World

Ah Aerth. In merry ol' Angland, King Ithwyrd lies old and feeble on his bed in Lyndon-Upon-Tems. Despite this all is well. The succession is assured and the land prospers. But something is coming that has not been seen since before the fall of the last dragon for it is... the season of the mist.

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Mint
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World

Post Sat Mar 07, 2015 12:15 am

This is the World reference thread. Sort of like an almanac. This thread is for providing you with information about the world your characters are playing in. Please refer to it as needed. Thanks. :D
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Map of Aerth

Post Sat Mar 07, 2015 1:00 am

Map of Aerth with Angland and Lyndon-Upon-Tems
Aerth01.jpg
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Time

Post Sat Mar 07, 2015 1:04 am

1 Year = 12 Months = 48 Weeks = 336 Days = 365.25 Earth Days
1 Month = 4 Weeks = 28 Days = 30.44 Earth Days
1 Week = 7 Days = 7.61 Earth Days

1 Day = 24 Hours = 26.1 Earth Hours
1 Hour = 60 Minutes = 65.22 Earth Minutes
1 Minute = 60 Seconds = 65.22 Earth Seconds
1 Aerth Second = 1.087 Earth Seconds
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Coins

Post Sat Mar 07, 2015 1:10 am

Coins are:
1" in diameter, 1/10" thick
1 coin = 1 ounce = 1/16th of a pound

1 Brass = 1/10th of 1 Copper = $1 (Farthing)
1 Copper = 1 hour of work for a common laborer = $10 (Pence)
1 Silver = 10 Coppers = 1 day of work for a common laborer = $100 (Shilling)
1 Gold = 20 Silvers = 1 month of work for a common laborer = $2,000 (Crown)
1 Platinum = 12 Gold = 1 year of work for a common laborer = $24,000 (Sovereign)

Note: These values are approximate and subject to the pressures of the economy. Nevertheless they do provide a more or less accurate idea of the value of a coin.
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Seasons

Post Sat Mar 07, 2015 4:09 pm

Spring: 1 March - 28 April (Two Months) (30 - 60 deg. F) (Rain - 25% chance per day)

Summer: 1 May - 28 August (Four Months) (60 - 90 deg. F) (Rain - 20% chance per day)

Autumn: 1 September - 28 October (Two Months) (30 - 60 deg. F) (Rain - 25% chance per day)

Winter: 1 November - 28 February (Four Months) (0 - 30 deg. F) (Snow - 33% chance per day)

Note: These stats are generalized and given because it is assumed that any living sentient has learned by the time they're ready to leave home more or less what to expect of the weather in any normal year.
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Flora and Fauna

Post Sat Mar 07, 2015 4:18 pm

The ordinary flora and fauna of Aerth are pretty much what you would expect to find in Europe. This does not include anything that might be considered a "monster" in the generic rpg sense of the word.
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Sizes of Places

Post Sat Mar 07, 2015 4:43 pm

Thorp: 20 - 80
Hamlet: 100 - 400
Village: 600 - 900
Town: 1,500 - 6,500
City: 10,000 - 60,000

Notes: These populations are fairly typical for the high middle ages. 85% - 90% of a country's population was agrarian. Lyndon-Upon-Tems, as capital of Angland, is a large city of around 40,000 people while Caerton is a town of around 5,000.
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The Gods

Post Sun Mar 08, 2015 8:24 am

Aeiou - The one who began time and created all that is. The Greater Gods and Goddesses sprang from Aeiou and were given the task of giving shape and ruling over what had been created. Aeiou also created the PC races giving them alone of all things on Aerth the gift of sentience.

The Greater Gods
Ei - The god of fire.
Io - The god of air
Ou - The goddess of water
Ua - The goddess of earth

The Lesser Gods
These gods are divided into four categories and serve one of the greater gods. Many times they work in concert where their areas of responsibility overlap.

The Cast Out:
Ae - The former god of spirit. Task was to guide the sentient races however Ae instead formed sentient races (the "monster" races) in despite of Aeiou and was cast out. The only evil greater god. Most of the lesser gods who served him are now with Aeiou however a few have chosen to be cast out alongside this god.
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Races and Lands

Post Sun Mar 08, 2015 11:56 am

Humans make up around 66% of the population of Aerth and typically live in coastal and plains areas. Human lands are: Scandenland, Angland, Yiren, The Saexen Wood, Laeon, and Meylond.

Elves make up around 10% of the population of Aerth and nearly always live in forests. The elven homeland is Avelyon.

Dwarves make up around 10% of the population of Aerth and live mostly inside mountains. Dwarvenholme is where most dwarves live.

Halflings live in quiet rolling country and make up about 5% of the population of Aerth. Halflings have their own homeland on Kenten.

Gnomes live mostly inside of hills. They make up about 5% of Aerth's population. The Gnomes can be found mainly on Gwyln.

All the other player character races together make up about 4% of Aerth's population and can be found usually only in their preferred habitats. It is only the very rarely that a member of one of these chooses to live a life outside their homeland. No party should have more than one of these.

The Old Wraithen Empire the ancient home of man but became so corrupt that the gods laid it waste. Today it is a rumored to be a desolate place of ghosts and ruins.

Gothrak is inhabited by the Orc tribes .
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Banks

Post Mon Mar 09, 2015 11:50 am

The financial and banking system is very rudimentary.

Usery is definitely a no no.

Profits and loans and taxation and other things like that are strictly regulated.

Generally the money people pay to the church is 10% of their gross income. Everyone pays this as everyone knows that there is, for sure, an afterlife in this world and prefer to be on the good side of the gods when it comes time to decide whether they'll be spending the afterlife in paradise or as the extra-crispy entrée for the evil gods in that other place.

Because it is considered impious to charge more than the church does the cap on taxation is set at 9%.

Profit, defined here as money made free and clear above expenses incurred to make a product, is not allowed to rise above 5%.

Due to past excesses banks were held in contempt and with suspicion. Things happened to their proprietors (involving mobs, pitchforks, torchlight processions, and lit bonfires with stakes adorned by said owners, marshmallows on sticks were optional). Needless to say the Banks got the message - eventually.

There is no branch banking.

Banks exist only to store valuables in (like a vault in a hotel). For this service banks charge 1% of the value stored - per month.
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