Saturday, September 27, 2008

Magi

Ok, so the magi are legal historians who pertain to one or more secret societies, have fewer restrictions on their magic but run the risk of being burned at the stake

Thursday, September 25, 2008

Gender.

Women usually are not free. They are bound to a male somewhere, it keeps them from facing justice alone.

what of widows and orphaned daughters?

In the case of Widows, they may choose freedom or to bind themselves to extended family. Usually the best deal, unless the woman is strong enough, is to bind herself to the household of a relative. Joining the clergy is also an option.

nemoObviscae (12:29:09 AM): for the latter, marriage is the best bet.
nemoObviscae (12:29:19 AM): that or join the church.

Being Free and Independent makes Women truly equal to men, and they will get no mercy for gender by the law. This does, however, mean that they can own property independent of a man. Thereby also making them subject to middle justice, and gaining them the right to a champion.

Cleric

A Cleric's Orders may include The Order of St. Hubert , The Order of St. Conan, and the Orders Militant.
Other orders and groups include: The Magistrates, The Ranger's Guild, The Weavers, The Order of Saint Gabriel, and the Order of Michael and St George.


Most clerics cannot use spells offensively. However, Members of the Order Militant can use spells in direct offense, but should not be aiming for a kill. (unless the target is subject to certain other conditions. (i.e crusade, excommunication, heresy, attempting to kill a Cleric) The Order Militant takes a very strict point of view on Murder is bad. War is not murder, ergo killing in war (and battle) is ok, but outside of that, no.
One of the first spells both Magi and Clerics learn is Majesty. This spell makes the user VERY impressive to all who are listening or witnessing him, every one in observation range will pay attention their actions and words. Not necessarily Obey them, but pay attention anyway. While in this state the user may make commands, and all who would resist must make a willpower test or obey. There are circumstances that would modify the check for this, but I don't want to talk too much about that now.

Friday, September 19, 2008

Classes and Function.

Firstly, I would like to start with a note on tone. This setting is shortly after the great white death. Populations are small, and folk mostly do not travel. Those who do are usually Pilgrims, Nobles, or thieves. It is possible for PC's to be representatives of Mother Church, or minor nobility. Actually it would make sense for at least some of the party to be minor nobility. (Extra sons of tenants- in- chief, or what not.)

Why should parties of roving warriors be allowed to exist? What keeps the locals from rising up against bands of strangers.

Many adventuring groups are under contract themselves as Knights Errant.

Clerics, Mages, Fighters, and Paladins are usually members of one of the Orders.

Orders of the Realm.

A Cleric's Orders may include The Order of St. Hubert , The Order of St. Conan, and the Orders Militant.
Other orders and groups include: The Magistrates, The Ranger's Guild, The Weavers, The Order of Saint Gabriel, and the Order of Michael and St George.


Magi (mages) are all taught the law. They do not have the right to administer justice, but know what is right, legal, and proper. In matters where a local Lord does not know the best way to proceed, they are allowed, indeed required, to advise him with out respect for morality. They may present many options with opinions to the advantages to each, but they are not to try an influence the Lord.

Paladins Do have the right of High, Middle, and Low justice, and are considered Justices of the Peace. A decision by a Paladin in matters of justice can only be appealed by a noble, and even then to a panel of 12 High Lords that meets once every season, and not necessarily anywhere near the person with cause against the Paladin.

Fighters: Fighters have a less defined social role. They may be members of a noble's bodyguard, freed armsmen from a bonded army, or Knights in their own right. I want to make this clear. Fighters are Professional Soldiers. The point behind this is fighters have spent a better part of 10 years learning the trade of war, and will generally follow the method of fighting that suits their place of birth.

Trolls

The Trolls are the primary warrior caste of the Elder it is not known how those who stayed were chosen. Unlike all but the true Immortal Guardians, Trolls do not age past sexual maturity. They are not mammalian and do not possess mammary glands. However, females for a certain number of years do express a sugary syrup from the back of their left hand. This is intended as the first food for a youngster. Unless one knows what one is looking for there is no great difference in anatomy between males and females. Most strains reach sexual maturity at age 15, at the oldest 21. The primary difference being the level of training and education imprinted upon the individual. Trolls do have a limited genetic memory. This tends to express itself more as a muscular memory than anything else.

Elves

Elves tend to be a bit taller than humans and have about 80% human body mass with about 15-30% more muscle mass. Elves are not immortal, lifespan is limited by bloodline. There are some members of the woodfolk whose lifespan is numbered in decades, while there are members of the Sun Elf ruling house that can live for millennia if they choose. Elves are omnivorous, consuming a diet high in fruit, nuts, and protein. Their fair tends toward simple foods that are minimally prepared but always count as cooked or otherwise sterilized and made safe for consumption. There are 3 primary castes of Elves whom rarely interbreed. If an Elf were going to "slum it" they would go for a human, rather than an Elf of another caste.

The three primary castes are Sun, Night, and woodfolk. The Sun and Night castes are proper ordered castes, the woodfolk are a loose collection of clans of rustic elves.

The hierarchy of the Elven court goes something like this. There is a council of 3 rulers that were installed when the Elder left. While the councilmen are not immortal they do live a VERY long time. By the end of the fourth age they might start looking for replacements.

The Night Elves are a protector race. It is their job to guard whatever realm they inhabit against Things That Hate the Light. Night Elves are by habit nocturnal, but can function with minor inconvenience during the day. However, they must seek shelter during solar apogee and cannot stand to be outside during the summer solstice. Most can operate freely day or night after the fall equinox.

Thursday, September 18, 2008

Age of souls, (non poetic)

The Age of Souls is a fantasy setting placed in about 1050, and just after the end of a small ice age that destroyed several plagues. This also had the side effect of killing off most of what was left of civilization.

Early in the worlds history,in an epoch after creation this worlds first and second sentient races did battle. The first sentient race were the children of Angels, who were granted a time to dwell in reality in exchange for later suspension of free will, devolution to Human, or return to the Divine. When the time came to chose their fate, most willingly Returned their angelic essence to the Divine and became mortal. Others chose to remain as guardians of the new Human flock, accepting that they would always be second. Many others rebelled. They felt it unfair that the Divinities deny them continued existence in their current form, as the Nephelim had helped create the world.

With the assistance of the Immortal and Divine parents of the rebellious half souls Humanity battled Nephelim and won.
There by having acquired the skill of war (destruction is always the easiest to teach) mankind set about to chasten the wilds and make them to be understood.

Having explored his dominion and each Race having found a home to its liking, the tide of Generations rolled on. For 20 generations there was relative peace and stability.

At the end of the first age a gateway was torn into the world of Man. 100 races of the Elder poured from it and sought to conquer the lands they encountered.

Chieftain banded with Chieftain. Warlords gathered. Mankind fought with great fury and skill. Skill born of 600 years of Angelic protection. The guardians also gathered, and decided that this war could destroy the world they built. The pressured the Humans to make peace with the Others. The Elder race retired and took most of its soldiers with it. A handful of its client races decided to stay., and they brought their servants with them. And to this day you can find wild goblins, ork, and other lesser fey.


A quick note about Species.
There are 5 main player races. Human, Elf, Dwarf, Trolls, Silver blood. I am assuming most human adventurers are either polar Asiatic, or European phenotype.

If the world were set during the 2nd age setting the story among the vast landscapes of the great southern continent (which is Africa and most of South America) would make for an interesting story. The Nubidian High King (a direct decendant of a mortal Nephelym) held his realm with out reienforcement or aid for 32 years against the tide of Yaun-Ti siege and blood magic.

Aois na' nAnam (Age of souls)

There was darkness and light, A struggle, The dawn of time.
All things divided and organized, Chaos separated from Order.

Mankind with the help of Agents of the Divine cast down the rebellious offspring of Chaos.
thus ends the First Age.

Invaders from the Far Beyond come to war and conquer. Mankind versus Elf and Troll.
Mankind yields not, Elves suffer greatly, soldiers sue for peace.
So Ends the Second Age.

Mankind trades steel for staff, Quarrel for Quill.
Here marks the rise of first Emperor's will, in the See of Tynwald it does stand.
Strong and Resolute, The Isle of Mann.

Scholars, Nobles, Wardens all made passage to its Hall
Bounded was the King by his own law.
Justice High, Middle, Low now for all.

The Third Age comes with Darkest Night
Death on wind makes his flight.
Full half all dead the rest in dread
Sleep, and Wait for Light.

No Light came, most all did die
No Angels came, nor Light Divine.
With wintry hope, Death did Die.

So ends the Third Age

Here we stand at the falling of Frost.
The Melt comes soon, the Sun rises.

Here, Now the Fourth Age of Man.
Will Civilization Fall Or Stand?
Wild Orks, Goblins, Fallen stalk the land.