Moonshire - Campaign Details

1.1 Character Classes

Any of the standard character classes for a medieval roleplaying game are allowed, like,

Barbarian - Fierce warriors from untamed lands, mastering primal rage in battle.

Bard - Charismatic performers and lorekeepers, wielding music and magic to inspire allies and befuddle foes.

Cleric - Devoted servants of gods, channeling divine power to heal the wounded and smite the wicked.

Druid - Guardians of nature, shapeshifting and communing with the wild to protect the balance of the world.

Fighter - Versatile warriors skilled in a variety of combat techniques and weapon mastery.

Monk - Disciplined martial artists who harness inner strength and agility to achieve extraordinary feats.

Paladin - Champions of justice and righteousness, wielding holy power to vanquish evil and defend the innocent.

Ranger - Masters of the wilderness, tracking prey and wielding bow and blade to protect the natural world.

Rogue - Cunning and stealthy thieves, using deception and guile to outmaneuver enemies and acquire riches.

Sorcerer - Innately magical beings, born with sorcerous power coursing through their veins.

Wizard - Scholars of arcane knowledge, mastering spells and crafting magical wonders through rigorous study and practice.

 

1.2 Races

Any of the standard races for a medieval roleplaying game are allowed, like,

Dwarf - Stout and hardy, dwarves are skilled craftsmen and fierce warriors with a deep reverence for tradition and honor. Known for their resilience and expertise in mining and smithing, they value loyalty and family above all else, forging strong bonds with their kin and allies. Despite their gruff exterior, dwarves possess a strong sense of camaraderie and a love for hearty feasts and good ale.

Elf - Graceful and mysterious, elves are beings of unearthly beauty and ancient wisdom. In tune with the rhythms of nature, they are masters of archery and magic, possessing a deep connection to the forests and the stars. Elves are long-lived and contemplative, often pursuing art, music, and scholarly pursuits with a passion that spans centuries. Though they are slow to trust outsiders, elves are fiercely protective of their homeland and traditions.

Gnome - Curious and inventive, gnomes are tinkerers and pranksters with a love for exploration and discovery. Known for their eccentricity and boundless enthusiasm, they delight in crafting intricate gadgets and contraptions, often incorporating clockwork and alchemy into their creations. Gnomes have a whimsical sense of humor and an insatiable curiosity about the world, making them both entertaining companions and formidable allies in times of need.

Halfling - Cheerful and resourceful, halflings are jovial folk with a knack for finding joy in life's simple pleasures. Despite their diminutive stature, they possess a fierce bravery and a talent for stealth, making them adept thieves and agile adventurers. Halflings value friendship and community above all else, forming tight-knit bonds with their kin and neighbors and sharing in each other's triumphs and tribulations.

Half-Elf - Bridging the divide between humans and elves, half-elves possess the grace and beauty of their elven heritage, combined with the adaptability and ambition of their human ancestry. Often torn between two worlds, they are skilled diplomats and wanderers, navigating the complexities of both human and elven societies with ease. Half-elves are known for their versatility and charisma, forging their own path in a world that often sees them as outsiders.

Half-Orc - Strong and resilient, half-orcs are the product of human and orcish unions, possessing the raw power and ferocity of their orcish kin tempered by the cunning and intelligence of their human lineage. Often misunderstood and mistrusted, they struggle to find acceptance in a world that sees them as brutish and savage. Despite the prejudices they face, half-orcs are fiercely loyal to those they consider family and possess a deep inner strength that allows them to overcome adversity.

Human - Versatile and ambitious, humans are the most widespread and adaptable of all the races, inhabiting every corner of the world and thriving in diverse cultures and civilizations. Known for their ingenuity and resilience, humans possess a boundless capacity for innovation and progress, shaping the world with their art, science, and enterprise. Though they may lack the longevity of other races, humans make up for it with their tenacity and determination, leaving an indelible mark on history wherever they go.

 

1.3 Nobility

The following titles of Nobility are present in the campaign world:

1. Local Landlord - Low nobility - Usually deals with local politics in a town or small part of a city like deciding on the farmers field content, repairing and constructing homes, etc. This rank can also be bought
2. Landlord - Low nobility - Usually deals with local politics. This rank can also be bought
3. Baron - Low nobility - Deals with different guilds, armouries, supplies and some politics through the lands
4. Viscount - Nobility - Owns a keep, specified in overseeing larger areas of lands like forests, etc.
5. Count - Nobility - Deals with politics in a city or multiple towns
6. Marquis - Nobility - Deals with politics among multiple cities
7. Duke - High nobility - Deals with politics in a large area of land
8. Grand Duke - High nobiilty - - Deals with politics in a large area of land. Has the end decision over the dukes
9. Prince/ Princess - High nobility - Leads the nobility, makes critical decisions. One can only acquire this rank by birth, or by conquering a country.

Nobility has rights like being addressed in a respecful way (sir or lord, depending on the rank) or asking people to do a reasonable favour for them (a small favour if the noble title is low) and also has duties like for example be present during voting in the town hall between all the officials and councillors. Insulting a noble or refusing to do what the noble says can result in imprisonment or paying a fine, with some of the money being given to the noble as compensation. Not addressing a noble properly can result in a verbal reprimand, but usually not a fine, unless the noble is high ranking

Nobles have duties depending on the noble's rank. Nobles need to vote, need to attend mandatory meetings and crisis situations, may be asked to attend certain receptions, and so on.

Some ranks of nobility can actually be bought, like Local Landlord and Landlord. An official request would need to be made and the state is often not easy on this, usually asking a large sum of trust money to be paid.

Notice that some other functions in society can count as a Local Landlord, Landlord or even a Baron, and can make voting decisions as such. For example an army general or councillor of state is often considered a local landlord and a high ranking knight of the circle can even be a landlord or baron.

 

1.4 Magic

All mages and priests are mandatory to wear colours of one certain robe depending on their worldview (alignment),

In this world, the symbolism of robes extends beyond mere attire; it serves as a visible manifestation of one's alignment and allegiance. Mages and priests, practitioners of magic and divine power, are required to don robes of specific colors corresponding to their worldview or alignment.

Those who adhere to principles of goodness and righteousness are clad in pristine white robes, signifying purity of heart and devotion to noble causes. These white-robed mages and priests are revered as beacons of light and hope, embodying the ideals of compassion, justice, and selflessness.

For those who walk the path of neutrality, not committing to good or evil, but mainly to themselves & close relationships, their robes are dyed in a striking hue of red, symbolizing balance and impartiality. These red-robed individuals navigate the complexities of morality with a steady hand, seeking to maintain equilibrium amidst the chaos of the world.

Conversely, practitioners who research and embrace the more dark arts are cloaked in ominous black robes, emblematic of their sinister intentions and allegiance to evil forces. Clad in these black vestments, these mages and priests wield power which, for a larger part, comes from lower or negative magic. Yet, the council inspires black robed mages to use these powers to help and protect the community.

This strict adherence to robe color serves not only as a visual cue for others to discern one's alignment but also reinforces the societal norms and expectations associated with each worldview. Whether bathed in the radiance of white, the neutrality of red, or the shadowy depths of black, the robes worn by mages and priests are a reflection of the moral compass guiding their actions in a world beset by light and darkness.

Summarized, it is like this,

  • White robes - 'Good magic', most of the spells one can do, but healing and life based spells are specifically positive energy, and thus white robed
  • Red robes - Neutrality, most spells one can do, but spells like illusion, protection magic, wards and detection magic should be somewhat stronger than with the other robes
  • Black robes - 'Evil magic', most of the spells one can do, but necromancy or spells to cause wounds are specifically negative energy, and thus black robed

    Mages that do now want to don any robe are considered 'grey robed' and can be arrested or even hunted down

    Spell use should be ethical and in accordance with the robe colours. For example a white robed mage should not cast a spell with an effect that drains life, cause weakness, direct blindness or forgetfulness. Similarly a white robed priest should not cast priest spells that 'cause wounds', poison, disease, or any effect similar to that. He should rather focus on casting ones that 'cure wounds'.

    A mage can research any spell he discovers, or a priest can pray for any spell from his god, but when doing any spell opposed to their robe colour will effectively make them 'grey robed spellcasters'. If someone ever would notice this, it could jeopardize the spellcaster as there are punishments for this.

    Also note that for priests, there are spells that their deity may not support as well. For example Michakal, the Goddess of Healing, will not support any priest praying for a 'cause wounds' spell as this is contrary to her nature.

    Priests can pray in temples, shrines, parthenons, cathedrals etc.

    Mages have mage guilds, which are usually hard to find. You have to be invited.

  • The test of true magic: for a mage, also to wield serious magical powers ('2nd grade magic', level 3+ spells like fireball and more difficult spells), you need to do a test of magic. If a player's character already can naturally cast 2nd grade magic (level 3+ spells) then he or she is assumed to have done the test and the character may make a fitting storyline for this. The test is often not easy as it contains mental, emotional and physical tests and if done badly, it could injure the mage for life

  • Titles: spellcasters can have specific titles like,
    - Initiate, someone who is new to the arts
    - Novice, someone who has limited experience
    - Adept, spellcaster of the 2nd grade, being able to cast level 3+ spells
    - Expert/ Elite, or spellcaster of the 3rd grade, ie. being able to wield 3rd grade magic, level 6+ spells
    - Wizard/ High Priest, or spellcaster of the 4th grade, ie. being able to wield 4th grade magic, level 8+ spells
    - Archmage/ Archpriest, spellcaster of the 4th grade, typically being level 20+

    Such titles are also a bit storyline dependant, but if you claim a title without your guild supporting you, it's not always wise. Either you have to bluff very well, or make sure people do not find any flaws in you.

    There are 3 moons of magic of the same colours. The black moon is usually invisible to any except those who wield the black robes

    Characters that are partially mage or priest, having this as additional class only have to wear a cloak or shawl with the appropriate colour, but do not have to don a robe. The same goes for priests in heavy armour.

     

    1.5 Guilds & Orders

    Local Guilds - there are many guilds that collaborate for a common goal and keep the local activities in check to prevent all kinds of outsiders from doing the same thing. Examples are: the Blacksmith's Guild, Weaver's Guild, Merchant's Guild, Mages Guild, Ranger's Guild, Adventurer's Guild, Thieves' Guild and so on. Most of the guilds have specific requirements to join, which may not be easy.

    List of Guilds,

  • Blacksmith's Guild - A guild of skilled blacksmiths who forge weapons, armor, and tools for the community, ensuring quality craftsmanship and reliability.
  • Weaver's Guild - Comprised of talented weavers and textile workers who produce fabrics, clothing, and tapestries of exquisite quality and design.
  • Merchant's Guild - Facilitates trade and commerce within the region, representing the interests of merchants and ensuring fair business practices.
  • Mages Guild - Gathering place for arcane practitioners and scholars, where magical knowledge is shared and regulated for the benefit of all.
  • Ranger's Guild - Committed to preserving and protecting the wilderness, its members are skilled trackers, hunters, and wilderness guides.
  • Adventurer's Guild - A gathering point for brave souls seeking fame, fortune, and adventure, providing quests, contracts, and camaraderie.
  • Thieves' Guild - Operates in the shadows, engaging in clandestine activities such as burglary, smuggling, and espionage, with its own code of conduct and hierarchy. Usually the exact location is unknown, though representatives may keep the area safe from other unregistered thieves from outside and keep the mayor informed about pending threats like brigand activity
  • Apothecary's Guild - Herbalists, alchemists, and healers who provide potions, remedies, and medical services to the community.
  • Carpenter's Guild - Masters of woodworking, responsible for construction, furniture-making, and carpentry work throughout the region.
  • Shipwright's Guild - Skilled shipbuilders and sailors who construct and maintain vessels for trade, exploration, and naval defense.
  • Alchemist's Guild - Dedicated to the study and practice of alchemy, producing potions, elixirs, and transmutations for various purposes.
  • Scribe's Guild - Keepers of knowledge and literacy, responsible for copying manuscripts, maintaining records, and providing writing services.
  • Cook's Guild - Culinary experts who prepare delicious meals and delicacies for feasts, taverns, and noble households.
  • Tinker's Guild - Inventors and craftsmen who create and repair mechanical devices, gadgets, and contraptions.
  • Mason's Guild - Experts in stonework and construction, responsible for building and maintaining structures using stone and mortar.
  • Cartographer's Guild - Mapmakers and explorers who chart the land, sea, and sky, creating accurate maps and charts for navigation.
  • Tailor's Guild - Specializing in clothing design and tailoring, providing bespoke garments and attire for all occasions.

    Knights of the Circle - An elite knight order that keeps the lands safe. The Knights of the Circle are more than just a typical knightly order; they are a symbol of honor, valor, and righteousness in the realm. Established with a solemn oath to uphold justice and protect the innocent, these elite knights are renowned for their unwavering dedication to duty and their unyielding resolve in the face of adversity. They serve as guardians of the realm, patrolling its borders, defending its people, and standing against any threat that dares to endanger the peace and security of the land. With their strict code of chivalry and their formidable martial prowess, the Knights of the Circle inspire hope and confidence in the hearts of the common folk, reassuring them that in times of darkness, there are still those who will rise to champion the cause of light and righteousness.

    The Valerians - an elite evil cult that loves pillaging and doing other evil things. The Valerians are a sinister and feared cult that spreads terror and chaos throughout the realm. They serve the god of corrupt wealth, Hithdukel, their vile deeds know no bounds as they revel in acts of pillaging, plundering, trickery and spreading malevolence wherever they go.

    The Black Cabal - This elite group of evildoers operates in secrecy, manipulating and corrupting individuals to serve their nefarious purposes. Devoted to the dark deity Mogrion, their ranks consist of twisted minds and skilled practitioners of dark magic, whose ultimate goal is to sow discord and destruction in the name of their malevolent deity. With their unholy rituals and sinister machinations, The Black Cabel strike fear into the hearts of all who oppose them, leaving a trail of devastation in their wake as they seek to fulfill their dark ambitions and bring about the reign of darkness and despair.

    The Black Cabel can sometimes work together with the Valerials, though they are more political and 'dark' than the Valerians who operate more 'locally'.

    Order of the Safety of the Lands - directed by the capital, no one really knows when these elite assassins and wizards are sent to prevent that things get out of hands. The Safety of the Lands Order operates in the shadows, a clandestine force directed by the capital to maintain stability and order throughout the realm. Little is known about this secretive organization, whose members consist of elite assassins and powerful wizards trained in the arts of espionage and subterfuge. When whispers of rebellion, treachery, or chaos threaten to destabilize the land, the Safety of the Lands Order springs into action, swiftly and silently eliminating threats before they can escalate. Their actions are shrouded in mystery, their identities concealed behind masks of anonymity, leaving those who would dare challenge the authority of the capital to wonder when, and where, the next strike will come from. Though their methods may be controversial, their purpose is clear: to ensure the safety and security of the realm, no matter the cost.

     

    1.6. Events & celebrations

    Yearly harvest festivals: Throuhg the country, the harvest period is celebrated. During this celebration, tributes to the gods of the harvest are made and donations are given.

    During the yearly harvest festivals, the entire country comes together in joyful celebration, marking the culmination of months of labor in the fields. Villages and towns bustle with activity as families gather to give thanks for the bountiful harvest and to honor the gods of agriculture and fertility.

    In addition to prayers and offerings, elaborate feasts are prepared, showcasing the abundance of the harvest with a variety of seasonal delicacies and traditional dishes. Farmers proudly display their crops, competing for recognition and prizes for the largest or most perfectly ripe fruits and vegetables.

    Amidst the festivities, there are also acts of charity and generosity, as donations are collected to support those less fortunate or to aid in times of hardship. This spirit of community and solidarity strengthens the bonds between neighbors and reaffirms the importance of cooperation and mutual support in times of plenty and scarcity alike.

    Ceremony or ritual: ceremonies can be done due to many reasons, death, marriage, graduation, inauguration, changing of an important figure such as a mayor etc. They may contain an oath and a few rituals. Often they are celebrated if they are positive.

    Festival of light: this festival is of peace and protection of the Gods and typically lasts 3 days. It is remembered the universe and this planet are created by the Gods. Quarrels and wars are forbidden on this day as it is kept holy by all the Gods. It is rumored that anyone who starts hostile actions against another is punished by the Gods (and most likely arrested and fined). Also a white orb is moved by a group of clerics or druids to a holy altar in each city and is kept there for a day. This orb radiates peace and light in a powerful way. Legend has it that the orbs are created by a large group of clerics under an order of the Gods who want to make this a traditional peace day. There are already so many wars in the world.

    Hunting day: often in spring when the area blossoms, the areas are open for hunting. When there is winter and the animals are getting scarcer, hunting is often forbidden and fined. Also sometimes additional decrees are made to hunt certain wild beasts. Bounty hunters that are skilled can make much money on such days.

    King Honour Day: A day to honour the king. This day was abolished during the time of Alexander the explorer, around 260 BC.

    Markets: Usually once per week on the second day of the week there are markets. Many towns or cities have large market places then. Often common goods are sold cheaper than average here. Sometimes rare goods are offered at the market but those are rarely cheap. For some adventurers or nobles, it is a chance to look for items that may be magical in nature or that are very old.

    Some areas have a black market. This market is often held underground and has more chance to contain illegal and rare items. When a black market is discovered and something illegal is done there (as is usually the case), then the market gets closed by the guards.

     

    1.7. Deities & Legends


    The following deities are available for priests to worship and people to follow,

    Paladine - God of Good, Order and Justice
    Michakal - Goddess of Healing and Light, wife of Paladine
    Habakuk - the hermit God, of wanderers and travelers

    Gilean - God of Balance, research and Neutrality
    Reorx - God of the Dwarves, Halflings and Gnomes. Forge of the world
    Sirrion - God of the elements and nature

    Hithdukel - God of illusion, lies and corruption
    Mogrion - God of evil and decay

    Greydale - Legendary archmage of the realms

     

    1.8. Professions

    In the Moonshire realms you find many different kinds of jobs, such as,

    Military/ Army Garrison

    Soldier - town or city guard, someone who patrols, or fights in the army
    Elite soldier - A veteran of multiple battles with some years of experience and/ or a specialist with specific weaponry and armour
    Corporal - a minor overseer, acts as a leader in absent of the sergeant and does everything the sergeant says. Mages can start with this rank automatically if they join the army
    Sergeant - a basic unit leader; often leads one or two groups of soldiers
    First sergeant - A veteran sergeant of multiple battles with years of experience
    Vice officer - a deputy officer and assistant to the captain
    Captain - Captain of the guard, is often in charge of the military in a town or leads a garrison in a city, which contains of multiple groups or units
    Commander - Leads multiple captains or garrisons
    Sergeant general - usually the commanding officer of a city or large area
    General - usually the commanding officer in one part of the land, reporting to the nobility

    Please notice that small towns usually do not have some of the military ranks, like corporal or first seargant. Also the highest rank may be a captain and a commander comes to visit captains in different towns from time to time to update them about strategy, how the law and order in the town and area around are doing, as well as policies

     

    Town's office

    Servant - someone who does serving tasks, cleaning, repairing, maintenance, for example an assistant librarian
    Head of Servants - leader of multiple servants
    Official - someone who does administrative tasks, looking at tax reports, organizing books in the library, meetings, and so on
    Senior official - an official with many years of experience, and usually heavier responsibilities
    Councillor/ Council Member - leader of multiple officials
    Senior Councillor/ Council member - a councillor with many years of experience
    Principal advisor/ architect - the overseer of a town or area in many aspects, such as construction, architecture, trade, literature and so on

    Official of State
    Councillor of State

    Deputy mayor/ Deputy regent - assistant to the mayor
    Mayor/ Regent - the leader of a town or multiple towns
    Governor/ Magistrate - leader of cities or a larger area

    The 'state' ranks are in a way the same as the normal ranks, for example official of state is more or less the same profession as official, only an official of state operates as an official in cities or in the council building, thus having a much busier job with more responsibilities and much more bookkeeping.

     

    Knights of the Circle

  • Knight of the Circle - Yellow Sword Symbol, no circle - A regular unit, they are usually elite warriors in heavy armour with blessed and magical weaponry
  • Knight of the Crown - A crown symbol, yellow circle - Usually the knight sergeant
  • Knight of the Sword - A sword symbol, yellow circle - Usually a knight captain
  • Knight of the Rose - A red rose symbol, yellow circle - Usually a knight commander
  • Elder Knight - A red rose symbol, white circle - Usually a knight general

     

    Jobs

    Adventurer
    Animal trainer
    Archaeologist
    Architect
    Baker
    Bard
    Blacksmith
    Brewer
    Cleaner
    Clothes maker - Weaver, Tailor
    Construction worker - Stone worker, clay worker
    Cook
    Designer
    Diplomat
    Doctor - Medic
    Entertainer (musician, comedian)
    Farmer
    Fisherman
    Furniture maker
    Gardener
    Herbalist - Apothecary
    Innkeeper
    Innkeeper assistant
    Inspector
    Inventor
    Lawyer
    Librarian - library worker
    Mapmaker
    Mason
    Mercenary
    Merchant/ Trader - Marketplace seller
    Messenger
    Miller
    Monk
    Painter
    Philosopher/ Sage
    Priest - Temple priest, servant
    Ranger
    Sailor
    Shopkeeper
    Stableboy
    Teacher
    Undertaker
    Woodcutter