomous in most repects save for the protection of the Frontier Kingdoms, a duty typically distributed evenly amongst them all.
The head of Agonia, who is charged with leading Agonia in times of war and settling civil disputes, is the Grand Prince. The Grand Prince is elected each year by the votes of the nobles. As many nobles are loyal to their prince, this has had the unintended side effect of causing the princes to simply inflate their votes by the appointment of numerous lesser nobles. The imbalance has severely widened the gap between commoner and nobleman, and many of the lesser nobles, being given almost no land or duties of office, spend much of their time traveling abroad as adventurers and mercenaries to earn their living.
Though aware of the flaws of the system, the Princes have neglected making any changes for fear that they may lose the freedom and autonomy granted by the current system. The animosity between the Princes themselves have further driven any discussion of reforms far from the table, as the nobles desperately attempt to prevent an open war with the Horse People right at the gate.
The Kingdom of Ursland
Head of State: High King
Ursland, similar to Agonia, elects its High King by the vote of the nobility, each fifth year, in a great gathering of their people. Ursmen consider this gathering sacred and set aside all disputes, forbidding the presence of arms, for this vote.
Unlike Agonia however, Ursman law allows the nomination of any man of any status for the vote, and prohibits any man from being the High King more than once. Though the King is still typically chosen from the nobility, this has aided in preventing the “party loyalty”
The High King’s responsibilities are again quite similar to that of Agonia’s Grand Prince, though his rule is respected much more by the people and the nobles. While Ursland, like their cousins in Trysony, are quite prone to civil war and violent confrontation, the High King has the authority and respect of centuries of tradition at his back that can unite the Ursmen when the need arises.
The Kingdom of Trysony
Head of State: King (defunct, warring tribes are ruled by Chieftains or “False Kings”)
Trysony, though officially recognized as a Kingdom, has no head of state, no universal law, and no infrastructure as a result of a civil war that has bathed the land in the blood of Or’s Sons since the dawn of the post-Elven age.
Their king and all his heirs having perished against the Dragon Emperor, Trysony’s dispute has lain over one simple, unanswerable question: Who is to be King? Many chieftains have laid claim to the title, calling themselves King without right, and these False Kings have slain one another for as long as any living man can remember.
To truly claim the title of King, one must have irrefutable proof of his connection to the sacred lineage of the King Who Slays Dragons, with the most common legends describing his sword, believed to have been lost or destroyed on the ancient battlefield, the Field of Glory.
The state of uncontrollable anarchy has drawn many an ambitious eye, and though none have truly taken any action, the beautiful island of Trysony has long been a tempting target for the Danarian Dukes and the Ursmen.
The Kingdom of Danaria
Head of State: King
Danaria’s government is perhaps the most stable of all, tracing the King’s lineage directly to Turolt Who Unites Men, and divided into three Duchies largely free of civil war, unrest, or malice. The duchies are directly subservient to the King, ruled by Dukes sworn to his service who each divide their respective fiefs into baronies and counties, and appoint lesser nobles, knights, and sheriffs to administer law and maintain order in their name.
The Dukes are ever ambitious however and, while above violent disputes, have counties that are strongly contested, always eager to expand their holdings and earn the favor of the King. The Dukes presently turn their eyes toward Trysony, the only thing preventing an invasion being the same dispute of legitimacy the Trysons have had for centuries.
Due to Danaria’s reliance on levied armies of peasants, many counties have laws in place that, while varyingly specific, require all of their citizens to own and maintain some form of arms or armor; typically being low-grade, or passed down through generations. This martial tradition is considered to relate closely to the importance Danarians place on honor and personal conduct, as it makes for better soldiers.
8. Religion & Cosmology
According to modern thought, the earth and seas of the Natural Realm are suspended in the heavens upon five great Pillars, the Four of the Earth at each corner and the Pillar of Light at the center.
Each of the Pillars speak to mortals through the Five Druids, immortal wizards who were instrumental in the downfall of the Empire of Elves. The Druids, while separate entities from the Pillars they represent, are considered to be their earthly ambassadors and their word is thought of as the will of the gods. Some heretical cults take this to an overly literal extreme and treat the two interchangeably, though the Druids violently oppose being worshiped.
Prior to the Druids, who bridged the gap between the Gods and men, the Pillars had direct influence on the Natural Realm. During this age, the deeds of the Pillars and their chosen champions were documented in five sacred texts; The Book of Light, the Book of Stones, the Book of Blazes, the Book of Depths, and the Book of Storms. These books, valued for their historical and religious text, are the foundation of many of man’s laws and practices in the modern era.
While the styling and placement varies by culture, the Pillars are universally represented by a single vertical stripe for the Pillar of Light, supported by 4 smaller stripes for the Pillars of the Earth; Stones, Blazes, Storms, and Depths.
9. Languages
Elven
Latin
Also called “Imperial” or “Scholar’s Tongue” by those who prefer to diminish the Elven role in its creation, Elven was at one point the universal language of the Empire, used for all documents, legal buildings, and signage.
While the absence of the Empire has diminished its role in spoken communication, tradition has made it still common in writing for legal documents, religious studies, and scholarly texts - Its universal nature makes multiple translations (and by extension more writing) unnecessary.
Texts written in Elven are typically elaborate and fanciful, due both to their importance in society and the relatively low demand, allowing scribes greater time to make precise copies.
Saddlespeech
Trade Language
Saddlespeech is a newer, extremely limited language intended as a “common tongue” for the roads. Being extremely bare-bones, it is best described as a conglomeration of the common words of spoken tongues, loosely strung together in short monosyllabic sentences and assisted by generous gesturing.
Saddlespeech is spoken only by merchants and mercenaries, and those who commonly deal with them. There is no written form of Saddlespeech, and it is seen as a crude language by most others due to its odd, clumsy sound.
Molossian
Greek
The Molossian tongue is a combination of the pre-Elven speech of the Republics from which they descended and the official Elven dialect made universal in the Empire.
As with the modern kingdom which now speaks it, Molossian is named for the Gulf of Molossar around which its speakers are concentrated.
Aldtangue
Germanic
Aldtangue is something of a “mongrel” language, native to the Sons of Or and Ur, which has wildly shifted forms through the history of its speakers as it has absorbed and blended with other tongues.
Even at its origins it is difficult to nail down any singular “correct” form, as according to the Book of Stones it was invented by the Pillar of Stones and given to the scattered tribes that they could communicate and work in a common tongue.
Aldtangue’s written form is almost unrecognizable as the same language, being a much older runic language only used in modern contexts by magicians and historians. Modern Aldtangue has no written form and any need for written communications tend to rely on very rough Elven.
Gorechi
Slavic
Known as “mountain speech”, Gorechi is spoken primarily in the Frontiers and Agonia. This tongue is believed to have originated from the East, somewhere beyond the Frontiers (where the Frontiersmen themselves are believed to have originated before migrating westward)
Danisc
Anglo-French
The Danarian language, similar to Aldtangue, is difficult to attribute a single linguistic background to, being a blend of many similar but different regional dialects. Unlike Aldtangue however, its written form is consistent with the spoken form.
Due to Danaria’s location in the middle of the other kingdoms, it is common, if not necessary, for those who travel to speak some Danisc, and thus it is commonly known by diplomats and merchants in some capacity.
10. Superfauna
Superfauna are strange, rare, and powerful creatures from man's ancient past or trapped out of the Faery Realm in the seperation.
Giants
Giants are ancient enemies of man who were defeated long before the age of the Empire. Having the appearance of massive men towering over the treetops, the giants of the modern day are primitive, cave-dwelling beasts that prey upon secluded villages in the north, generally to steal livestock.
Though primitive and brutish in speech and appearance, they are not as simple as they may appear, and are very elusive and clever when it comes to hiding from men. While their tracks are quite obvious, giants make a point of doubling back over their own steps and taking circuitous routes to confuse those that seek to follow them.
While in older days they were a great threat and often banded together to antagonize the settlements of elves and men, they are now seen as more of a nuisance than any real risk, and those few giants that are known are left alone. If their livestock theft becomes too much to bear, they can be fairly easily driven away by mobs of peasants that can count upon their non-confrontational nature.
Dragons
Powerful, cunning, and filled with malice, the very image of the Dragon is a symbol no man of any culture can mistake. A massive, flying reptile with breath of fire, an insatiable lust for riches, and a scheming mind, ever-plotting the downfall of all it encounters.
The most infamous dragon is that which shared its soul with an elf, the Dragon Emperor, who could change between forms at will. Though his name has been long erased, his image is burned in the memories of man, a terrible nightmare common in every beating heart.
There are few dragons still remaining in the Natural Realm, hidden away in the caves, mountains, and dark, untamed forests of the world. If somehow encountered, they are best avoided, or in the case of those brave enough, to be slain on sight, for to be entangled in the scheming of a dragon is much worse than to get caught in its teeth.
Unicorns
Having the appearance of a white horse with a single, long horn, Unicorns are highly magical, intelligent animals, capable of conversation and generally sought after for their wisdom and magical properties.
Being creatures of pure intention, devoid of evil, it is a common misconception that they may only be approached by those of a certain level of purity. This is only partially true; Unicorns are able to gaze into one’s heart and know their intent, and thus are incredibly elusive to fortune-seekers and sorcerers.
Should one be blessed with the presence of a unicorn, there are many varying accounts of what will happen; this is presumed to depend upon the unicorn in question as they are incredibly few in number in the natural realm. Some accounts describe a granted wish, others healing, and in some cases they are bestowed with some gift from the unicorn such as hair from their mane or objects imbued with their essence. Unicorn artifacts are priceless gifts and command strange, incredible powers, just as the magical animals that created them.
Devils
“Devil” refers to any of a variety of Demons, Imps, Hobgoblins and other such unnatural servants of evil, drawn into the Natural Realm by malicious practitioners of the Dark Arts. Typically intended as servants, they more commonly bring about disaster and misfortune on those intended to rule them. Creatures of such powerful darkness are possessed with an evil cunning that must be ever vigilantly watched.
Devils have no singular, common appearance, and attempts to categorize them based on the few encountered have been maddeningly futile. They can however be identified easily as Devils by their always distorted, deformed, and nightmarish appearance.
It is common thought that when a Devil is brought into the Natural Realm they have no means of returning, which is believed to account for their ever-sour moods and mistreatment of their masters. Though their plane of origin is unknown, they have a strong disdain for the Pillars and their servants, and holy blessings and prayers are an effective measure against them.
11. The Temperaments
It is the dominant belief among men of science and philosophy that all of man, in his varying personalities and behaviors, may be arranged into 4 humors, or temperaments, each influenced according to the excess or absence of four primary fluids in the body. Man is part of the Natural Realm, and therefore each of these fluids can be linked to the four elements of the Pillars to form the body, at its center beating the life of the Light.
Though the ideal is a perfect distribution of each substance resulting in a balanced, adjusted temperament, it is true of the humors as with all ideals that it is seldom fully attained. Though not all people have their humors measured by an alchemist, every man across the realms is at the very least familiar with them in concept, and often can reasonably guess their dominant temperament for themselves.
Sanguine – Blood/Storms – Extrovert/Stable
People of the sanguine temperament, associated with the element of air, tend to be sociable, lively, and carefree. They are usually optimistic and warm-hearted, making friends easily, and tend to have many ideas. They are also very short of attention, and may struggle to complete tasks, remember things, or be on time.
Phlegmatic – Phlegm/Depths – Introvert/Stable
The water temperament, phlegmatic persons are inward and private. Commonly thoughtful, reasonable, and patient, they maintain a rich inner life and are often content with themselves, making for steadfast and consistent people. They are also very passive and hands-off, and resistant to changes.
Choleric – Yellow Bile/Blazes – Extrovert/Unstable
Associated with the element of fire, the choleric temperament tends to be excitable, impulsive, and restless. They are very task-oriented and focused, and their high-energy personality is often spread to others. They are incredibly strong-willed and aggressive, and thus can be pushy with others as well.
Melancholic – Black Bile/Stones – Introvert/Unstable
Melancholic temperament is associated with the element of earth, appearing rigid, serious, and quiet. They are thorough planners, and being organized and thoughtful people they are skilled at the prevention of problems. However they are also antisocial, and prone to depression and drastic shifts in mood.
12. Food
Commoners
Commoners, peasants, citizens, and low-ranking officials such as harvest overseers or guard captains typically survive on a very simple diet comprised of local harvests, generally grains and vegetables and, in more fortunate cases, fruit. Bread is also a common staple.
In villages where meat is produced or can otherwise be obtained through hunting, it is most often prepared as a stew to prolong its usefulness as food for an extended period. Cooked meat is a favorite among the peasantry, and the common people value chickens as a priceless gift.
To drink, when water is not sufficient, the common people enjoy a wide range of beers, stouts, meads, and ales, often for end-of-harvest celebrations or to welcome dignified visitors. In most villages the alcohol is “common”, being stored centrally and distributed fairly amongst the people.
Nobles
The nobility of all levels, due to their positions in government, enjoy a much broader range of foods and usually have a rich diet heavy in meats, cheeses, and wines. While some of the less “active” nobles scoff at “peasant’s food”, those who must watch over remote villages and towns such as knights and governors have acquired a taste for vegetables and fruit, often mixing the two diets together.
All nobles from knights to kings rely upon servants to prepare and serve their food, and in some cases have additional servants to taste or inspect their foods for poison; the ‘taster’ is commonly one of the head chefs and thus is held responsible for any harm that comes from his food.
Though in recent days the nobility and the common folk are divided by a broad gap, those of kinder hearts will often attempt to enrich the diets of their people by sharing their excess, often on special occasions like weddings or festivals.
Feasts
Feasts are important social events commonly accompanying noble weddings, tournaments, peace treaties, coronations, and other significant national occasions, typically occurring at the end of the day when other festivities have finished as a final exorbitant display.
At a feast, whole villages and towns are invited into the hall of a wealthy nobleman to eat and drink their fill at his expense (though sometimes offset by his vassals). In addition to the common staples of noble and peasant, feasts are occasion for strange and fanciful delicacies.
As social occasions feasts are opportunity for separated villages to mingle and make merry, nobles on campaign to stop and collaborate, and for merchants to make a killing on food stock.
In the days after a feast, what is left-over that cannot be stored away or reused is distributed to local churches, from which these left-overs are distributed to beggars and the homeless as a special addition to the more common alms.
13. Technology
Siege Engines
The more modern siege engines, like the Scorpion and the Onagar, have their origins in Imperial military inventions, though they are just as capable in human hands as they were in those of their Elven inventors. These devices are common both in sieges and on the battlefield, raining death upon shieldwalls and fortifications alike. Typically, the “field” models are wheeled for easy deployment and adjustment, while the “siege” models are larger, and assembled on site.
Though they are effective, and those who can construct and operate such devices are highly sought-after, the limited number of solid fortifications has limited the necessity for such devices in any large capacity, and many warlords favor the much simpler battering ram.
The battering ram, a much older, simpler device, has not lost its effectiveness even after centuries of warfare. Incredibly simple in construction and application, there are a wide variety of such devices ranging from a simple log with handles carved into it to large, wheeled tents that protect the users from projectiles and carry much bigger versions with plated ‘heads’.
Horse and Rider
The horse, longtime companion to man, has been improved by technologies that allow them to work harder, travel further, and live stronger than ever before. It is common belief among scholars that one of the largest contributing factors to the Elven Empire’s downfall was its ignorance of horses and cavalry, relying instead on infantry and their own magical capabilities.
Horseshoes, invented during the Imperial era, allow horses to traverse rocky, rough terrain, and carry heavier loads. The stirrup keeps its rider balanced upon his steed, free to strike out at his enemies with the sword. The arched saddle enables riders to charge into their enemies at full speeds without risk of dehorsing from the impact of their own blows. The spur, iconic symbol of the Knight, allows for a rider to guide and steer his steed with his feet, freeing both hands to fight.
14. Magic
Humans: Magicians & Druids
Human mages do not practice “true” magic, and are given the distinction of Magicians rather than Sorcerers/Wizards for this reason. Magicians practice a mixture of chemistry, sleight-of-hand, and alchemy to achieve results similar in nature to magic, but not supernatural.
The closest a Magician comes to true magic are Librarians, whose spells are derived from an Elven design that imbues magical power and command over elements into written words. In these cases, it is believed by most Librarians that the spell has already been cast and is simply “contained” by the words used to call it forth.
The exception to this rule is the Five Druids, who are considered to be ascended Magicians gifted with the powers of the Pillars to serve as their appointed messengers and guides of humanity. The Druids wield the elements as a warrior swings a sword, and can easily call upon the powers of their representative deity to unleash unparalleled destruction or merciful blessings on lesser men.
The Druids avoid relying upon their magic however, preferring words backed by their reputations as speakers of the gods where possible, and the sword where necessary. The use of their powers to do violence is to supersede the freedom of men to decide their own fates, and can draw unwanted attention to themselves.
Elves: The Faery Realm
The Elves, being native to the Faery Realm, were inherently of a magical nature, and had many strange characteristics such as animal shapeshifting, prolonged life, and communication with spirits which were considered among their society as common.
While still a topic of much debate, the dominant theory is that these magical traits were derived from their dual-spirits. While their animal forms were the most obvious characteristic of this, it is suggested that this second spirit made the Elves strong enough to tap into the Heavenly Realm and access the powers of the Pillars. It is this meddling in the realm of the gods that is also believed to have given man power over the Elves as divine punishment.
The Elves themselves were highly interested in magic, as evidenced by the spell-writing still studied and applied by human Librarians in the modern day, though their curiosity was also disrespectful to the Pillars and they delved into what is now known as the Dark Arts.
The Dark Arts
The Dark Arts is a heretical field of sorcery, the school of necromancers and witchcraft that twists and distorts the Natural Realm and breaches into other planes without discretion. The study of the Dark Arts is strictly forbidden, avoided even by the Orcs for its dangerous nature.
Due to the strong taboo against it, little is understood of the Dark Arts except that it relies upon unnatural and wicked means of deriving power, typically through the sacrifice of innocents, and making use of their spiritual energy to animate the dead, speak to spirits beyond, call forth creatures from unknown realms, and otherwise bring mischief upon others.
Because on the reliance of sorcerers upon spiritual energy, both of themselves and of others, it is believed that the Dark Arts are performed in a similar fashion to the ancient Elves, and in theory these sorcerers could attain results very similar to those of the Elves who first delved into its study, though none are willing to take the evil steps necessary to test such a theory.
15. Fashion
Agonian Mountains
The cold Agonian Frontier has inspired a style of dress that is entirely unique among the Kingdoms of Men. Having need of thick layers to protect against the frost, Agonians are seldom seen without their thick cloaks, caps, or furs, all of which serve as indicators of position and power with their quality and patterning.
Agonian men keep long, well trimmed beards, and though they are proud of them they do not decorate their hair as the Ursmen do, preferring instead to keep it simple and straight. While the men generally keep their hats simple, the women wear large and elegant headdresses in imitation of the Princesses’ crowns.
Agonians enjoy bright colors, and though they do not have easy access to Molossian fabrics, they make do by combining many of their plain colors together in trimming and linings.
Trysony, Orsyny, and Ursland
The clothing of Ursland, Trysony, and Orsyny is a plain affair of simple fabric dresses and tunics, seldom deviated from in any real way. The state of constant civil war in Trysony has further cemented the utilitarian style of dress, as ornamentation and extravagance is pointless in the state of endless conflict.
The Ursmen, however, being in the colder climate of the north, have adapted this simple style into something more elaborate, while still remaining practical. Layering multiple coats, shirts, and tunics together with cloaks allows for a wide variety of color combinations and styles, which is coupled with the Ursmen’s love of pendants and jewelry.
In Ursland the men and women both grow thick, long hair, which they often braid, tie, or decorate with additional jewelry or beads. Beards are such a popular fashion with the men that the women, though not growing beards themselves, often will style their hair to be tied under the chin in similar fashion to a beard.
Danaria
Danaria, sharing ancient roots with Ursland and Trysony, has similar fashions in clothing, favoring simple, practical garments with plain colors. Nobles and commoners, when in regular dress, are very similar in appearance, though the tunics and coats of nobles are often adorned with family crests or trimmed with patterned fabrics from the south.
Danarians, having a tradition of conscription and martial training, keep their hair and beards trimmed short, and women commonly cover their hair with tight-fitting headdresses. Hoods and short capes are common among all ranks.
Due to the relative plainness of their clothing, and their proximity with the extravagant Molossians, Danarian women began to decorate their clothing and headdresses with flowers and brightly colored sashes. While this has not caught on with the men, still favoring simple and plain styles, flower decoration has ironically begun to spread into the neighboring Molossian Empire.
Molossian Gulf
Molossians have the most elegant of fashions, with both the tunics of commoners and the robes of officials being adorned in decorations and vibrant patterns. Headdresses are common among the women, and in the northern reaches of the Empire the Danarian fashion of flower decoration has begun rapidly spreading.
Due to the hotter climate of the south, Molossians tend to avoid heavy layering of thick fabrics, and their clothing typically fits looser than that of their northern neighbors, leaving room for air to flow. For the same reasons of heat, soldiers will often wear tunics or padded jackets on top of their armor rather than underneath to protect from overheating.
Wealthier officials may be more readily distinguished from commoners for the precious metals woven into the cloth. The color purple, as per ancient Elven traditions, is reserved exclusively for the Emperor and those directly affiliated with him, such as his personal bodyguards and direct family.
16. Arms
The Common Man: Spears, Axes, and Clubs
The most common of all weapons, constant throughout all of the history of warfare, is the spear. Simple to manufacture and yet endlessly effective, the spear is the mainstay of every army that has ever marched upon the earth. While many own or can afford to distribute proper ‘war spears’, spears are also simple to manufacture from farm tools, kitchen equipment, and even mere sharpened sticks.
The other common tools of war are axes and clubs, similarly easily obtained or made from convenient sources. The common conscripted foot soldier or militiaman is always able to supply one of these tools, and should he be unable to procure a spear, one can easily be afforded by the local knight or governor to equip him.
Additionally, everyone across the kingdoms typically carries some object that, while not always created as a weapon, is easily capable of self-defense. These knives, staves, hatchets, picks, and scythes are common sights on the battlefield as well as in the belts of any traveler.
Though these simple arms are typically in the hands of untrained and unskilled men, it is a fool’s mistake to think of them as being any less effective or valuable than the specialized tools of more affluent warriors. Indeed, even a king carries a spear, and the King of Danaria famously carries a hickory club as a symbol of his position.
The Warrior’s Tools: Swords, War Axes, and Maces
The common symbol of the warrior, the sword, is a specialized tool that, in the hands of one with skill, is unmatched by any other weapon in man’s arsenal. In addition to being powerful weapons, swords are status symbols; to wear a sword is to advertise one’s skill with it. Many swords achieve legendary reputations that transcend even those that carry them.
In addition to the sword, there are other tools specifically crafted as weapons such as the two-handed axe of Ursland or the heavy steel maces wielded by Crusaders that are just as effective and important. These objects are all more difficult to obtain than the common cousins found in the hands of peasant militias, but any warrior will vouch for their indispensable value on the battlefield.
While a warrior’s weapons are not necessarily ‘reserved’ for their position, it is incredibly uncommon for those who do not make a career of it to own these tools, as their expense makes them impractical for ‘home defense’ purposes. Instead, most commoners that expect conscription invest in body armor or a shield, as it is much less common for militia to receive these as opposed to spears and clubs.
The Ranger’s Arsenal: Slings, Bows, and Crossbows
The sling is the most common of all ranged weapons, being simple to construct and even easier to gather ammunition for. Though tricky to learn, many peasants favor the sling over a bow or crossbow, considering the difficulty of practice a fair sacrifice for the cheapness of ammunition. In Molossia and the southern reaches of Danaria, the staff sling has made this simple weapon even deadlier, giving it a range and power that can easily compete with a bow and arrow.
The bow and crossbow are favored for their ease of use, and though more expensive than the sling, they are well-worth the extra investment for their relative ease of use and accuracy, particularly the crossbow; strong enough to penetrate mail at great distances while simultaneously needing nearly no practice to shoot.
Most professional armies and hunters favor the bow over the basic sling for its better penetrating strength against armor; while mail still repels most arrows, the arrow fares better against the padded gambesons common to professional soldiers. Stave slings on the other hand are a valued weapon in sieges and against entrenched foes, as it has a large arc that makes it easy to pelt foes hidden behind walls or shields.
17. Armor
Helmets
By far the most important piece of armor for all fighters of all social classes, the helmet is a solid, protective piece of metal that not only guards the head and brain, but is also an important symbol of status and rank on the chaos of a battlefield.
Most helmets in the five kingdoms follow the basic principle of a conical steel cap, sometimes a single piece and sometimes assembled from multiple pieces (spangenhelm), with a nose guard extending down from the center. From this ‘template’ helmet, many varieties have been created, with face plates, cheek guards, widened brims, maille neckguards, and all manner of decorative plumes, wings, and horns.
While full-face helms are more protective, most warriors find this level of protection somewhat excessive for the sacrifice in vision when the same sort of protection may be afforded by detatchable maille faceguards that do not obstruct the wearer’s vision in the same manner.
Shields
(This one is mine!)
Shields are another essential piece of equipment, offering the warrior a movable, handheld protection against blows and projectiles even his armor may miss. Being emblazoned with bright patterns, colors, and symbols, the shield is also an important identifier of friend or foe in a battlefield.
Shields vary in shape and style across all cultures, but universally share the same general construction of wood, stretched with canvas, and on occasion reinforced along its edge with leather or, in very rare cases, steel. In some cases the actual face of the shield has even been given additional plating, though this is considered an unnecessary expense for something so replaceable as a shield.
Shields are generally meant to be disposable, and many warriors bring 2-3 of them to the battlefield with them. When a shield is destroyed, the important hardware such as bosses, handles, straps, and plating are simply retrieved and reapplied to another shield.
Cloth & Leather
Most common among most soldiers is the padded jacket, or gambeson, which is worn under other types of armor to absorb blunt impacts, and is the most affordable kind of armor there is; being essentially a quilted tunic.
Leather armor typically only covers “the important stuff”, such as the chest, kidneys, upper legs, and shoulders, and is often worn with other armors as added reinforcement. Though more resistant to piercing and cutting blades and arrows than just a gambeson, it is not nearly as effective as steel armors are. Most soldiers still have a kidney belt, however.
Heavier forms of leather armor rely on overlapping “plates” in much the same manner as scale or lamellar armor does, creating multiple layers of protection without becoming too bulky or inflexible for the wearer to use effectively.
Leather and padding are much cheaper and lighter than metal armors, and for this reason are favored by poorer warriors or mercenaries and scouts that must march in full gear over long distances. Leather is still much too pricey for standard equipment outside of Molossar or with some Agonian Boyars, but most affluent lords can afford to issue gambesons to their garrisons if they do not feel a helmet is sufficient.
Maille
The best of armors, woven of an interchanging pattern of riveted and solid steel rings, a coat of maille is flexible and durable, rendering its wearer nigh impervious to arrows and blades.
Though the cost of its construction makes it prohibitively expensive for the common man, most knights and certainly most nobles are able to make the investment in a full woven maille hauberk. Those poorer warriors may still find themselves able to afford a coif, a vest, or a simple aventail for their helmet. Thanks to the flexibility of its design, maille is very easily passed between warriors and families, with much of the armor worn by nobles being well-kept heirlooms worn by generations of knights before them.
The primary weakness of maille is its inability to lessen the force of an impact. Being incredibly flexible, a crushing or powerful blow may be turned away by the tightly woven rings, only for the impact to still break bones or cause internal injury. Most warriors worried about this typically rely on thicker gambesons, or “doubled” maille, wherein they lay additional patches of maille over their hauberks.
Scale, Lamellar, and Plates
(Lamellar left, scale right)
In Molossar and Agonia, wealth and increasing necessity has advanced armor technology into the realm of experimenting with solid steel plates. Though at present the differences in performance between lamellar and scale armors are negligible, they offer promising potential for further advancement.
Scale and Lamellar both hearken back to the Elven days, when their legions were afforded strong steel protection to their torso and shoulders by armors very similar to those now developed by Agonian and Molossian armorsmiths. While indeed they offer better protection even than maille, able to guard against impacts as well as turning away blades and arrows, a suit of scale or lamellar armor is extroardinarily expensive and generally only the domain of Princes, Emperors, and Provincial Governors.
While the warriors of other realms still swear by maille, they welcome some plate where maille has been less successful; primarily in the forearms and shins where a solid, inflexible protection is more effective than the softer maille. As scale and lamellar is so expensive, those interested often compromise and have solid plates woven into key areas of their hauberks much like in the doubling process.
18. War
Skirmishes & Raiding
The most common form of armed conflict is the skirmish, a very fast-paced combat action between small groups of soldiers, often scouting parties or saboteurs attempting to disrupt enemy lines. A skirmish is an effective means for a commander to gauge his enemy’s responsiveness, cause disruption, and eliminate key objectives such as rescuing prisoners or sabotaging siege equipment.
Raids are similar in approach, though commonly not focused against military targets but a means of quickly obtaining supplies and cutting off supply chains. Relying on lightly armed troops, a raid is also very fast-paced, with the intent of stealing as much as can be obtained and sabotaging what remains before any armed resistance can be mustered.
Some raids are large scale, spreading a great number of raiding parties out to strike numerous targets with the intent of maximizing confusion and chaos as enemy soldiers scramble together a defense. However most raiding parties and skirmishing groups only number into 1-2 dozen at most to maximize maneuvering.
The majority of Trysony’s wars, as most of the False Kings lack sufficient forces to mount full attacks, are fought through raids and skirmishing. So common is it for a Tryson village to be targeted by their neighbors that the Trysons treat raiding as a sort of sport. Often after a raid the same two villages that were bludgeoning one another will gather again in matter of days to boast about their takings and return prisoners.
Battles
The largest and bloodiest of conflicts are battles on the field, and for this reason the most seasoned and skilled of commanders will take great effort to avoid an open battle in favor of a siege or series of skirmishes. Even the smallest battles still involve the coordination of hundreds of men in open field against hundreds more.
When two opposing armies meet, they will set up camps and their commanders will exchange messages under a flag of truce. While their leaders and diplomats make negotiations, the soldiers make preparations for battle, donning their full armaments and preparing simple defenses such as setting stakes or digging ditches.
If no other agreement can be reached and battle is unavoidable, then skirmishing begins as the two armies maneuver into positions. What follows is a fairly straightforward process of bloodshed as commanders play their tactics against one another. Battles usually die down at nightfall when limited visibility prohibits further fighting, and both sides withdraw to their encampments. While night conflicts still occur, it is much more practical to do so on an unsuspecting opponent rather than one camped a few hundred yards away.
Battles are seldom fought to the last man. If a defeated army is fortunate, they can withdraw in the night and negotiate terms of surrender in the morning, or make an escape under the cover of night. Otherwise, they must retreat and expose their backs to a victorious enemy who will most often give chase in attempt to capture or kill as many as possible.
Molossian military discipline teaches its generals to always weigh the costs of time, lives, and resources against the value of a potential victory, for war is never so simple as just killing the enemy. There have been many recorded cases where a larger Molossian force has avoided or even retreated from an inferior foe, only to fall upon them later when the opportunity is more rewarding.
Sieges
A siege is the key element of fighting wars. While battles kill armies, and skirmishes kill morale, it is the taking and holding of cities and castles that solidifies one’s victory and gives him a strong foothold for further successes.
A siege is begun simply. An army surrounds a settlement, setting up camp, and prevents any entry or exit, blocking off roads and raiding surrounding villages and barns. This entrenchment remains around the besieged city or castle until those inside surrender or attempt to sally forth and break the siege. Each day those inside are cut off from supplies and reinforcements dwindles their strength, and if they do not eventually surrender they will be too weak to resist an assault from the besieging force.
While the siege carries on, the attacking force sets to building equipment to breach the defenses and overwhelm its defenders. The key strategy in siegecraft is to know when the time is right to begin an assault. Too early and the defenders will be strong enough to make full use of their defenses, too late and you could be caught by a relieving army and quickly dispersed, or worse caught in a battle between an enemy army and an enemy fortification.
While breaching the walls and gates are important, and the construction of specialized siege gear occurs during this pre-assault period, most commanders see the enemy fortification as a potential asset rather than an obstacle and make a point of minimizing the damage. Less broken in the assault means less repairs after the victory.
Sieges are less common in Ursland and Trysony where fortified settlements are still somewhat of an oddity outside of their major cities that still maintain their old Elven walls. In these unfortified cities sieges simply become somewhat more complicated battles amongst streets and houses.
Baggage Trains
While soldiers and conscripts can usually wear or carry their gear in packs or on their own horses, the tents, food, equipment, families, prisoners, spoils, and other essential belongings necessitate long chains of wagons, carts, horses, mules, and servants who are charged with the care of these extra supplies.
As a general rule a baggage train is almost always larger than the army it supplies, which creates important concerns for any army on the move. The baggage train is usually mingled into the ranks of the soldiers for protection, and armies that foresee ambushes or raids will assign guards to be fully armed and prepared for such occasions to rapidly respond.
Molossian doctrine is extremely specific about baggage trains, regulating the ratios of troops to servants and limiting the weight permissible to each person. Combined with the carefully measured and maintained roads Molossian armies are the fastest mobilizing force known to man.
19. Fun
Wrestling
One of the oldest of sports, every kingdom is familiar with wrestling and competitions of strength. Arm-wrestling, boxing, and grappling are all popular throughout the kingdoms for all social classes. Not only is it an entertaining exercise, but it is valuable practice for the battlefield.
While forms and styles are as numerous as the counties and kingdoms where it is practiced, the general principle is to match 2 competitors as evenly as possible, unarmed and unburdened, with the objective of pinning the opposing wrestler to the ground until they yield or a neutral party declares a victor.
There are some deviations that are more noteworthy than others. Ursland’s deckfighting, for instance, originated on longboats. While still practiced on boats, it is approximated on land by a platform suspended on barrels. A deckfight is won by knocking the opponent from the ring.
Tournaments
Considered a more gentlemanly sport than wrestling, tournaments are massive events that take place at festivals, being a series of competitive mock combat events that gradually eliminate competitors until there is only one victor. Each entrant must pay a fee, with the winner receiving a significant portion of this money in winnings.
While the first, ‘qualifying’ rounds are commonly large foot brawls, the later rounds become more personal, pitting individuals against one another in a variety of duels generally reliant on the culture. In Trysony they may toss heavy weights, whereas in Danaria they may joust.
Though at a glance tournaments may seem no better than the bloody gladiatorial events of Elven times, safety is an important concern as it is more important for skilled warriors to be alive for times of war than slaughtered in the midst of a sports event. Weapons are blunted, specialized, thickened armors are used, and the events are designed to favor skillful, entertaining displays over brutality.
Festivals
Large celebrations of important events, festivals accompany feasting and tournaments as people gather to trade, play, and mingle with distant villages or foreign travelers.
These events are similar to markets, taking place near the residence of the sponsoring lord or city and often lasting multiple days. In addition to the many vendors and peddlers who set up their tents, many games and sports are available for commoners and nobles to mingle and compare their skills in friendly competition.
Archery, mock combat, hammer throwing, marbles, Ninepins, and even some competitions of riddles and ‘commoner’ board games like Draughts are common, not requiring the same expensive entry fees as tournaments and thus accommodating a much wider audience.
Many merchants will take advantage of the much larger base of customers as well as the hosting lord’s generosity to give away samples of their wares, typically food or alcohol, in order to draw future customers and interest for the rest of the year.
Board Games
Chess is a popular game among the noble class for its strategic exercises and the slow pace, making for a pleasant distraction during slow negotiations or simply something to do with visitors. Being much calmer and less physically demanding than a tournament also makes it popular as a game for older men.
Being skilled at chess is often falsely equated to high intellect or a mastery of strategy, usually by commoners who, never playing it, see it as exceedingly complicated. Monasteries, taverns, and some shops often have a ‘community’ chess set, which is the place most commoners first encounter the game, though it still does not have the same popularity with them as with nobles.
In addition to chess are a number of other, less widespread board games that are still quite popular regionally, such as Tic-Tac-Toe, Nim, Draughts, Fox & Geese, the Philosopher’s Game (Rithmomachia), and Shove Ha’Penny, most of which are also commonly found in monasteries and taverns.
20. Work
Harvest Season
As the vast majority of the economy is agricultural, nearly all work among peasants and their direct overseers revolves around the planting, maintenance, harvest, and trade of crops.
While the crops themselves vary based on a combination of geography and availability of seed, they are always large bulk crops that are maintained by the entire village, who work the fields both for themselves and their lord. Fields are divided into plots based on what will be sent for trade or taxes (the lord’s share) and what will be kept (the peasant’s share).
The peasant’s share is the responsibility and property of the commoners and typically is used for food during the winter, though they may also sell their excess and keep some of those profits for themselves. These crops also serve as an emergency reserve in the event that the harvest is poor.
The harvest is the most important day for any village, with the outcome determining not only how well they will do financially, but also how they will meet the coming winter. Most peasants orient important events like weddings, construction, and festivals around the harvest as it also signifies an end to the work season.
Livestock Farming
While every village may raise chickens or pigs, some villages maintain large enough herds to sustain themselves on the animals rather than crops.
Villages with such large herds still revolve around the harvest, both for their smaller crops and taking their animals to trade. Livestock villages are considered to be wealthier than farming villages, with better diets and more bartering power. However these villages are also frequent targets for bandits and raiding parties as it is much easier to steal sheep than wheat.
Skilled Trade
In towns and cities, where agriculture is not the only industry, fortunate peasants may be able to purchase apprenticeships for their children with skilled craftsmen. So valuable are apprenticeships that often the village’s lord will personally sponsor 2-3 apprentices at any given time.
The length of an apprenticeship is dependent on the teacher and the skill being taught, but usually lasts from childhood into adulthood. An apprentice, after completing their training, may either continue to work for their master as an employee (sometimes to pay the price of the apprenticeship) or return to their village to practice their trade there.
Skilled craftsmen are a small but incredibly important part of the workforce. So important are blacksmiths, carpenters, tailors, shipwrights, and other skilled hands that they are often exempt from conscription to keep them away from the risk of battle. Skilled trade is one of the first steps a peasant family can take towards elevating their social standing, offering a gateway into guild membership and personal wealth.
Military Work
While outside of Molossar the majority of armies are conscripted, there is still work for warriors outside of the much-derided “blood work” of mercenaries. Most lords employ a small force of soldiers to serve as guards, with castles and towns being protected by garrisons that are a mixture of professional soldiers and peasant watchmen.
Soldiers in times of peace are tasked with enforcement of the law, defense of peasants, and in many cases double as additional hands in construction work and the harvest season. In wealthier areas where armories are stocked, full-time soldiers have priority over other conscripts in choice of arms.
The vast majority of a soldier’s life is boredom, and the inactivity of guard posts and patrols can lead many to believe they are simply being paid to do nothing. While for some this is true, other lords practice Molossian disciplines, drilling and training their soldiers to be fully prepared for duty when times of war arise.
Veteran soldiers are called Sergeants, and often are able to afford such luxuries as war horses, swords, and maille coats that can lead one to mistake them for knights or other lesser nobles. Their duties are of greater importance than simple guard work as their knowledge and skill makes them important for overseeing drills and battlefield leadership.
21. The Heavens
The stars and the space above the earth is the subject of much study and speculation. In the dark of night these heavenly bodies are helpful in navigation, and many believe these bright lights to have spiritual importance, seeing patterns and images in their formations to which they ascribe all manner of special significance.
While the moon and the stars are studied in modern science primarily for the measurement of time rather than their effects on man, much more is understood of the earth and its place in the cosmos.
The Pillars suspend the flat disk of the earth in space, the Pillar of Light at the center of not just the earth but the universe itself. Around the Pillars orbit the other heavenly bodies of the Sun and the Moon, all surrounded in the dark veil of the night. The stars, or what is perceived as a massive multitude of tiny bodies beyond the Sun and Moon, are in fact holes in this veil through which the Heavens shine.
When a soul dies these holes are the points through which they may pass from the earth into the afterlife. When a significantly great soul departs they may tear a new hole in the veil, creating a newer and brighter star in the sky as a permanent memory for those behind them. Most constellations are based around the stars attributed to great heroes of the Pre-Elven and Imperial ages, with no new stars being recorded in at least a century.
Some attribute the lack of new stars to the declining state of men and the former alliance, while others suggest that it merely is a testament to the greatness of Turolt’s generation that none have yet surpassed its glory.
22. The Frontier
The West - The Ocean Expanse
The ocean expanse beyond the island of Trysony is a dangerous and uncharted realm generally avoided by sailors. Even the Ursmen, fearless explorers of the unknown seas, have charted very little of the West, and many of those adventurer crews whisper rumors of horrible creatures of the depths and storms that devour ships whole.
As with the rest of the world around them, residents of the Five Kingdoms believe that the edge of the earth lies well beyond the seas of the West, and even hypothesize another land mass at its end. However few are willing to attempt such a voyage and those that do attempt it seldom return with any success.
The East - The Agonian Frontier
The cousins of Agonia’s Principalities in the East, though sharing much of the same culture and traditions, are separated by the nigh impassable Agonian Mountains, requiring travelers to either go around by boat or traverse one of the few passages over the mountains; these are very narrow and difficult routes that only allow for limited travel, and in the winters are completely impassable.
Most historians believe that the Frontier Kingdoms are the older ancestors of the modern Agonians, who most likely originated from a group of explorers or exiles that were trapped by the Agonian winter. Much like the Agonians these Frontier Kingdoms are each ruled by princes, who in past ages were frequently at war with one another. While the mountains protected them from the Elven Empire, they still provided much assistance in man’s uprising through mercenaries and supplies (which are also believed to have influenced the modern Agonian culture.)
In the present day, these Frontier Kingdoms are loosely united by the common threat of the Horsemen from the Far East. While the Frontier Kingdoms are well understood in spite of geographical barriers, the Horsemen and the Far East are entirely mystery. It is commonly believed that they originated in some form of warlord-driven state similar to modern Trysony, and having subjugated their neighbors simply drove on westward to expand their empires. Having no known central authorities or settlements, and violently opposing civilized diplomatic attempts, they are a frustrating enigma to modern scholars as well as the Frontier Princes who must contend with their pillaging and raiding.
The South - The Molossian Frontier
The Empire of Molossar and the Old Kingdoms of the South are divided primarily by the vast deserts of what Molossar lays claim to as its Southern Province. These deserts are home only to a few tiny, scattered villages built on oases or around small wells and can scarcely survive on the very rare travelers and merchants.
In the old Pre-Elven days the Molossian Frontier was home to many powerful, ancient empires and kingdoms of men, documented frequently in the Book of the Pillar of Blazes as well as the other holy texts. These empires fell out of power well before the Imperial era, and their collapse was one of the contributing factors to the Dragon Emperor’s subjugation of men.
Molossar itself was formerly comprised of many different kingdoms and empires situated around the Molossian Gulf, which were later united by the Elves as one of the first of the Dragon Emperor’s conquests. This later would prove a fatal mistake as it was the strong, united nation of Molossar that became the backbone of Turolt’s mighty army, equipped and trained by the Elves themselves.
In modern days the remnants of these powerful empires further south, unreached by the Elves, still dealt with the Molossians and Danarians in trade, though as of late they have slowly began to be absorbed into the rising Selvanicid Sultanate, a new empire from arid, southern lands with its roots in many different ancient kingdoms. While some have simply joined out of necessity, the rapid and brutal takeover of others has not gone unnoticed by the Molossian Emperor.
While there is no current conflict with the Selvanicids, the wars in the Molossian Frontier are reaching a point where action must be taken, to rebuild the faith of their allies in the Empire’s might and to remind the sultans of what lies in wait for them in the north…
23. The Backpack
Storage
While armies and merchants and other such groups that travel with great frequency can easily divide their loads among vast baggage trains and servants, the simple adventurer must rely upon his own means to transport his equipment and belongings.
Depending on social standing, a traveler may have a horse, pack animal, or cart with which they can efficiently transport their belongings without being weighted down. Others may simply have a squire or bodyguard who can help divide the weight.
For those less well-off, a simple rucksack must suffice, slung over the shoulder or strapped to the back. This has much less capacity and puts the weight on the traveler’s shoulders, rather than splitting it with an animal or companion.
Storage has great importance for warriors as it is inefficient to travel in full gear, and the multitude of weaponry at his disposal cannot be simply shoved into a belt. The maintenance and repair of this equipment is also important, and while not all warriors are smiths, a smith is not always so easily found and one must make do.
Survival
Most travelers carry a few simple tools of survival with them that are always essential; typically a hatchet, a fire-lighting kit (flint and tinder), a knife or dagger of some form, a roll of linen for bandages, a pan, and a walking stave being the most common.
While typically they can rely upon dried foods for most journeys, some who find themselves on the road more often have become fairly skilled huntsmen, being able to take up the sling or bow and seek out their own meals. Most everyone knows how to fish, and along rivers and beaches travelers may carry rods or nets.
Those who have the storage capacity for tents are fortunate, for most travelers simply carry a thick blanket to service as a bedroll, and if they can find no shelter must sleep in the open. This is a highly dangerous thing to do, for obvious reasons. Along most roads there is always some cave or secluded farm that can shelter travelers, and others more skilled can disguise themselves amongst trees and brush.
24. Art
Kingdom of Ursland
Ursum art is practically focused, consisting mostly of patterns, generally carvings and engravings to decorate everyday items and distinguish them from their mundane counterparts.
Kingdom of Trysony
Tryson art is also highly practical, focused on armor and weapons to commemorate victories and denote rank. Much like the Ursmen, Tryson art is focused much more on the patterns than the objects they depict.
Principalities of Agon
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Agonian art is elaborate and colorful, focused on surreal exaggeration and symbolism over the more realistically focused art of their southern neighbors.
Kingdom of Danaria
Danarian art could be considered a combination of Ursman practicality with the object and symbol focus of Molossian art.
Empire of Molossar
The Molossians have a rich tradition of representational, object-focused art that often depicts stories and historical figures.
25. Transportation
The Roads
The majority of travel for men is between the many landlocked settlements of the mainland. Even the sailors of Ursland and Trysony often must disembark to make the last legs of their journeys on foot.
These land-journeys are most often motivated by trade and business, as merchants and peasants alike must barter and trade to make their livings. These caravans carry large loads of cargo which are distributed amongst wagons, carts, and servants, much the same as an army’s baggage train, and rely on the road system to facilitate safe and swift travel.
The roads, however, are not completely safe, as many brigands make their own dishonest living off of unprepared or underprotected caravans. While it is the lord’s duty to protect his peasants, merchants rely on small groups of mercenary bodyguards to defend themselves. Some hunters can make an easy profit by guiding these caravans off of the roads through less-traveled wilderness shortcuts, while some of the much-distrusted orcs have found that their mere presence is a valuable intimidation measure that many will gladly pay for.
The Seas
Often regarded as the “safer” option, most major trade centers are built with direct access to the sea or rivers and thrive off of their docks and boatyards. In addition to the easier access, longships can carry larger loads more efficiently than oxen or mules. In many cases a ship is faster than the roads, particularly in the case of Agonia where a boat can merely bypass the treacherous mountain barriers into the Frontier.
While merchants greatly prefer longships, peasants cannot typically afford the high fares nor feel the need to travel such great distances. For merchants this increased speed comes at the expense of protection, leaving many ships undermanned to maximize cargo. This creates ripe opportunities for rogue Ursmen who practice the Old Ways of piracy and raiding, as well as other pirates whom they have inspired.
The current method to counteract piracy is to simply combine multiple merchant shipments into larger fleets, where the combined crew can sufficiently outnumber and defend against pirate crews as well as have increased odds of survival in the face of damages or disasters.
26. Major Figures & Important Players
Pre-Seperation Era
King Turolt Who Unites Men - The greatest and mightiest of man’s legendary heroes, King Turolt is regarded as the pinnacle of mankind’s potential, rising up and seizing his fate and in turn freeing the fates of all men. The Kingdom of Danaria is descended from the Tribe of Dan over which Turolt ruled, and the Danarian Kings may trace their lineage directly to Turolt himself.
The Druids - The Druids were prophets who, in the dark days of the Empire, were chosen by the Pillars to act as their vessels and bring man salvation. Endowed with prolonged life, supernatural power, and great wisdom, the Druids are better known in the Seperation Era as the new conduits between man and the gods, their former link being broken when the Faery Realm was cut off.
Or & Ur - Twin brothers and founders of the nations of Trysony and Ursland, the ancient exploits of Or the Schemer and Ur the Conqueror predate the Empire and are one of the focal subjects of the Book of Stones, and the rivalry between them is considered to account at least partially for much of the bad blood between the two cousin kingdoms.
The Dragon Emperor - As with most Elves of the old ages, the name of the Dragon Emperor has been long erased from records. His deeds, however, remain long remembered in legend as the cursed subjugator of mankind, a wicked sorcerer who could change forms into a great dragon. In modern dark arts the revelation of his true name is considered of great importance, for he could then be found among the realm of the dead and brought forth once again into the earth.
King Gwenaell Breaker of Crowns - A contemporary of Turolt, Gwenaell, the last True King of Trysony, dealt the killing blow to the Dragon Emperor in the Field of Glory. Though victorious, Gwenaell succumbed to his wounds that day, leaving no heir, and thus all Trysons since that have laid claim to his throne are called False Kings.
Seperation Era
The Princes of Agonia - Velizar II, Dragutin, and the current Grand Prince, Zlatan, have a tense, troubled relationship that has only been kept from erupting into civil war by the desperate efforts of their boyars. While these efforts have been successful at the maintenance of peace, the workings of the Principalities has ground to a halt as the refusal to cooperate on even the most basic of issues places Agonia in great danger.
Duke Grimalt de Monia - While there has always been idle talk in Danaria of conquering Trysony, the Duke of Monia is certainly dead serious about the idea. Though lacking in legitimate motivation for such a war, Duke Grimalt is an ambitious man and would be the first to leap at the opportunity the moment it arose, and the other Dukes could do little to delay him.
Emperor Amphitryon III - Unlike his weaker predecessors, the current Molossian Emperor is a gifted diplomat, well-respected by his peers. In spite of his best efforts however, the soft-spoken Amphitryon has been unsuccessful in his attempts to mend the ever-deteriorating state of the old alliances. In recent days his attentions and diplomatic effort have instead been redirected toward the ever-complicating Selvanicid situation.
Provincial Governor Xuthas Laskaris - Tasked with the responsibility of the Southern Province, and by extension the borders and the frontier, Xuthas is perhaps the most closely-watched politician in the Five Kingdoms. Should he make even the slightest misstep it is certain that whatever should happen to Molossar rests squarely on his shoulders. Fortunately he is a man of business and pays little heed to gossip and speculations, focusing entirely on the preservation of Molossar and the gateway to the gulf.
Jarl Gunnald the One Eyed - Ruler of Norland, Gunnald is the most outspoken supporter of the Old Ways, strongly opposed to sharing the world with the kingdoms his ancient ancestors long warred against. In Gunnald’s eye, honor, law, and government has weakened Ursland’s neighbors and made them ripe for conquest. Currently Gunnald and Norland are at war with Ursland and Fjarland, but should he emerge with the upper hand the other kingdoms may soon join arms against him.
27. Communication
While everyone greatly prefers to communicate face-to-face, distance makes this an often impractical solution, particularly in the negotiation of treaties and trade agreements. Almost all writing meant to be exchanged between speakers of different languages, as well as official documents, is written in Elven, sometimes referred to as “the Scholar’s Speech”, to ease in translation as well as protecting the contents from unintended eyes.
Messengers are typically single men on swift horses, who must travel between correspondents quickly and with little rest. In some occasions messages may be passed between messengers for faster delivery and less exhaustion, and in other cases delivered by multiple messengers along different routes to ensure its safe arrival.
A messenger is to be paid upon delivery by the recipient, this payment most often coming in the form of room and board and a fresh horse. Killing messengers is a great offense, and if it is found that a messenger was killed by his recipient it can often be grounds for war or strong punishment, for in spite of their common status their job is of massive importance.
Librarians and other magicians have toyed with the concept of magically delivered messages, these methods can only yield weak results with short capacity and range. Magic is also rejected as a means of delivery for its lack of a physical record, which means that anything sent telepathically or implanted into dreams is something of a shot into the dark.
Another common, but far simpler means of communication is the signal flare, which is vital in Agonia and Molossia to the protection of their borders. The responsibility of tending to a signal flare often falls upon whole families who live around the flare, supplied by their nation to ensure they never leave their post.
Many towns have trumpeters, bell-ringers, runners, and other similar duties that have similar importance in announcing danger and alerting men to arms. There are numerous legends that tell of these men carrying on their trumpeting and bell-ringing into their dying breath, so important is the responsibility they bear to their people.
28. Weather
Weather follows a 4 season cycle, with each year having a summer, autumn, winter, and spring. These seasons, as with most other things, are associated quite closely with the Pillars, whose domains of course coincide closely with common activity of their seasons. The weather of these seasons can vary depending on geography, with the north being much colder than the south.
Winters are considered to be the hardest part of the year, with the harvest season revolving entirely around surviving the intense snow and freezing temperatures. The roads are often completely covered and thus travel is set back immensely and limiting communication.
In central and southern Molossar, while snowfall is less of a concern, the winter brings increased rainfall and flooding becomes a great risk for settlements situated close to rivers and the gulf itself. In the north, particularly Agonia, the winter is extremely intense and accompanied by blizzards that often can submerge whole villages and make travel through the mountains completely impossible.
The summer, conversely, is a more ideal time for travel and commerce, being the peak of the business year and a clearer season for weather, where at worst one can expect a few thunderstorms. The end of summer towards the midst of fall is the harvest season, and thus most festivals and weddings take place in this season.
Summer is also an ideal time for wars, and armies will often spend the winters training and the springs recruiting to prepare for the ‘campaign season’. Obviously wars and battles occur all year round, but the summer is considered the most ideal season for them.
29. Disasters
Natural Disasters
While the regions vary in climates, all are vulnerable to some form of natural disaster. In the north, chaotic seas and avalanches are dreaded killers, while in the south flooding and earthquakes can devastate economies and ruin crops.
Natural disasters, in most cases, are commonly believed to be some form of divine judgment, as the Druids possess powers that can create very similar effects to these catastrophes. While not all of these events cause great loss of life, they are nearly always accompanied by a period of repentance.
The belief of the divine significance of chaotic natural disaster is further cemented by the accounts of the Books of the Pillars, in which many similar events are described as punishment for the wicked. In these days before the Seperation, the powerful magical influence over the earth greatly intensified these disasters and in some cases brought entirely unique ones such as fire from the sky or great fissures in the earth that would swallow up cities.
While the modern disasters are much more tame, they are no less important to mankind as bad omens and reminders of the power the Pillars still have over the world.
Famine and Drought
In some cases, the absence of weather is even worse than its presence. If there is a particularly dry season, crops will fail, livestock will wither, and rivers will dry up, which is extremely catastrophic for most villages whose entire lives revolve around a successful harvest.
Typically these famines cover small areas and influence only a few villages, in which case their lords or generous neighbors can take action to ensure they can survive the winter (though this may come at a price.) In more dire situations whole duchies or kingdoms may fall into drought, in which case more extreme measures must be taken.
Famines and drought are also seen as divine punishments, particularly by the peasant class whose livelihood is very closely linked to the harvest cycle. Richer people and more successful villages that keep stocked larders may disregard these famines, though others see it as an opportunity for kindness that will win them favor.
Some merchants see foreign famines as a goldmine where they might prey upon the desperation of starving people to make an increased profit. This is a very risky action however as not all will be easily fooled, or may simply kill the merchant to get his wares for free.
Plague
Often the worst possible outcome, plagues strike without notice and leave devastation in the communities they afflict. Plagues can come in many forms, the most often afflicting crops and livestock, and the worst of them afflicting the people with deadly illness.
In small communities, a plague is almost always a death sentence, as the sudden death of their crops and livestock leaves them unable to seek aid. Legally, most kingdoms have quarantine laws that strictly prohibit the sale of potentially tainted livestock and crops, meaning that even what survives must go to waste to prevent the plague from spreading.
Plagues cannot be addressed in advance the same way a famine can. Often, the appearance of a plague results in the abandonment of the settlement, or the lord relocating the village to a different place. In cases of illness the people are generally prohibited from travel unless a Priest or Alchemist can treat it in some way.
Plagues are considered a punishment not just on the people it affects but on the lord who oversees those people, as the death of a fief will most surely spell the death of its master.
30. Orders, Guilds, and Societies
While most men are content under the wings of their governments and lords, there are advantages for those of common interests, trades, and skills to work together with one another toward the improvement of their own interests. Generally speaking these groups are not associated with national governments and operate under their own sets of rules and regulations.
While many of these groups are trivial and small, often being village watches, knightly orders, and assorted skilled craft guilds formed to create a sense of brotherhood and security within their small communities, there are a few that have transcended their simple origins into important players in the world stage.
The Laughing Company
Dating back to the days of Turolt, the Laughing Company is a benevolent legion of peoples of varying nations and walks of life that travel the world, seeking adventure. The Laughing Companions have a strong belief in justice and fair treatment, and generally their adventures revolve around the protection of the innocent and the righting of injustices. While frowned upon as meddling foreigners by most nobles and merchants (whom are often the targets of the Companions' quests), they are second only to angels in the eyes of the peasantry, their distinctive sword-and-bugle cloakpins being a well-recognized sign of hope.
There are only 101 Laughing Companions, dating back to their ancient origins as a Molossian century, though now they are comprised of people from all the Five Kingdoms. The Companions travel alone or in small groups of 3-5, and do not operate in their own native lands to avoid complications with authorities and keep their perspectives clear of personal biases. While they do not reject rewards for their aid, the Laughing Companions do not expect it, and can make a humble living through the support of each other and distribution of the rewards they do receive.
Each year the Laughing Company holds a meeting of all of its members together, generally in secret or in the sanctuary of a small village, where they can exchange stories and hear news. These meetings are brief, lasting only 2-3 days at the longest, and occur on different days and in different locations each year to maintain their secrecy and privacy.
The Order of the Blind Eye
One of few organizations explicitly outlawed, the Order of the Blind Eye is a secret society devoted to the practice of the Dark Arts and is responsible for much of the study and proliferation of this forbidden realm of magic. The Order of the Blind Eye is widely scattered and meets in small regional groups for the purpose of exchanging studies or planning grisly acts for the furthering of their studies.
While the Order of the Blind Eye is not believed to have a central authority and seems to simply gravitate towards the stronger members in their local group, they are well known for their primary mission which is to find the name of the Dragon Emperor. Theories abound as to the intent of such a goal, generally revolving around the necromantic nature of the Dark Arts, with the most common being that knowing the Emperor's name would make it possible to call upon him in the Realm of the Dead and summon him forth; this being one of the principal reasons that the Dragon Emperor's name was forbidden from writing even for historical records.
The Bridge Builders' Society
The Bridge Builders' Society is a scholarly organization devoted to reuniting the Natural and Faery Realms, as well as reconnecting the Natural Realm to the Pillars directly as it was before the Seperation. Though most of their work is scientific, theorizing about and studying the realms and their relations with one another, their archaeological and field work revolves around what they call "Cracks", hypothetical tunnels where the Faery Realm is still accessible, and, by extension, the Pillars as well.
Field work for Bridge Builders also includes tracking down the very few remaining Elves and Superfauna trapped in the Natural Realm by the Seperation, for the purposes of study and, possibly, preservation. The Bridge Builder's Society also documents and studies the incredibly rare artifacts with magical properties. It is a common misconception that the Society collects these items, leading to the infamous rumor (now a common joke) of a secret fortress in the Agonian mountains within which they hid Gwynbludde, the sword of the Tryson king.
The Bridge Builders' Society is well-respected as the leading authority on Elves and the Faery Realm, and their research is highly important to Librarians whose entire art revolves around ancient Elven writings and studies that would otherwise be obscure or outright impossible to find. However their main purpose is less well-received, being the subject of much controversy as it was the Pillars themselves who appointed the Druids, and thus the Seperation was the intent of the Pillars and to undo it would be to directly oppose them.
The Guild of Roads
The largest and strongest of many trade guilds, the Guild of Roads is comprised of a combination of merchants, ship captains, and mercenary contractors with the primary goal of facilitating safe travel for merchants and their wares. While only the most wealthy of merchants are actually members of the Guild of Roads, it is common practice for other merchants to accompany Guild merchants to benefit from the extra protection and increased numbers.
Most members of the Guild of Roads are actually not members at all but mercenaries under their employ, as the Guild of Roads maintains what is easily the largest mercenary force known to men, though they are widely scattered across the Five Kingdoms and seldom have occasion to gather in any great numbers. These mercenaries serve as bodyguards, crewmen, and inspectors to ensure that their employers make their voyages safely.
The Guild of Roads, being led by very wealthy merchants and maintained through very high membership fees, values wares and cargo above all else, and its timely arrival is often absolutely necessary to be able to pay these fees. Caravans under the Guild of Roads seldom stop for any reason outside of what is scheduled and often will take extreme measures to avoid slowing their travel such as abandoning their own wounded, or killing surrendering bandits to avoid taking on prisoners.