Languages
A wide variety of languages and dialects are spoken throughout
the continent, based on culture and geographical location.
Nevertheless, there are several common languages:
Median: Common language used by the nations of the Middle
Sea, including Caspia, Elyria, and Westemär. The language
arose as the Old Tongue evolved into regional dialects, but
most folk of the continent can communicate well enough
regardless of where they were born.
Old Median: Ancient language spoken during the reign of the
sorcerer-kings. Rarely spoken today, but often found in old
tomes and records.
Jordic: Language common in northern regions of Netherwind,
often used by dwarves, giants, and mountainfolk.
Sidhe: The language used by ancient elves.
Tylwyth: Spoken by gnomes, goblins, and fey creatures.
Draconic: Ancient tongue of dragonkind. While occasionally
used in arcane writings, true dragons find mortal
pronunciations of this language clumsy and offensive.
Mortals be warned: far from flattering a true dragon, these
creatures are known to devour non-dragons who attempt
speaking draconic in their presence.
Celestial, elemental, and fiendish beings have their own
languages, but these are not used by the people of the continent
except in the most esoteric contexts. Sages, scholars, and
acolytes occasionally use these languages for arcane or religious
tomes, but the magical nature of these languages makes it
difficult for mortal tongues to form them properly
Otherworldly beings from eldritch places communicate in
utterly incomprehensible ways, which mortals can perceive
only through maddening whispers, vivid hallucinations, and
other spasmodic sensations. Though some of these beings do
have their own disturbing speech and writing, no mortal living
in the world can understand or speak these languages without
magical aid.
Calendar
The common calendar in use today was developed by the Faith
of the Sacred Flame in the mid-3rd century. It has 365 days,
twelve months of about thirty days each, and a seven-day week.
The years count from the Martyrdom of Saint Tarna, and the
meteor struck Drakkenheim on 16 Autumntide, Year 1,111.
By default, campaigns set in the world of Drakkenheim begin
roughly fifteen years later on 4 Springtide, Year 1,126.
Holidays and Holy Days
All Hallow’s Eve. Held on the last day of Reaping.
Angelmeet. Held on the first day of Midyear to mark
Saint Tarna’s meeting with the angels. It is traditionally
accompanied by feasting and the giving of gifts.
Tarna’s Wake. This holiday is celebrated during the first and
last week of each year, resulting in a two-weeks of ceremonies,
religious gatherings, and holy rituals held to commemorate
Saint Tarna’s martyrdom.
Stars and Seasons
The seasons across the continent correspond to the seasons of
the northern hemisphere in the real-world Earth, though the
climate becomes more tropical in the southernmost reaches of
the continent.
The people of the continent know they live on a round
planet which orbits a fiery sun, and that their world has several
planetary siblings. A single blue-white moon hovers above
during the night, passing through phases from full to new
moon each month. Legends say that once or twice a few great
mages of the Amethyst Academy have traveled to these places,
but what they found there are the subject of wild stories and
speculation, and seldom fact.
The tyrannical sorcerer-kings named many planets and stars
after themselves during antiquity, and saw their own deeds in
the constellations. In ages since, local traditions have given new
names to some stars. Perhaps the most well-known celestial
object is Tarna’s Comet, which appears every 433 years as a
golden streak in the night sky.
Trade and Currency
If there’s one thing that flows between the nations of the
continent more often than blood, it’s gold. Throughout the cities
and towns of the continent, great guilds have formed around
all areas of industrial and economic production, from bakers,
blacksmiths, and cobblers to tailors, tanners, and wainwrights.
Merchants travel by caravan on land and caravel by sea to
exchange all manner of spices, silks, and luxury goods.
The nations of the continent mint their own coins in gold,
silver, and copper. Trade flourishes through the continent, especially via water around the Middle Sea. The Gazetteer notes the
major imports and exports that flow between each region.
Education
Common folk school their own children, sometimes organizing
informal community groups. Typically, people grow up learning
the trade and profession of their parents — which for the vast
majority of people in rural communities is agriculture. Children
raised in urban areas with guilds and trade organizations can
become an apprentice around the age of ten. From then on,
their education is focused entirely on their craft.
Nobles arrange private tutors for their children. Elyrian lords
often ask a Flamekeeper to teach their children history and
religion. Westemär’s dukes and duchesses ask their court mages
to arrange lessons on geography, philosophy, science, mathematics, and languages, while the master-of-arms schools them in the
arts of war. Caspian princes in particular are known to pay exorbitant sums to have their heirs trained by famous adventurers.
There exist a few secular institutions for higher learning, such as
Altbruke University in Westemär and the Leto College in Caspia,
but most advanced education occurs within monasteries of the
Sacred Flame or the arcane schools of the Amethyst Academy.
Magic
Magic is common currency for nobility, clergy, wealthy
merchants, and adventurers, but not regularly encountered by
most other people on the continent. Everyone is aware that
magic is real and will experience magical effects a few times
throughout their lives, though incredibly few understand its
mysterious workings. Common folk know that if a child shows
signs of magical abilities, it is only a matter of time until the
purple-robed mages of the Amethyst Academy arrive to take
them as a ward.
There was a time when arcane magic users faced extreme
persecution from the Faith of the Sacred Flame, and echoes of
those prejudices remain. Superstitions and misconceptions are
common. People who are not extensively schooled in magical
lore don’t know how to distinguish between the different types
of spellcasters — they are collectively referred to as ”mages.”
When everyday folk encounter a spellcaster who is not
visibly a priest or paladin of the Sacred Flame, they assume
that individual is a mageborn sorcerer performing arcane magic.
If the mage isn’t wearing the purple robes of the Amethyst
Academy, they are often mistrusted. However, apothecaries or
witches sometimes dwell near rural communities or backwater
towns brewing potions, telling fortunes, and treating illnesses
and ailments. These caretakers have the hard-won trust of their
communities thanks to the vital services they provide to others.
More astute individuals can detect the signs of obvious
enchantment or bewitchment. especially tavern owners,
merchants, and the nobility, who interact with mages and magic
more often. Folk in the cities of Caspia, Elyria, and Westemär
are no more (or less) intimidated by a brandished spell than they
are by a brandished sword.
People believe (correctly) that witches, trolls, and faeries live
in the deep forests dragons, giants, and manticores dwell in the
far mountains, and that there are unseen worlds where demons
and evil spirits dwell. They know stories about blood-drinking
vampires, evil warlocks, and the righteous paladins who battle
against them. Just as common folk don’t know the difference
between different types of spellcasters, few can distinguish
between different types of extraplanar and monstrous
creatures. In conversation, it is common to refer to almost any
otherworldly monster as a “demon,” while in fact the monster is
an aberration, monstrosity, or a devil.
While the myths and legends shared amongst common
folk describe otherworlds and faerie realms, the workings
of other planes and dimensions is a topic dimly understood.
Only educated sages and acolytes can identify and distinguish
between such places. Journeys to these realms are the stuff of
heroes and legends.
Crime and Punishment
Throughout the continent, justice exists to serve the interests
of the powerful and protect the wealthy, rather than meting
out what is right and fair. Common folk accused of a crime can
expect swift judgment without much opportunity to plead their
case; criminal trials are the privilege of well-connected and
affluent merchants and nobles. Indeed, many judges, barristers,
and magistrates spend their time arbitrating civil or business
disputes over contracts, small land disputes, and property rather
than criminal actions. Guards and militias exist to keep the
peace in cities, not to investigate crimes. When a dangerous
fugitive remains at large, ruthless brigands stalk the highways,
malfeasant wizards work dark magic, or a rogue monster
threatens a community, local authorities must rely on bounty
hunters, adventurers, or knightly orders.
Common criminals are beaten, flogged, and locked in a pillory
for a few days. Amputation of the hands or tongue is a typical
punishment for thieves and charlatans, while murderers and
worse are executed. Jails are used solely to detain prisoners
awaiting trial or execution, or for political prisoners held as
hostages. While many castles hold gaols and dungeons, the
nations of the continent do not build dedicated prisons for the
mass incarceration of common folk.
Nobles are rarely punished for committing crimes of any sort
against common folk, perhaps paying a small fine or restitution
at most — even for murder. A noble who commits a crime
against another noble will likely face trial, where severe offenses
can see them stripped of their station or exiled, but rarely
executed. However, many avoid punishment through bribes and
political influence.
Magic and the Law
Beyond the stipulations of the Edicts of Lumen, casting
spells and using magic items isn’t illegal in any nation on the
continent. On the other hand, those who use magic to commit
other crimes such as robbery or murder are burned at the stake
or hanged, regardless of the severity of their offense. Depending
on the individual’s status within their respective organizations,
their allies may take extensive steps to cover up their crimes or
find ways to exonerate them.
In high-profile trials between powerful nobles, it is not unheard of for spells such as detect thoughts, zone of truth, and even
suggestion, or even more powerful divination magic to be invoked. However, in such cases, law and custom decree that two
spellcasters are present to ensure impartial use of these magics
— one a mage of the Amethyst Academy, and a Flamekeeper of
the Sacred Fire.
Typical Settlements
Across the continent, the vast majority of people live a rural life
in small villages and farming communities of no more than five
hundred people. Most consist of ten to twenty multigenerational
families. These families work fields, orchards, pastures, ranches,
and stables. Along the major roads between cities, a traveler on
foot will pass through a village like this roughly every hour, and
on a full day of travel one might move through one or two larger
towns of a thousand people or more each day. Travel between
the great cities usually takes a few weeks on foot, however.
Government
Most villages in Caspia, Elyria, and Westemär are led by a burgomaster or reeve who collects taxes and reports to the local baron.
Communities commonly have a small town council who manage
local matters and settle disputes between the common folk.
Religion
Towns with a population of a thousand or more people will have a
Chapel of the Sacred Flame, led by a human Flamekeeper and
a handful of acolytes. The larger towns might have two or three.
Outside Elyria, many towns may have a shrine or two to the old
gods, usually tended by a hermit druid or acolyte. Minor chapels, isolated monasteries, and shrines dot the countryside.
Magic
Amateur apothecaries, hedge-wizards, or witches may dwell
in some remote towns, offering their services as a herbalist,
alchemist, or sage. Typically, such individuals finished their
studies at the Amethyst Academy without distinction, and
returned to their communities to practice magic undisturbed.
Militia
Villages will at best have a few lookouts to keep watch: a
handful of human guards or scouts, led by a veteran acting
as sheriff. Beyond this, most villages will have to muster up a
militia of commoners.
Goods and Services
Most villages will have a tavern or public house, but only larger
towns can support inns and hostels. Nevertheless, along the
major highways folk in most villages are willing to board a few
travelers in exchange for a few coins and bits of gossip.
Each town has a trading post, a blacksmith, and a mill, and
a few other businesses, typically a brewer, butcher, carpenter,
shoemaker, and a tanner or furrier.
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