Moonshire - Campaign Details
Index
1.1 Character Classes
Any of the standard character classes for a medieval roleplaying game are allowed, like,
Barbarian - Fierce warriors from untamed lands, mastering primal rage in battle.
Bard - Charismatic performers and lorekeepers, wielding music and magic to inspire allies and befuddle foes.
Cleric - Devoted servants of gods, channeling divine power to heal the wounded and smite the wicked.
Druid - Guardians of nature, shapeshifting and communing with the wild to protect the balance of the world.
Fighter - Versatile warriors skilled in a variety of combat techniques and weapon mastery.
Monk - Disciplined martial artists who harness inner strength and agility to achieve extraordinary feats.
Paladin - Champions of justice and righteousness, wielding holy power to vanquish evil and defend the innocent.
Ranger - Masters of the wilderness, tracking prey and wielding bow and blade to protect the natural world.
Rogue - Cunning and stealthy thieves, using deception and guile to outmaneuver enemies and acquire riches.
Sorcerer - Innately magical beings, born with sorcerous power coursing through their veins.
Wizard - Scholars of arcane knowledge, mastering spells and crafting magical wonders through rigorous study and practice.
1.2 Races
Any of the standard races for a medieval roleplaying game are allowed, like,
Dwarf - Stout and hardy, dwarves are skilled craftsmen and fierce warriors with a deep reverence for tradition and honor. Known for their resilience and expertise in mining and smithing, they value loyalty and family above all else, forging strong bonds with their kin and allies. Despite their gruff exterior, dwarves possess a strong sense of camaraderie and a love for hearty feasts and good ale.
Elf - Graceful and mysterious, elves are beings of unearthly beauty and ancient wisdom. In tune with the rhythms of nature, they are masters of archery and magic, possessing a deep connection to the forests and the stars. Elves are long-lived and contemplative, often pursuing art, music, and scholarly pursuits with a passion that spans centuries. Though they are slow to trust outsiders, elves are fiercely protective of their homeland and traditions.
Gnome - Curious and inventive, gnomes are tinkerers and pranksters with a love for exploration and discovery. Known for their eccentricity and boundless enthusiasm, they delight in crafting intricate gadgets and contraptions, often incorporating clockwork and alchemy into their creations. Gnomes have a whimsical sense of humor and an insatiable curiosity about the world, making them both entertaining companions and formidable allies in times of need.
Halfling - Cheerful and resourceful, halflings are jovial folk with a knack for finding joy in life's simple pleasures. Despite their diminutive stature, they possess a fierce bravery and a talent for stealth, making them adept thieves and agile adventurers. Halflings value friendship and community above all else, forming tight-knit bonds with their kin and neighbors and sharing in each other's triumphs and tribulations.
Half-Elf - Bridging the divide between humans and elves, half-elves possess the grace and beauty of their elven heritage, combined with the adaptability and ambition of their human ancestry. Often torn between two worlds, they are skilled diplomats and wanderers, navigating the complexities of both human and elven societies with ease. Half-elves are known for their versatility and charisma, forging their own path in a world that often sees them as outsiders.
Half-Orc - Strong and resilient, half-orcs are the product of human and orcish unions, possessing the raw power and ferocity of their orcish kin tempered by the cunning and intelligence of their human lineage. Often misunderstood and mistrusted, they struggle to find acceptance in a world that sees them as brutish and savage. Despite the prejudices they face, half-orcs are fiercely loyal to those they consider family and possess a deep inner strength that allows them to overcome adversity.
Human - Versatile and ambitious, humans are the most widespread and adaptable of all the races, inhabiting every corner of the world and thriving in diverse cultures and civilizations. Known for their ingenuity and resilience, humans possess a boundless capacity for innovation and progress, shaping the world with their art, science, and enterprise. Though they may lack the longevity of other races, humans make up for it with their tenacity and determination, leaving an indelible mark on history wherever they go.
1.3 Nobility
The following titles of Nobility are present in the campaign world:
1. Local Landlord - Low nobility - Usually deals with local politics in a town or small part of a city like deciding on the farmers field content, repairing and constructing homes, etc. This rank can also be bought
2. Landlord - Low nobility - Usually deals with local politics. This rank can also be bought
3. Baron - Low nobility - Deals with different guilds, armouries, supplies and some politics through the lands
4. Viscount - Nobility - Owns a keep, specified in overseeing larger areas of lands like forests, etc.
5. Count - Nobility - Deals with politics in a city or multiple towns
6. Marquis - Nobility - Deals with politics among multiple cities
7. Duke - High nobility - Deals with politics in a large area of land
8. Grand Duke - High nobiilty - - Deals with politics in a large area of land. Has the end decision over the dukes
9. Prince/ Princess - High nobility - Leads the nobility, makes critical decisions. One can only acquire this rank by birth, or by conquering a country.
Nobility has rights like being addressed in a respecful way (sir or lord, depending on the rank) or asking people to do a reasonable favour for them (a small favour if the noble title is low) and also has duties like for example be present during voting in the town hall between all the officials and councillors. Insulting a noble or refusing to do what the noble says can result in imprisonment or paying a fine, with some of the money being given to the noble as compensation. Not addressing a noble properly can result in a verbal reprimand, but usually not a fine, unless the noble is high ranking
Nobles have duties depending on the noble's rank. Nobles need to vote, need to attend mandatory meetings and crisis situations, may be asked to attend certain receptions, and so on.
Some ranks of nobility can actually be bought, like Local Landlord and Landlord. An official request would need to be made and the state is often not easy on this, usually asking a large sum of trust money to be paid.
Notice that some other functions in society can count as a Local Landlord, Landlord or even a Baron, and can make voting decisions as such. For example an army general or councillor of state is often considered a local landlord and a high ranking knight of the circle can even be a landlord or baron.
1.4 Magic
How wonderful and mystical is thinking about becoming a mage, weaving the mysitcal powers of the universe? And how much more dreaming about one day becoming a wizard?
Or what about becoming a priest, channeling divine powers while doing a service to the deity involved? Having such a gift can be truly a blessing.
All mages and priests are mandatory to wear colours of one certain robe or similar clothing depending on their worldview (alignment). This doesn't need to be a full clothing outfit of one colour, but can also be a visible logo or cloak that it is identifyable by the outside world
In this world, the symbolism of robes extends beyond mere attire; it serves as a visible manifestation of one's alignment and allegiance. Mages and priests, practitioners of magic and divine power, are required to don robes of specific colors corresponding to their worldview or alignment.
Those who adhere to principles of goodness and righteousness are clad in pristine white robes, signifying purity of heart and devotion to noble causes. These white-robed mages and priests are revered as beacons of light and hope, embodying the ideals of compassion, justice, and selflessness.
For those who walk the path of neutrality, not committing to good or evil, but mainly to themselves & close relationships, their robes are dyed in a striking hue of red, symbolizing balance and impartiality. These red-robed individuals navigate the complexities of morality with a steady hand, seeking to maintain equilibrium amidst the chaos of the world.
Conversely, practitioners who research and embrace the more dark arts are cloaked in ominous black robes, emblematic of their sinister intentions and allegiance to evil forces. Clad in these black vestments, these mages and priests wield power which, for a larger part, comes from lower or negative magic. Yet, the council inspires black robed mages to use these powers to help and protect the community.
This strict adherence to robe color serves not only as a visual cue for others to discern one's alignment but also reinforces the societal norms and expectations associated with each worldview. Whether bathed in the radiance of white, the neutrality of red, or the shadowy depths of black, the robes worn by mages and priests are a reflection of the moral compass guiding their actions in a world beset by light and darkness.
Restrictions: most of the mages or priests can do any kind of spell ability that their research, adventure, experience or deity provides, but there are certain powers that are not allowed because it is contrary to their robe.
Spell use should be ethical and in accordance with the robe colours. For example a white robed mage should not cast a spell with an effect that drains life, cause weakness, direct blindness or forgetfulness. Similarly a white robed priest should not cast priest spells that 'cause wounds', poison, disease, or any effect similar to that. He should rather focus on casting ones that 'cure wounds'.
Summarized, it is like this,
Mages and priests that do not want to don any robe or wear a recognizble logo with accompanying colours on their clothing are considered 'grey robed' and can be arrested or even hunted down. In the worst of cases, the Inquisition is called by the council to hunt down the renegade grey robed spellcasters
A mage can research any spell he discovers, or a priest can pray for any spell from his god, but when doing any spell opposed to their robe colour will effectively make them 'grey robed spellcasters'. If someone ever would notice this, it could jeopardize the spellcaster as there are punishments for this.Also note that for priests, there are spells that their deity may not support as well. For example Michakal, the Goddess of Healing, will not support any priest praying for a 'cause wounds' spell as this is contrary to her nature.
Priests can pray in temples, shrines, parthenons, cathedrals etc. These places can vary greatly from being a soberly constructed building mainly used for meditation to beautifully crafted buildings with many ornaments, stained glass, and so on.
Mages have mage guilds, which are usually hard to find. You have to be invited. These are the Towers of High Magic, or Runes of High Magic, and these are located through the lands.
- Initiate, someone who is new to the arts
- Novice, someone who has limited experience
- Adept, spellcaster of the 2nd grade, being able to cast level 3+ spells
- Expert/ Elite, or spellcaster of the 3rd grade, ie. being able to wield 3rd grade magic, level 6+ spells
- Wizard/ High Priest, or spellcaster of the 4th grade, ie. being able to wield 4th grade magic, level 8+ spells
- Archmage/ Archpriest, spellcaster of the 4th grade, typically being level 20+
Such titles are also a bit storyline dependant, but if you claim a title without your guild supporting you, it's not always wise. Either you have to bluff very well, or make sure people do not find any flaws in you.
There are 3 moons of magic of the same colours. The black moon is usually invisible to any except those who wield the black robes
Characters that are partially mage or priest, having this as additional class only have to wear a cloak or shawl with the appropriate colour, but do not have to don a robe. The same goes for priests in heavy armour.
1.5 Guilds & Orders
Written in this paragraph are different guilds, orders and organizations through the lands
List of Guilds
There are many local and regional guilds that collaborate for a common goal and keep the local activities in check to prevent all kinds of outsiders from doing the same thing. Examples are: the Blacksmith's Guild, Weaver's Guild, Merchant's Guild, Mages Guild, Ranger's Guild, Adventurer's Guild, Thieves' Guild and so on. Most of the guilds have specific requirements to join, which may not be easy.
List of Orders & Organizations
Knights of the Circle - An elite knight order that keeps the lands safe. The Knights of the Circle are more than just a typical knightly order; they are a symbol of honor, valor, and righteousness in the realm. Established with a solemn oath to uphold justice and protect the innocent, these elite knights are renowned for their unwavering dedication to duty and their unyielding resolve in the face of adversity. They serve as guardians of the realm, patrolling its borders, defending its people, and standing against any threat that dares to endanger the peace and security of the land. With their strict code of chivalry and their formidable martial prowess, the Knights of the Circle inspire hope and confidence in the hearts of the common folk, reassuring them that in times of darkness, there are still those who will rise to champion the cause of light and righteousness.
The Valerians - an elite evil cult that loves pillaging and doing other evil things. The Valerians are a sinister and feared cult that spreads terror and chaos throughout the realm. They serve the god of corrupt wealth, Hithdukel, their vile deeds know no bounds as they revel in acts of pillaging, plundering, trickery and spreading malevolence wherever they go.
The Black Cabal - This elite group of evildoers operates in secrecy, manipulating and corrupting individuals to serve their nefarious purposes. Devoted to the dark deity Mogrion, their ranks consist of twisted minds and skilled practitioners of dark magic, whose ultimate goal is to sow discord and destruction in the name of their malevolent deity. With their unholy rituals and sinister machinations, The Black Cabel strike fear into the hearts of all who oppose them, leaving a trail of devastation in their wake as they seek to fulfill their dark ambitions and bring about the reign of darkness and despair.
The Black Cabel can sometimes work together with the Valerials, though they are more political and 'dark' than the Valerians who operate more 'locally'.
Order of the Safety of the Lands - directed by the capital, no one really knows when these units are sent to prevent that things get out of hands. The Safety of the Lands Order operates in the shadows, a clandestine force directed by the capital to maintain stability and order throughout the realm. Little is known about this secretive organization, whose members consist of strong inquisitors, elite assassins and powerful wizards trained in the arts of espionage and subterfuge. When whispers of rebellion, treachery, or chaos threaten to destabilize the land, the Safety of the Lands Order springs into action, swiftly and silently eliminating threats before they can escalate.
They are rumoured to have had the best training and their equipment is powerfully magical. They travel alone or in groups, their actions are shrouded in mystery, their identities concealed behind masks of anonymity, leaving those who would dare challenge the authority of the capital to wonder when, and where, the next strike will come from. Though their methods may be controversial, their purpose is clear: to ensure the safety and security of the realm, no matter the cost.
1.6. Events & celebrations
Annual harvest festivals: Through the country, the harvest period is celebrated every year. During this celebration, tributes to the gods of the harvest are made and donations are given. Usually every farmer strives to give the best part of their food.
During the yearly harvest festivals, the entire country comes together in joyful celebration, friends, family, marking the culmination of months of labor in the fields. Villages and towns bustle with activity as families gather to give thanks for the bountiful harvest and to honor the gods of agriculture and fertility.
In addition to prayers and offerings, elaborate feasts are prepared, showcasing the abundance of the harvest with a variety of seasonal delicacies and traditional dishes. Farmers proudly display their crops, competing for recognition and prizes for the largest or most perfectly ripe fruits and vegetables.
Amidst the festivities, there are also acts of charity and generosity, as donations are collected to support those less fortunate or to aid in times of hardship. This spirit of community and solidarity strengthens the bonds between neighbors and reaffirms the importance of cooperation and mutual support in times of plenty and scarcity alike.
Also it is a tradition that the druids will come from the nearby forests and do ceremonial rituals to bless all the food that is spread out on the tables.
Ceremony or ritual: ceremonies can be done due to many reasons, death, marriage, graduation, inauguration, changing of an important figure such as a mayor etc. They may contain an oath and a few rituals. Often they are celebrated if they are positive.
Festival of light: this festival is of peace and protection of the Gods and typically lasts 3 days. It is remembered the universe and this planet are created by the Gods. Quarrels and wars are forbidden on this day as it is kept holy by all the Gods. It is rumored that anyone who starts hostile actions against another is punished by the Gods (and most likely arrested and fined). Also a white orb is moved by a group of clerics or druids to a holy altar in each city and is kept there for a day. This orb radiates peace and light in a powerful way. Legend has it that the orbs are created by a large group of clerics under an order of the Gods who want to make this a traditional peace day. There are already so many wars in the world.
Hunting day: often in spring when the area blossoms, the areas are open for hunting. When there is winter and the animals are getting scarcer, hunting is often forbidden and fined. Also sometimes additional decrees are made to hunt certain wild beasts. Bounty hunters that are skilled can make much money on such days.
King Honour Day: A day to honour the king. This day was abolished during the time of Alexander the explorer, around 260 BC.
Markets: Usually once per week on the second day of the week there are markets. Many towns or cities have large market places then. Often common goods are sold cheaper than average here. Sometimes rare goods are offered at the market but those are rarely cheap. For some adventurers or nobles, it is a chance to look for items that may be magical in nature or that are very old.
Some areas have a black market. This market is often held underground and has more chance to contain illegal and rare items. When a black market is discovered and something illegal is done there (as is usually the case), then the market gets closed by the guards.
1.7. Deities & Legends

The following deities are available for priests to worship and people to follow,
Paladine
Domains: Good, Law, Nobility, Protection, Sun
Symbol: Silver triangle, Sword, Eagle, Platinum Dragon (symbol of justice), Celtic Cross
Description: Paladine is the leader of the good gods and is often associated with justice, wisdom, and protection. He is revered as the god of rulers and guardians.
Mishakal
Domains: Good, Healing, Knowledge, Protection
Symbol: Infinity symbol, white can with streaming water, staff with blue orb, radiant green tree, blue infinity symbol, silver medallion
Description: Mishakal (Michakal) is the goddess of healing, light, compassion, and mercy. She is the divine healer and nurturer, often invoked by healers and caregivers. She is the wife of Paladine.
Habbakuk
Domains: Good, Animal, Plant, Water
Symbol: Blue bird, Trees (forest), Water, Cave/ Rocks, Phoenix
Description: Habbakuk (Habakuk) is the god of nature, animals, and the seas. He represents life, growth, and the balance of nature. He is the hermit God, of wanderers and travelers. He is not only the God of the beautiful streams, but also of the tides of the sea and ocean.
Gilean
Domains: Knowledge, Law, Liberation, Rune
Symbol: Open book, scroll, scales, balance
Description: Gilean is the god of knowledge, time, neutrality, research, and balance. He is the keeper of the Book of Time of the Great Library, a book containing all the knowledge of the universe.
Reorx
Domains: Earth, Fire, Forge, Strength
Symbol: Forging hammer, anvil, forge or gem
Description: Reorx is the god of craftsmanship, invention, and the forge. He is the patron of artisans, smiths, and engineers. The god of the Dwarves, Halflings, Gnomes, and other small beings. He is the forge of the world. According to the dwarves and gnomes, he forged the world. According to some humans, He is ‘the hand’ of creation as well as the god of fire and earth. He has a legendary hammer he can move on command that is stronger than anyone can ever imagine.
Shinare
Domains: Commerce, Luck, Travel, Wealth
Symbol: Griffin’s wing
Description: Shinare is the goddess of wealth, trade, and enterprise. She is revered by merchants and those seeking prosperity.
Sirrion
Domains: Fire, Passion, Renewal
Symbol: Multi-colored flame, Sun, Blazing Fire
Description: Sirrion is the god of fire, creativity, and transformation. He represents change, passion, and the creative spark. Paladine and Michakal appointed the Sun and Moons to shine over the people to illuminate their days and nights. Sirrion changes the rhytm.
Hithdukel
Domains: Trickery, Greed, Commerce, Treachery
Symbol: night blue star, blue starry veil, broken merchant scales
Description: Hiddukel is the god of trickery, lies, wealth, greed, and betrayal. He is the patron of thieves, liars, and the unscrupulous. He prefers subtle influencing and it is rumoured many political people or those in a position of power can be lured by him. He is the wish master, granting many wishes, but they can have a cost.
Mogrion - God of evil and decay
Domains: Death, Disease, Decay
Symbol: Hood with two red eyes, skull or ruins, black cross
Description: Morgion is the god of disease, decay, and pestilence. He embodies suffering and despair. He is the master of the night, death and brings evil among the lands. He is the god of dark sorcery, inspiration and negative power. Evil cults are often his followers, who seek to build his temples and outposts through the lands.
Zeboim
Domains: Sea, Storm, Chaos, Wrath
Symbol: Turtle shell, lamp, trident, blue sparks, blue eyes, crossed lightning
Description: Zeboim is the goddess of the sea, storms, and chaos. She embodies the unpredictable and destructive nature of the oceans. She is also the goddess of pirates and evil druids.
Legends/ Special Characters
Albran - the first storyteller, his oral traditions, which were generally deamed as reliable, were recorded by Halik many centuries later
Platex - first explorer of the wild lands
Tragis - first exporers of the wild lands
Cassius the brave - warrior helping to protect the first settlements from brigands
Halik - the first chronicler and librarian
King Telemachus - First gnome king
Lord Brando - First dwarven king
Elias the Wise - First elven ruler
Magius - wizard who established the first mage tower in the lands, which would be later known as the Tower of High Magic or the Rune of High Magic
Alfraed - high priest of Paladine, became the first high priest of the lands.
Jafar - chronicler who described the first dark age
Elias II - High priest of Cormyr
Gale the Dark - evil powerful wizard/ warrior that started the first dark age through the lands
Falcon - Heroic army commander battling Gale the Dark
Sneaker (Gnomos) - Legendary gnomish advisor to king Telemachus, trusted friend of Falcon
Arrex - Healer priest of Paladine
Lord Gunthar - Established the first order of the Knights of the Circle
Benedict the Abbot - described the first forming of the Republic
Mark Ashwin - famous revolutionary poet who was executed for writing poems about a despotic government
King Alcabran - ancient leader of the dwarven strongholds. He stirred up the people against his rival for the throne, Duncan. He he built another dwarven strongholds and took away almost 1/3rd of the population
Duncan - a good natured dwarf who cared for the poor and needy, and who never had a chance to prove himself as a righteous king. According to some legends, he was corrupted by greed and assaulted King Alcabran later on
Righten - chronicler who described the era of the warlords
Duke Zachobar - someone who tried to unite the kingdoms of the warlords by diplomacy, but lost his life for it
Zack Johnson - rebel leader who united many brigands and outlaws against the warlords by claiming he received a legendary spellbook from a hermit of the southern lands that contained legendary magic from the heavens
Alan Mitchells - the high knight that went on a long quest to arrest and imprison Zack Johnson
Xaran of Cormyr - a dreaded necromancer who pillaged the lands. He was defeated by Valek d'Nunza, but escaped
Valek d'Nunza - a powerful high priest of Paladine
Joboth - chronicaler who described the wars in the land that almost lead to a second dark age
Greydale - Legendary archmage of the realms. Greydale is old, wise and it is rumoured that he has been around for at least 400 years to battle the forces of the evil deity Mogrion, whenever armies of the black cabel or the valerians rise
Astinus - An elven chronicler who assembled all the books of the history of the lands through the ages. It is rumoued that if Astinus didn't go to Gilean, he is still alive today
Marcus the Red - an old leader of Calador who was powerful in magic and venged war against Silverdale
Lord Malcolm - old ruler of the city of Silverdale, before the lands united
San Raal - a powerful ancient wizard who is now rumoured to be undead
Lord Soth - an ancient death knight whose fate is to roam around the country in search of something, or someone
Aaron - chronicler who writes about the modern age of the old King Alexander and the New King Archibald
Alexander - Previous king of the Moonshire area. He united many lands and made many friends, but was also strict and hard for his population
Archibald - Current king of the Moonshire area. He is generally described as friendly, lenient and tolerant but also as tardy and beaurocratic
Jurius Isenfell of Phalanx City with Lady Esmee of Vortax - who had a relationship causing much dissent between Phalanx and Vortax
Admiral von Thorsten - army commander who once bombarded the south western part of Heracles in Vortax
Sir Rouen ‘the Paladin’ - dangerous renegade who killed many people in Phalanx. The court in Phalanx said he was of Vortax, but they have always denied this
Stef Barden - the first King of Phalanx. The barden family colonized and explored many parts of the lands, leaving settlements in almost any area of the continent
William Barden of Phalanx - one who helped the dwarves of Smog defend versus the rough lands of Loogh
Marie Woolgather - president of Phalanx. Forms the Woolgather/ Blithesome union together with Steam Blithesome
Sten Blithesome - leader of the Order of the Phoenix in Phalanx
Marten Burggraaf I - Legendary Colonel of the 9th Fleet of Phalanx City who played a large part in colonizing the islands, but was murdered by Vortaxians.
1.8. Professions
In the Moonshire realms you find many different kinds of jobs, such as,
Jobs List
Adventurer - explores new areas in search of riches and fame
Alchemist - mixes chemicals and elements
Animal trainer - someone who handles and trains animals
Archaeologist - keeps himself busy with history
Architect - a construction overseer
Armorer - crafts and repairs armor
Baker - someone who bakes bread and pastries
Barber - cuts hair and provides grooming
Bard - a wandering poet and musician
Blacksmith - forges tools and weapons
Bowman - an archer skilled in using a bow and arrows
Brewer - makes beer and other beverages
Cartographer - maps maker and explorer
Cashier - a person handling payments and receipts in a shop, bank, or business
Chandler/ Candle maker - makes candles by crafting candles from wax and soap
Charcoal burner - produces charcoal from wood
Cleaner - keeps places tidy and clean
Clothes maker - Weaver, Tailor - crafts and mends clothing
Cobbler - repairs and makes shoes
Construction worker - Stone worker, clay worker - builds structures and buildings
Cook - prepares meals and feasts
Cooper - crafts barrels and casks
Dyer - colors fabrics and materials
Designer - creates artistic and functional items
Diplomat - negotiates treaties and alliances. Often has documents with official seals on them
Distiller - a person or company that manufactures alcohol/ spirits
Doctor - Medic - heals the sick and injured
Entertainer (musician, comedian) - performs to amuse others
Falconer - trains and cares for birds of prey
Farmer - cultivates crops and raises livestock, also ploughs and works the fields
Fisherman - catches fish and seafood
Forester - manages and protects forested areas
Furniture maker - crafts tables, chairs, and other furniture
Gardener - tends to plants and gardens
Glassblower - creates glass items and art
Herbalist - Apothecary - prepares medicinal herbs and potions
Hunter - tracks and hunts wild animals
Innkeeper/ Bartender - manages an inn for travelers
Innkeeper assistant/ Waiter - helps manage the inn and its guests
Inspector - examines goods and services for quality
Inventor - creates new devices and contraptions
Jester - entertains nobility with humor and tricks
Jeweler - crafts and repairs jewellery
Lawyer - provides legal advice and representation
Librarian - library worker - maintains and organizes books
Locksmith - creates and repairs locks
Mapmaker - creates maps of lands and seas
Mason - skilled in building with stone
Mercenary - sells combat skills for money
Merchant/ Trader - Marketplace seller - buys and sells goods, such as furniture, exotic spices, etc.
Messenger - delivers messages across distances
Miller - grinds grain into flour
Miner - extracts valuable minerals from the earth
Monk - lives a life of religious devotion
Painter - creates art with paints
Philosopher/ Sage - studies and teaches wisdom
Potter - shapes and bakes clay into pottery
Priest - Temple priest, servant - conducts religious ceremonies
Ranger - skilled in wilderness survival
Sailor - navigates and works on ships
Scribe - writes and copies documents
Shepherd - tends and guards sheep
Shopkeeper - runs a retail store
Stableboy - cares for horses and the stable
Tanner - processes animal hides into leather
Teacher - educates others in various subjects
Thatcher - builds and repairs thatched roofs
Undertaker - prepares the deceased for burial
Wagoner - drives and maintains wagons
Waiter - serves people, for example in a tavern or inn
Wheelwright - crafts and repairs wheels for carts and wagons
Wine maker - produces wine from grapes
Woodcutter - chops wood for fuel and construction
Military/ Army Units
Garrison
Unit Leaders
Officers
Please notice that small towns usually do not have some of the military ranks, like corporal or first seargant. Also the highest rank may be a captain and a commander comes to visit captains in different towns from time to time to update them about strategy, how the law and order in the town and area around are doing, as well as policies
Town's office
Servant - someone who does serving tasks, cleaning, repairing, maintenance, for example an assistant librarian
Head of Servants - leader of multiple servants
Official - someone who does administrative tasks, looking at tax reports, organizing books in the library, meetings, and so on
Senior official - an official with many years of experience, and usually heavier responsibilities
Councillor/ Council Member - leader of multiple officials
Senior Councillor/ Council member - a councillor with many years of experience
Principal advisor/ architect - the overseer of a town or area in many aspects, such as construction, architecture, trade, literature and so on
Official of State - they fulfill the same job as a local official but the job is usually in the capital and the responsibility is much larger
Councillor of State- they fulfill the same job as a local councillor but the job is usually in the capital and the responsibility is much larger
Deputy mayor/ Deputy regent - assistant to the mayor
Mayor/ Regent - the leader of a town or multiple towns
Governor/ Magistrate - leader of cities or a larger area
The 'state' ranks are in a way the same as the normal ranks, for example official of state is more or less the same profession as official, only an official of state operates as an official in cities or in the council building, thus having a much busier job with more responsibilities and much more bookkeeping.
Knights of the Circle
1.9. Languages
In this paragraph you find many different kinds of languages you can become proficient at, such as,
- Common - spoken in many of the countries
Racial languages,
- Dwarvish
- Elvish
- Gnomish
- Halflings common
- Orcish - mainly spoken by orcs, trolls, ogres, kobolds
Language languages,
Though the countries mainly speak common, as decided by the council once in the past, they also have their own languages,
- Andieux
- Ansalon
- Leng
- Logkarst
- Phalanx
- Vortax
Special languages,
Primal - 'language' spoken to primary beings of the elements like earth (stone), water, air and fire
Undercommon - underdark language, drow, derrow, illithid
Native/ Tribal - Javan; may make a skill check to understand orcish
1.10 Expenses & Value of Money
In this paragraph you find coinage related information,
100 copper coins (cp) = 1 gold piece (gp)
10 silver coins (sp) = 1 gold piece (sp)
1 platinum piece (pp) = 5 gold pieces (gp) - rare
Goldsmith notes - a goldsmith note is a credit at the bank that if you deliver it to a cashier, he or she will give you the amount that is on the note in gold pieces. For example if you give a goldsmith note of 10 gold pieces, that is what you get. Notes are promoted by different councils and monarchs through the whole continent for the people to accept it, but some people are still distrustful at it, keeping an eye on if the bank would suddenly not be bankrupt or go broke. A goldsmith note can be written by an official bank against any value they can pay (a custom note) or there are also standard notes available which were once issued through the bank of Silverdale of 5 gp, 10 gp, 50 gp & 100 gp
Other valuables
Seastone, red 1 gp
Seastone, yellow 2 gp
Seastone, purple 4 gp
Seastone, clear blue 6 gp
Seastone, green 10 gp
Crystal, Light blue 10 gp
Crystal, Dark blue 20 gp
Gem, Red 5 gp
Gem, Yellow 10 gp
Gem, Purple 20 gp
Gem, Blue 30 gp
Gem, Green 50 gp
Gem, white sparkling 100 gp
Diamond, red 50 gp
Diamond, yellow 100 gp
Diamond, purple 200 gp
Diamond, blue 300 gp
Diamond, green 500 gp
Diamond, white sparkling 1000 gp
Maintenance costs
The average amount of food a person spends per day depends on their lifestyle. It can be the following, or 2 silver (average food), 3 silver (good food), 1 gold (rich/ luxurious food) or 1 silver (poor food)
Daily maintenance cost (variable things) are 1 silver coin per day
So by living an 'average way', you spend about 3 silver coins per day, which is 2 silver coins food + 1 silver coins variable maintenance costs. When you are outside a town or city, then the daily maintenance costs do not apply, but the food costs do (typically an adventurer has rations or some other food, or maybe he makes food himself which is even better)
The spending of these costs can be bulked, like for example a player deducting the coinage per week.
Average income/ wage per job
"In olden times, incomes were usually gained daily. The monthly income is an estimation "
3.5-4 sp/ day income - 3 sp/ day cost; 0.5-1 sp/ day income (1.5-3 gp/ month)
3-4 cp/ day income (1 gp/ month)
5 cp-1 sp/ day income (1.5-3 gp/ month)
2-4 sp/ day (6-12 gp/ month)
1+ gp/ day (30 gp+/ month)
The average income of a farmer or commoner is 4 silver coins per day, minus 3 silver coins maintenance. So an average commoner keeps 10 silver pieces (1 gold piece per month). This income/ cost is balanced out and taken as an average.
For example a farmer of course doesn't 'spend' 2 silver pieces per day on food as he cultivates and harvest this himself, but he has more maintenance costs of his farm.
Of course the more complex and higher your job is, the more income you earn but you also need to work a full time Monday to Friday (on average).
Army wages
Soldier Garrison 0.5 sp/ day (1.5 gp/ month)
Corporal Garrison 0.7 sp/ day (2 gp/ month)
Sergeant Garrison 0.8 sp/ day (2.5 gp/ month)
Vice officer Junior officers 1 sp/ day (3 gp/ month)
A soldier has no food and maintenance cost, but the army takes care of his food and shelter, and gives him 1 silver piece per day.
Room Rates
Costs of spending one night in a tavern or inn. It also depends on the quality, popularity and season in the inns
Room rates
· 1 cp - hay (next to the inn and the coop)
· 1 sp - average room
· 3 sp - good room
· 1 gp - luxurious room with breakfast
Other Costs/ Service Costs
School fee per child/ day - 2 cp day (1 silver piece/ week)
Holiday season -> for the harvest festival, children are free