tesral
07-16-2008, 09:20 AM
Welcome to Greyhawke, or as most natives call it, Thindacairull. I do hope you enjoy your stay here, and to ease your way I have prepared this little guide.
In writing this guide I am assuming that the players have some familiarity with role-playing and the D&D system.
Use the contents of my books in preference to any material published by WofC. Any conflict in rules is decided in favor of the listed house rules.
Unless they are familiar with the mechanics of the game, I advise starting players to play a human fighter of their own gender as their first character. Sit back and watch. Involve yourself as you feel comfortable doing so. We are all here for a good time, relax and enjoy the game.
I am not a miser with information that your character should have, but you do not. Feel free to ask questions. I, in turn, will try to keep you informed of what you should know. I will do my best not to let your unfamiliarity with my way of doing things hurt your character.
In spite of its permanent appearance this is a work in progress. If you find something you think should be included, please note it and give it to me. As changes will be made from time to time, remember to refer to this book occasionally.
Lastly, keep in mind that I am human and do make mistakes. I try my best to stay consistent in my judgments, but I can, and have, reversed myself. If this happens, let me know. I will correct myself. I don't believe in the DM vs. the player. I want all of us to have fun and that is the only reason I play this game.
Basic Information
Thindacairull is the fourth planet out from a sun not of our universe. It has two moons. The greater, called Hanbrath or "Big Brother", has an orbit of 28 days. The lessor, called Leiancbrath or "Little Brother", has an orbit of 7 days. The year is 336 days long. Most natives divide it into 12 months of 28 days each. Each day has 24 hours.
Each season of three months (or moons) is named for one of the elements. They are Earth (spring), Fire (summer), Air (fall or the harvest), and Water (winter) which is called the Rains. In most cultures the year starts with spring, or the season of Earth.
The climate is semi-tropical over most of the planet, with small temperate and arctic zones at the poles. Temperatures range from the high 90s in the season of Fire to the low 40s during the Rains. Each season's weather is well described by its name.
Earth is the time of planting when the ground is wet from the Rains. People begin journeys and repair damage to the land and buildings.
Fire is the time of greatest heat, and the least rain. It is also the season of war for those states without a standing army.
Air is the mild season. The harvest comes in and many festivals are held at this time. People finish their travels and seek cover for the Rains to come.
The Rains are just that, near on to three months of fog, drizzle, monsoon, and cold. No one travels that can avoid it and the end of the season is also a time of festival.
Technology runs from early renaissance in the more civilized areas to late iron age in the sticks. There are some anomalies to this pattern, but finding them is part of the fun. Magic is very strong, often replacing technology; for example, artificial light is common in the great cities, but of magical origin rather than electrical. There are many centers of culture and the arts are well cared for in most large cities. Medicine, printing, and scientific farming are some of those arts that are practiced in the great centers. This is not to say all the world is entirely safe. For every mighty city there are five pockets of dark superstition, and three or four decadent decaying empires, all for your enjoyment.
The World abounds with sentient life. Race refers to your species, not the color of your skin. Humans, Elves, Dwarves, Hobbits, Avians, Centaurs and more rub shoulders in the towns and cities, more or less at peace. This is not to say that bigots do not exist, but they are not common. A good rule is; the larger the town, the more cosmopolitan. The number of different cultures is vast. Almost any character idea can be accommodated.
What follows is a few general bits of information that will be helpful in gaining the flavor of the place. Each culture will have its own take on any one of these items, but I am not trying for an historical recreation. That said, it is a role-playing game and certain terms and ideas will help one get into the mood.
The Quality of Life
In the traditional heroic fantasy life is medieval Europe, with all the mud and grime scraped off. I will endeavor to put some the mud and grime back on, but with the affect of magic taken into account.
Most people work very hard. The majority of people on Greyhawke are farmers of some kind. While sensible methods of farming are known and used, power is still supplied by wind, water, animals, and your back. Crop yields are low by today's standard. Many more people are required to work the land to feed the population.
Most people do not have all they want to eat. They have enough, but no more, and sometimes they have less. Only the very rich have all the food they want, and in hard times even the rich tighten their belts.
Even so, the effects of magic are felt. The presence of Clerics means that the crushing famines and plagues that devastated Europe in the 13th century are impossible. Clerical magic will save the crops, and cure the plagues. Do anything less and the remaining people will have different gods next year.
Life is pre-industrial. This means that ready made goods are rare. Everything from the bit of lace on m'lady's dress to the shovel in the hands of a slave are made one at a time, by hand.
Clothing is a luxury. It takes a family of four an entire year to spin enough thread to weave the cloth for one shirt. Those wealthy enough to own spinning wheels can work a little faster. As a result most people have one outfit. If they saved their money or bought used clothes they might have two. The rag man and used clothing seller are important businessmen. The limiter is not how well you sew, but how quickly the thread can be spun. Only the rich have a variety of clothing.
People do not travel. Doubtless everyone has heard the old saw that "Most people never traveled more than twenty miles from the place they were born". It is true. Most people didn't, and that tends to be the rule on Greyhawke as well.
Magical forms of travel are expensive and rare. Boats, animal power, and feet are the way travel is done, mostly by foot. Few places have roads worthy of the name.
People are parochial. Strangers will be viewed with suspicion in places that seldom see strangers. Rumors will abound about other nations and people that have never been seen. Such rumors will bear little resemblance to the truth. The maps of our world created before anyone had seen the world are good examples. "Here be dragons." It is less a statement of actual dragons than admitting that "We don't know". Nations of people with their faces in their chest, wolf people, Prester John, and so forth. The world was populated with ignorance.
Greyhawke is, for the most part, an armed society and as such is a polite one. A rude son-of-a-dog doesn't live long. In even the most civilized cultures, an insult will be discharged with blood. Honor is a person's one true claim to respect, and the poorest wretch will defend it to the last breath.
Money
Money is a subject near and dear to the heart of every adventurer. What is money? What will it buy? Much more than you might think is the answer. One needs to rethink their idea of money to get into the feeling of heroic fantasy.
Fantasy adventure conjures up hoards of gold and piles of gems. While such treasures can be found, the common form of money is far more mundane. Most games give the general impression that one Gold Piece equals a dollar in buying power. At least in this game it is closer to fifty dollars in buying power. The prices are not what you might expect. That which we consider common due to the influence of mass manufacturing is rare and expensive. Those items that are considered quaint and rare can be commonplace and cheap. Not everything follows this rule, but it is a good rule to consider.
In Chapter Six we will detail money and exactly what it will buy. Right now we want the basics.
Money is coins. No paper, no checks, no plastic. Money is the hard metal stuff and if you have 1000 gold you have 1000 gold disks you need to protect and/or transport. The names will vary from place to place but the following coin standards exist in my world.
The general exchange rate is five copper to the silver, ten silver to the gold. Remember, "five and dime".
Copper: The common man's money. One Copper Piece is about a dollar in buying power. That means most places will have fractional copper coins. From the "Cash" of Domain worth 1/100th of a copper coin to the Eyrian fractional "Marks". The common Eyrian saying of "A quid and a lineage will get you a pint" indicates the value of the copper coin. A "quid" or an Eyrian quarter copper coin will get a pint of cheap beer.
Silver. The silver coin is a tradesman's day wage. While the common laborer will get three copper, about three dollars, the tradesman gets five. Silver is the coin of most trades, be it called the Noble, the Shilling, or the Mark. Silver in the pocket is security.
Gold: What every adventurer wants. Remember that a single gold coin has the buying power of fifty dollars, of the 1940 not 2000. A gold piece will buy a decent suit of clothing, nothing fancy, but it will do to be presentable in the temple or the exchange.
The Stratified Society
There are few, if any, democrats in Greyhawke's societies. People are satisfied with the social order. This does not mean that people do not seek social advancement, but they will do so from within the framework of the society.
Most societies on Greyhawke can be broken down into the following general classes:
Royals:This refers to the King and his family. These are usually the people in charge. How much power a King really has varies from place to place. It can be anything from total power over the very lives of his subjects, to a mere puppet of the nobility or the church.
Terms of Address: Usually Your Majesty whether itbe a King or a queen. Your Highness is reserved for the children of the royals.
A word on the royal "we". Only the most pretentious Kings will use this in day to day speech. By custom a King is considered his country. When the King is speaking for the country it is proper that he speak as "we" as he means everyone in the that nation. The King that uses such a form of address in the third person on a personal level is laughed at behind his back.
Nobles: Traditionally the King's retainers. In many lands the nobles are literal servants of the King and proud to hold the post. In each case they are considered slightly less important than the royal family. Should a dynasty fall, it is among the nobles that the next royal will be found.
This often places the nobles in a delicate and dangerous position. Being next in line for the throne in a situation where the King and his family are frequently plotted against is a delicate position, even if said noble is a dedicated retainer.
With power comes responsibility. While the Nobles are certainly powerful they have responsibility to match.
Terms of Address:Lord or Lady followed by the name. In some lands the noble is styled by his title. The Earl of Chestnut would be called "Chestnut" by his peers. M'lord or M'lady is proper only if they are indeed your lord. It is not used with the name; "M'lord, diner is served." not "M'lord Bill, dinner is served."
Knights: Knights are not nobles, although many nobles are also knights. They tend to get lumped with the noble class. Properly, a knight is a warrior that has been recognized as someone special by the King or even the proper noble. In practice, this can be literally true or not depending on the Kingdom. A knighthood can be a stepping stone to the nobility.
Terms of Address:Sir or Dame. Some places do not use the feminine "Dame", and uses "Sir", man or woman. The Sir comes after any titles. The person might have, but before their name, "Captain Sir Isaac Blowhard". Nobles will have the knighthood mentioned after their name, "Lord Salsberry, Knight Order of the Beef."
The Clergy: Priests are an interesting problem. Depending on the circumstances they could be considered as slightly less important than tradesmen, or they could be the ruling class. The more religions present, the less important the priests of any given religion will be. If there is only one religion in the land it is because the one religion has considerable political power. In any case, Priests are generally respected.
Terms of Address: Titles will vary widely. Any Priest will accept "Your Worship" from those that don't know the proper form of Address. Gods are called "Your Holiness", or the Most High and Holy or anything they want to be called. Yes, it does come up.
The Gentry: The Gentry are landowners. Less than nobles but they will consider themselves better than anyone else by virtue of their landowning.
This does not translate into cash wealth. It is possible to be land rich and cash poor. However, being land rich can improve your cash flow if you use it wisely.
Rich Gentry are usually looking to break into the peerage, or nobility. This can be done several ways depending on where they are. The two most traditional are marriage and grant.
Grant is straight forward. You do the King a good turn, and he makes you a noble. Done deal.
Marriage is a little more involved. Often the noble lifestyle drains the pocket of money. Noble families can find themselves with title and lands, but no money. The solution is to go shopping among the rich non-nobles for a fortune, and marry into it. As most Gentry are usually shopping for a title, this generally works out.
Terms of Address: "Goodman" or "Goodwoman" (rarely Goodwife) This address can generally be used to any non-noble with whom you are not familiar.
Tradesmen: These are those practice a profession. Tradesmen would include anyone that makes things or provides a service for a living rather than farming. Magicians and Healers fall into this category, but they are generally given more respect for the power they wield by those that socially outrank them.
Terms of Address: Generally anything you would call the gentry. "Apprentice", "Journeyman", and "Master" by the trade. In most cases the trade title is not used except for Masters. A Journeyman blacksmith is "Goodman Jones". When he makes master it is then "Master Jones".
Magicians are usually given appellations, "Adept" being the most common, "Bob the Adept". Magicians are not considered Wizards unless they can cast 9th level spells. "Mage" or "Magi" is generally like a knighthood, an awarded title. Among most magician societies it is recognition for adding to the body of magic knowledge.
Only a truly pretentious magician calls themselves an "Arch Mage". That's a title that you get when other people call you one.
Yeoman & Peasants: The salt of the earth. These are tenant farmers. They comprise the majority of all populations. These are the people that work the land.
Yeomen are not Serfs. Serfs are little more than slaves and have few rights. A Yeoman has specific rights. Although where he lives can greatly affect what rights the Yeoman has. In some lands he is a serf, in others an equal to the Gentry but without land.
Terms of Address: The same address as you would use for Gentry if you are polite. "Hey you", if you are not.
Slaves: The lowest of the low. Even the worst starving, beaten, muck-digging serf can look down on slaves. The practice of slavery varies widely. In some lands the slave has rights, even though he is owned. In other lands a slave can be killed if his owner got up on the wrong side of the bed. The common condition of the slave is ownership by another man.
Next: Human cultures.
In writing this guide I am assuming that the players have some familiarity with role-playing and the D&D system.
Use the contents of my books in preference to any material published by WofC. Any conflict in rules is decided in favor of the listed house rules.
Unless they are familiar with the mechanics of the game, I advise starting players to play a human fighter of their own gender as their first character. Sit back and watch. Involve yourself as you feel comfortable doing so. We are all here for a good time, relax and enjoy the game.
I am not a miser with information that your character should have, but you do not. Feel free to ask questions. I, in turn, will try to keep you informed of what you should know. I will do my best not to let your unfamiliarity with my way of doing things hurt your character.
In spite of its permanent appearance this is a work in progress. If you find something you think should be included, please note it and give it to me. As changes will be made from time to time, remember to refer to this book occasionally.
Lastly, keep in mind that I am human and do make mistakes. I try my best to stay consistent in my judgments, but I can, and have, reversed myself. If this happens, let me know. I will correct myself. I don't believe in the DM vs. the player. I want all of us to have fun and that is the only reason I play this game.
Basic Information
Thindacairull is the fourth planet out from a sun not of our universe. It has two moons. The greater, called Hanbrath or "Big Brother", has an orbit of 28 days. The lessor, called Leiancbrath or "Little Brother", has an orbit of 7 days. The year is 336 days long. Most natives divide it into 12 months of 28 days each. Each day has 24 hours.
Each season of three months (or moons) is named for one of the elements. They are Earth (spring), Fire (summer), Air (fall or the harvest), and Water (winter) which is called the Rains. In most cultures the year starts with spring, or the season of Earth.
The climate is semi-tropical over most of the planet, with small temperate and arctic zones at the poles. Temperatures range from the high 90s in the season of Fire to the low 40s during the Rains. Each season's weather is well described by its name.
Earth is the time of planting when the ground is wet from the Rains. People begin journeys and repair damage to the land and buildings.
Fire is the time of greatest heat, and the least rain. It is also the season of war for those states without a standing army.
Air is the mild season. The harvest comes in and many festivals are held at this time. People finish their travels and seek cover for the Rains to come.
The Rains are just that, near on to three months of fog, drizzle, monsoon, and cold. No one travels that can avoid it and the end of the season is also a time of festival.
Technology runs from early renaissance in the more civilized areas to late iron age in the sticks. There are some anomalies to this pattern, but finding them is part of the fun. Magic is very strong, often replacing technology; for example, artificial light is common in the great cities, but of magical origin rather than electrical. There are many centers of culture and the arts are well cared for in most large cities. Medicine, printing, and scientific farming are some of those arts that are practiced in the great centers. This is not to say all the world is entirely safe. For every mighty city there are five pockets of dark superstition, and three or four decadent decaying empires, all for your enjoyment.
The World abounds with sentient life. Race refers to your species, not the color of your skin. Humans, Elves, Dwarves, Hobbits, Avians, Centaurs and more rub shoulders in the towns and cities, more or less at peace. This is not to say that bigots do not exist, but they are not common. A good rule is; the larger the town, the more cosmopolitan. The number of different cultures is vast. Almost any character idea can be accommodated.
What follows is a few general bits of information that will be helpful in gaining the flavor of the place. Each culture will have its own take on any one of these items, but I am not trying for an historical recreation. That said, it is a role-playing game and certain terms and ideas will help one get into the mood.
The Quality of Life
In the traditional heroic fantasy life is medieval Europe, with all the mud and grime scraped off. I will endeavor to put some the mud and grime back on, but with the affect of magic taken into account.
Most people work very hard. The majority of people on Greyhawke are farmers of some kind. While sensible methods of farming are known and used, power is still supplied by wind, water, animals, and your back. Crop yields are low by today's standard. Many more people are required to work the land to feed the population.
Most people do not have all they want to eat. They have enough, but no more, and sometimes they have less. Only the very rich have all the food they want, and in hard times even the rich tighten their belts.
Even so, the effects of magic are felt. The presence of Clerics means that the crushing famines and plagues that devastated Europe in the 13th century are impossible. Clerical magic will save the crops, and cure the plagues. Do anything less and the remaining people will have different gods next year.
Life is pre-industrial. This means that ready made goods are rare. Everything from the bit of lace on m'lady's dress to the shovel in the hands of a slave are made one at a time, by hand.
Clothing is a luxury. It takes a family of four an entire year to spin enough thread to weave the cloth for one shirt. Those wealthy enough to own spinning wheels can work a little faster. As a result most people have one outfit. If they saved their money or bought used clothes they might have two. The rag man and used clothing seller are important businessmen. The limiter is not how well you sew, but how quickly the thread can be spun. Only the rich have a variety of clothing.
People do not travel. Doubtless everyone has heard the old saw that "Most people never traveled more than twenty miles from the place they were born". It is true. Most people didn't, and that tends to be the rule on Greyhawke as well.
Magical forms of travel are expensive and rare. Boats, animal power, and feet are the way travel is done, mostly by foot. Few places have roads worthy of the name.
People are parochial. Strangers will be viewed with suspicion in places that seldom see strangers. Rumors will abound about other nations and people that have never been seen. Such rumors will bear little resemblance to the truth. The maps of our world created before anyone had seen the world are good examples. "Here be dragons." It is less a statement of actual dragons than admitting that "We don't know". Nations of people with their faces in their chest, wolf people, Prester John, and so forth. The world was populated with ignorance.
Greyhawke is, for the most part, an armed society and as such is a polite one. A rude son-of-a-dog doesn't live long. In even the most civilized cultures, an insult will be discharged with blood. Honor is a person's one true claim to respect, and the poorest wretch will defend it to the last breath.
Money
Money is a subject near and dear to the heart of every adventurer. What is money? What will it buy? Much more than you might think is the answer. One needs to rethink their idea of money to get into the feeling of heroic fantasy.
Fantasy adventure conjures up hoards of gold and piles of gems. While such treasures can be found, the common form of money is far more mundane. Most games give the general impression that one Gold Piece equals a dollar in buying power. At least in this game it is closer to fifty dollars in buying power. The prices are not what you might expect. That which we consider common due to the influence of mass manufacturing is rare and expensive. Those items that are considered quaint and rare can be commonplace and cheap. Not everything follows this rule, but it is a good rule to consider.
In Chapter Six we will detail money and exactly what it will buy. Right now we want the basics.
Money is coins. No paper, no checks, no plastic. Money is the hard metal stuff and if you have 1000 gold you have 1000 gold disks you need to protect and/or transport. The names will vary from place to place but the following coin standards exist in my world.
The general exchange rate is five copper to the silver, ten silver to the gold. Remember, "five and dime".
Copper: The common man's money. One Copper Piece is about a dollar in buying power. That means most places will have fractional copper coins. From the "Cash" of Domain worth 1/100th of a copper coin to the Eyrian fractional "Marks". The common Eyrian saying of "A quid and a lineage will get you a pint" indicates the value of the copper coin. A "quid" or an Eyrian quarter copper coin will get a pint of cheap beer.
Silver. The silver coin is a tradesman's day wage. While the common laborer will get three copper, about three dollars, the tradesman gets five. Silver is the coin of most trades, be it called the Noble, the Shilling, or the Mark. Silver in the pocket is security.
Gold: What every adventurer wants. Remember that a single gold coin has the buying power of fifty dollars, of the 1940 not 2000. A gold piece will buy a decent suit of clothing, nothing fancy, but it will do to be presentable in the temple or the exchange.
The Stratified Society
There are few, if any, democrats in Greyhawke's societies. People are satisfied with the social order. This does not mean that people do not seek social advancement, but they will do so from within the framework of the society.
Most societies on Greyhawke can be broken down into the following general classes:
Royals:This refers to the King and his family. These are usually the people in charge. How much power a King really has varies from place to place. It can be anything from total power over the very lives of his subjects, to a mere puppet of the nobility or the church.
Terms of Address: Usually Your Majesty whether itbe a King or a queen. Your Highness is reserved for the children of the royals.
A word on the royal "we". Only the most pretentious Kings will use this in day to day speech. By custom a King is considered his country. When the King is speaking for the country it is proper that he speak as "we" as he means everyone in the that nation. The King that uses such a form of address in the third person on a personal level is laughed at behind his back.
Nobles: Traditionally the King's retainers. In many lands the nobles are literal servants of the King and proud to hold the post. In each case they are considered slightly less important than the royal family. Should a dynasty fall, it is among the nobles that the next royal will be found.
This often places the nobles in a delicate and dangerous position. Being next in line for the throne in a situation where the King and his family are frequently plotted against is a delicate position, even if said noble is a dedicated retainer.
With power comes responsibility. While the Nobles are certainly powerful they have responsibility to match.
Terms of Address:Lord or Lady followed by the name. In some lands the noble is styled by his title. The Earl of Chestnut would be called "Chestnut" by his peers. M'lord or M'lady is proper only if they are indeed your lord. It is not used with the name; "M'lord, diner is served." not "M'lord Bill, dinner is served."
Knights: Knights are not nobles, although many nobles are also knights. They tend to get lumped with the noble class. Properly, a knight is a warrior that has been recognized as someone special by the King or even the proper noble. In practice, this can be literally true or not depending on the Kingdom. A knighthood can be a stepping stone to the nobility.
Terms of Address:Sir or Dame. Some places do not use the feminine "Dame", and uses "Sir", man or woman. The Sir comes after any titles. The person might have, but before their name, "Captain Sir Isaac Blowhard". Nobles will have the knighthood mentioned after their name, "Lord Salsberry, Knight Order of the Beef."
The Clergy: Priests are an interesting problem. Depending on the circumstances they could be considered as slightly less important than tradesmen, or they could be the ruling class. The more religions present, the less important the priests of any given religion will be. If there is only one religion in the land it is because the one religion has considerable political power. In any case, Priests are generally respected.
Terms of Address: Titles will vary widely. Any Priest will accept "Your Worship" from those that don't know the proper form of Address. Gods are called "Your Holiness", or the Most High and Holy or anything they want to be called. Yes, it does come up.
The Gentry: The Gentry are landowners. Less than nobles but they will consider themselves better than anyone else by virtue of their landowning.
This does not translate into cash wealth. It is possible to be land rich and cash poor. However, being land rich can improve your cash flow if you use it wisely.
Rich Gentry are usually looking to break into the peerage, or nobility. This can be done several ways depending on where they are. The two most traditional are marriage and grant.
Grant is straight forward. You do the King a good turn, and he makes you a noble. Done deal.
Marriage is a little more involved. Often the noble lifestyle drains the pocket of money. Noble families can find themselves with title and lands, but no money. The solution is to go shopping among the rich non-nobles for a fortune, and marry into it. As most Gentry are usually shopping for a title, this generally works out.
Terms of Address: "Goodman" or "Goodwoman" (rarely Goodwife) This address can generally be used to any non-noble with whom you are not familiar.
Tradesmen: These are those practice a profession. Tradesmen would include anyone that makes things or provides a service for a living rather than farming. Magicians and Healers fall into this category, but they are generally given more respect for the power they wield by those that socially outrank them.
Terms of Address: Generally anything you would call the gentry. "Apprentice", "Journeyman", and "Master" by the trade. In most cases the trade title is not used except for Masters. A Journeyman blacksmith is "Goodman Jones". When he makes master it is then "Master Jones".
Magicians are usually given appellations, "Adept" being the most common, "Bob the Adept". Magicians are not considered Wizards unless they can cast 9th level spells. "Mage" or "Magi" is generally like a knighthood, an awarded title. Among most magician societies it is recognition for adding to the body of magic knowledge.
Only a truly pretentious magician calls themselves an "Arch Mage". That's a title that you get when other people call you one.
Yeoman & Peasants: The salt of the earth. These are tenant farmers. They comprise the majority of all populations. These are the people that work the land.
Yeomen are not Serfs. Serfs are little more than slaves and have few rights. A Yeoman has specific rights. Although where he lives can greatly affect what rights the Yeoman has. In some lands he is a serf, in others an equal to the Gentry but without land.
Terms of Address: The same address as you would use for Gentry if you are polite. "Hey you", if you are not.
Slaves: The lowest of the low. Even the worst starving, beaten, muck-digging serf can look down on slaves. The practice of slavery varies widely. In some lands the slave has rights, even though he is owned. In other lands a slave can be killed if his owner got up on the wrong side of the bed. The common condition of the slave is ownership by another man.
Next: Human cultures.