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Everyday Life

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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