Moonshire - Campaign Details

Index

  • 1.1 Character Classes
  • 1.2 Races
  • 1.3 Nobility
  • 1.4 Magic
  • 1.5 Guilds & Orders
  • 1.6. Events & celebrations
  • 1.7. Deities & Legends
  • 1.8. Professions
  • 1.9. Languages
  • 1.10 Expenses & Value of Money


    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,

  • White robes - 'Good magic', most of the spells one can do, but healing and life based spells are specifically positive energy, and thus white robed
  • Red robes - Neutrality, most spells one can do, but spells like illusion, protection magic, wards and detection magic should be somewhat stronger than with the other robes
  • Black robes - 'Evil magic', most of the spells one can do, but necromancy or spells to cause wounds are specifically negative energy, and thus black robed

    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.

  • The test of true magic: for a mage, also to wield serious magical powers ('2nd grade magic', level 3+ spells like fireball and more difficult spells), you need to do a test of magic. If a player's character already can naturally cast 2nd grade magic (level 3+ spells) then he or she is assumed to have done the test and the character may make a fitting storyline for this. The test is often not easy as it contains mental, emotional and physical tests and if done badly, it could injure the mage for life

  • Titles: spellcasters can have specific titles like,
    - 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.

  • Blacksmith's Guild - A guild of skilled blacksmiths who forge weapons, armor, and tools for the community, ensuring quality craftsmanship and reliability.

  • Weaver's Guild - Comprised of talented weavers and textile workers who produce fabrics, clothing, and tapestries of exquisite quality and design.

  • Merchant's Guild - Facilitates trade and commerce within the region, representing the interests of merchants and ensuring fair business practices.

  • Mages Guild - Gathering place for arcane practitioners and scholars, where magical knowledge is shared and regulated for the benefit of all. These guilds are often in towers, called the Tower of High Magic or the Runes of High Magic

  • Ranger's Guild - Committed to preserving and protecting the wilderness, its members are skilled trackers, hunters, and wilderness guides.

  • Adventurer's Guild - A gathering point for brave souls seeking fame, fortune, and adventure, providing quests, contracts, and camaraderie.

  • Thieves' Guild - Operates in the shadows, engaging in clandestine activities such as burglary, smuggling, and espionage, with its own code of conduct and hierarchy. Usually the exact location is unknown, though representatives may keep the area safe from other unregistered thieves from outside and keep the mayor informed about pending threats like brigand activity

  • Apothecary's Guild - Herbalists, alchemists, and healers who provide potions, remedies, and medical services to the community.

  • Carpenter's Guild - Masters of woodworking, responsible for construction, furniture-making, and carpentry work throughout the region.

  • Shipwright's Guild - Skilled shipbuilders and sailors who construct and maintain vessels for trade, exploration, and naval defense.

  • Alchemist's Guild - Dedicated to the study and practice of alchemy, producing potions, elixirs, and transmutations for various purposes.

  • Scribe's Guild - Keepers of knowledge and literacy, responsible for copying manuscripts, maintaining records, and providing writing services.

  • Cook's Guild - Culinary experts who prepare delicious meals and delicacies for feasts, taverns, and noble households.

  • Tinker's Guild - Inventors and craftsmen who create and repair mechanical devices, gadgets, and contraptions.

  • Mason's Guild - Experts in stonework and construction, responsible for building and maintaining structures using stone and mortar.

  • Cartographer's Guild - Mapmakers and explorers who chart the land, sea, and sky, creating accurate maps and charts for navigation.

  • Tailor's Guild - Specializing in clothing design and tailoring, providing bespoke garments and attire for all occasions.


    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

  • Recruit - new soldiers who haven't been in 6 months service yet
  • Soldier - town or city guard, someone who patrols, or fights in the army. They often have up to a few years of combat experience
  • Veteran soldier - also called a soldier first class. This is a trained soldier who has usually seen and survived a few large battles. They are usually lead by a first sergeant
  • Expert soldier/ Specialist - A veteran of multiple battles with some years of experience and/ or a specialist with specific weaponry and armour. Their effective level is the same as a corporal and they are usually lead by a master sergeant. They have several years of intense training and combat experience
  • Elite soldier - the toughest military units around are called elites, they can operate with special or licensed weapons, as well as armour. They have very good tacical and stealth skills. They are usually lead by a master sergeant. Each member operates with excellent skill, if their commander would fall another one would immedeately take his place. They often stay anonymous and are usually lead by a sergeant major or special operations captain
  • Corporal - a minor overseer, acts as a leader in absence of the sergeant and does everything the sergeant says. Mages, priests and some senior officials can start with this rank automatically if they join the army


    Unit Leaders

  • Sergeant - a basic unit leader; often leads one or two groups of soldiers
  • First sergeant - A veteran sergeant of multiple battles with years of experience
  • Master sergeant - Also called a command sergeant. He often has directed in multiple battles with many years of combat experience
  • Sergeant Major - the main sergeant, only the most experienced gung ho leaders make it to sergeant major. He advises the officers about the state of the garrison, their activities and equipment. Some of them lead elite units
  • Vice officer - a deputy officer and assistant to the captain. Some of them are trained to lead a unit of multiple groups of soldiers. However others start at this rank, usually from the 'heavier' jobs of society, like for example doctors, engineers, architects, councillors and advisors as they can use their specialty in the military and the pay is much better too
  • Senior Vice officer - an experienced deputy officer. Is trained to lead some groups of soldiers
  • Master Vice officer - the leader of multiple deputy officers
  • Adjutant - the highest vice officer rank. This is usually a cross over rank to officers. Like the lieutenants, he supports the officers


    Officers

  • 2nd Lieutenant - the lowest ranking officer. Every officer gets an official letter from the council or duke (or a representative) that he has completed the training and has taken an oath to be an officer. Usually a 2nd lieutenant has army administrative work to do as well as going out on patrol or simple missions with more experienced army sergeants
  • 1st Lieutenant - an officer with some years of experience. He leads multiple soldiers and directly supports the captain
  • Captain in training - this not an official rank but is used to assign some captains that recently graduated from the combat school but have only little experience. However, most officers start from 2nd lieutenant and as they reach captain, they first have to do some additional training on this rank
  • Captain - Captain of the guard, is often in charge of the military in a town or leads a garrison in a city, which contains of multiple groups or units. Outside the city or town, a captain leads a company existing out of multiple units
  • Commander - Leads multiple captains or garrisons
  • Major - Some places have a major rank as a senior overseer in the army
  • Colonel - Some places have a colonel rank as a mayor overseer in the army
  • Sergeant general - usually the commanding officer of a city or large area
  • General - usually the commanding officer or brigade general in one part of the land, reporting to the nobility or to the council

  • Lieutenant in honor - this is not an official rank but is often a rank used by diplomants for immunity.

    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

  • Knight of the Circle - Yellow Sword Symbol, no circle - A regular unit, they are usually elite warriors in heavy armour with blessed and magical weaponry
  • Knight of the Crown - A crown symbol, yellow circle - Usually the knight sergeant
  • Knight of the Sword - A sword symbol, yellow circle - Usually a knight captain
  • Knight of the Rose - A red rose symbol, yellow circle - Usually a knight commander
  • Elder Knight - A red rose symbol, white circle - Usually a knight general

     

    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 "

  • Peasant/ Famer
    3.5-4 sp/ day income - 3 sp/ day cost; 0.5-1 sp/ day income (1.5-3 gp/ month)

  • Low income job - Servants, cleaners, smithy's assistant
    3-4 cp/ day income (1 gp/ month)
  • Average job - Smithy, leather worker, shopkeeper, repairman, official
    5 cp-1 sp/ day income (1.5-3 gp/ month)
  • Good job income - Council member, architect, engineer, doctor
    2-4 sp/ day (6-12 gp/ month)
  • Upper class income - High council, nobility, tradesman (wealthy own business)
    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