The World of Lantyr ======================================================================== History ------- The land is a rough and dangerous one teeming with life. It is mountainous with rugged coastlines, many rivers, and varied weather. Only a portion of the land has been tamed; much of it is still wild. The Wilds are probably the greatest challenge offered to the people. Strange, evil, and magical creatures roam the land and offer resistance to any attempt to tame it. Lantyr is a young world by geological standards, but it already holds a rich society. Although few know it, the world was not always populated. It was settled from other worlds by a variety of peoples from many places who brought many customs. War broke out regularly when the world was new and it was not until the formation of the Empire nearly 6000 years ago that life became stable. (I will not reveal from where, when or how the world was settled until a later date). Overland routes can be dangerous, so sea trade and travel is very common. Politics -------- Clans and families dominate the political face of the world. People usually either are born into or serve one of the many Houses that rule the land. Each House has a stronghold and some land. The amount of land and number of servants helps set the base level of power for a House, but political skill can strengthen or weaken such a House. The various cities and towns do not fall under House rule. They are ruled by the Emperor. This keeps trade open and offers positions for people without a House to make a living. The Emperor's word is law, but he does not often get involved in day-to-day politics. The political power struggles take place in the Council of Lords. The Council is structured so that stronger Houses have more power than weaker ones. In general, weaker ones ally themselves with one of the stronger Houses much like the organization of a political party. The 8 strongest families are led by Dukes. The titles of Marquis, Count, and Viscount form the middle ranks. Barons hold the lowest level titles. All titled persons can be addressed as Lord or Lady. In order to climb in rank, one must meet some minimum land and servant requirements, and one must also come up with a sum of money to file the request and register your bloodline. Becoming a Baron is fairly easy, if you can find the land and some fortune. It is also easy to lose a Baronship to misfortune, to the Wilds, or to another hungry House. Several Houses disappear each year. The Emperorship is not a hereditary position. When an Emperor dies or retires, the high-priests of the various temples choose a new one. Emperors have been chosen from all ranks. The temple of Talipene leads the selection process. This is the primary way in which the gods' followers directly influence politics. Races ----- The land is populated by Humans, Dwarves, Elves and Gnomes (with more than a few Half-Elves thrown in). Halflings are generally unheard of. Racial mixing in the towns and cities is very high and racial tensions are pretty low. This does not mean that such tensions are non-existent. There are still deep racial resentments that may influence people, but the ties to House are stronger. Humans are the most populous race. They breed quickly and live short lives. They are found in all aspects of society. Humans make excellent warriors, particularly in cavalry units. They also have a strong talent for magic. Dwarves are miners and metalworkers. They are found everywhere producing goods. They make excellent foot-soldiers. Dwarves do not practice magic. Elves are very long-lived (although their 600 year lifespan is shorter than in many D&D worlds) and so they take a broader view than many humans. They excel in woodcraft and form the backbone of the shipbuilding and seafaring efforts. They make excellent archers, and have a reasonable talent for magic. Gnomes are the least represented of the primary races. They specialize in fine craftwork and are unmatched in the creation of jewelry. They have a talent for trade, and also for magic. In addition to the primary races, there are others adding to the mix. Orcs and Goblins both exist in large numbers in the Wilds. Many fantastic beasts roam wild. Complaints like "We've got another owlbear infestation in the orchard" are not uncommon. Minotaurs live as pirates off the coast and are known to raid the mainland on occasion. They are excellent seamen and strong and brutal warriors. Centaurs are neutral to most politics and merely want their own lands to take care of. They have been known to strike deals with stronger Houses to offer warriors in exchange for being left alone on their land. Magic ----- Magic is commonplace to most people. Mages offer services and devices to everyone--for a price. Rich lords pay mages to renew their anti-dust spells monthly, while even a relatively low-ranking fighter can get his hands on a magic weapon. Magic is common enough that people generally resort to it before trying technical solutions. Only the Dwarves show any practical technical knowledge. There is a mage's guild and all wizards attaining third level are required to register themselves with the guild. To not do so is to be a rogue wizard, who under the emperors' law is to be put to death. In exchange for registration, the guild offers training and access to spells (once again, for a price). Teleportation exists and is commonly used by the rich people who can afford to keep a high-level mage on retainer. Religion -------- Religion flourishes as people look for favors and protection in this dangerous world. My standard pantheon of gods is followed, although their churches may have completely different feels than you might be used to. Soldiers and Rank ----------------- Fighting between the Lords is not uncommon, nor is it illegal. Most Lords keep a standing army of some size for protection. This is not just against each other, but also against creatures from the Wilds. It is amazing how much damage a stray blue dragon can do to an unprepared stronghold. Many people find the climb through the military ranks a sure way to earning good money and enough honor to found their own House. Soldier titles run from Private through Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, and General. Each house usually offers variations on these. Soldiers of Lieutenant rank and above are officers and should be addressed with "Sir". Elite troops are commonly called Knights. Seafarers use a different title scheme. Apprentice Seamen are the lowest, with Seaman, Petty Officer, Commander, Captain, and Admiral being the higher grades. Society ------- Honor is valued by all people in society. To insult another person's honor is to invite a challenge. To give your word of honor is a bond even to a chaotically aligned character (although they may not feel bad if they can break their word and get away with it). Most people end up serving one House or a group of aligned Houses. Some do this directly by swearing fealty to a Lord and hoping to win favor. Merchants often offer lower prices to Houses in exchange for exclusive agreements. Those who do not serve a House directly are referred to as Freemen. People who served a house which has fallen are called The Dispossessed. It is generally considered bad luck to bring these people into your service, but many skirt this issue with temporary work (such as being mercenaries) where they can claim that the person is not in their service. Thieves ------- As with most other aspects of society, the thieves are organized. The guilds want a share of goods, but in exchange offer fencing and training services. The guild sells protection to people, so thieving someone's home is not generally done before checking with the guild first. Many thieves have taken to collecting and selling information. Knowing what various Lords are up to can make a very profitable business. Guilds and Organizations ------------------------ There are many guilds and organizations around the lands. Here are a few. The White Riders is the leading courier's guild. They will get anything from one place to another safely and in a timely fashion. But they are expensive, so many smaller organizations compete with them. Few people challenge a White Rider on a mission. The Red Fang organization is a highly respected/feared group of mercenaries. The Silver Shield is an organization that provides trained bodyguards. In a world rife with assassinations, they get plenty of business. They also have many lesser competitors. There are also bankers, brokers, adventurers-for-hire, shipmakers, and so on. People have a tendency to band together into "companies" to increase business through a good name, train replacements, and so on.