Composia is a large world indeed, though most of the major known nations are on the continent of Coals, which wraps around two fifths of the world's diameter. There are currently no known large political power structures within beastfolk lands and of the remaining area, across the veil of great oceans to the west and south, little is known indeed.
Plenty enough to consider though, are the known lands of Coalse, the continent is a grand and diverse place of great cultures, civilisations ancient and young. For this text, I shall concentrate upon the lands in the West of this great land.
Erranor
A cold and barren land by large, stretching across vast tracts, from great mountains and valleys in the west to great, endless plains and rolling hills of scrub, tundra and snow to the east and north. The vast and desolate lands known as Erranor dominate most of the North West of Coalse, though without any central power structure.
Erranor is a cold and unforgiving, largely unbountiful land. Life in Erranor is often harsh and short. Some small human city states do exist scattered throughout the land, but these are few and small and oh so far between. The land shelters most of Coals's Dwarves and surprisingly, many Beastfolk, though these tend to be winterised versions of their eastern cousins and share few traditions. All are independant folk and trade is infrequent. Great Monsters and Dragons in truth rule the lands and have been known to ally with or enlist various folk to repel an invading army.
In the past, great empire have conspired to annex the lands of Erranor, but many an empire's ambitions have died upon the great, unforgiving, monster-ridden wastes. Erranor is a logistical nightmare at best and utterly untamable in any realistic sense.
Peakwind
A rough and difficult land, Peakwind has fertile soil, but little farmable land. Like most lands of Wesetern Coalse, Peakwind's land is furrowed with mountains and valleys, carrying water from inland to the east to the Great Circle Sea of the west. Posessed of a cool but temperate climate, but high winds, the rough landscape is known to sing in the breeze. Whilst some land allows for farming of crop, sheep and goats, the primary wealth and sustenance of peakwind comes from its many pine forests, with its game and endless lumber, though its geology holds great mineral wealth as well.
Whilst the land of Peakwind is not as populous as most, its people are strong and independant, with a great martial and heroic tradition, where soldiers and adventurers are held in high regard. Town Councils each send a representative to a Regional Council, which in turn chooses a representative to the Royal Court in the Capital of Shield's Guard. Many of these positions are held by former defenders of the land, many of which have defended the land from envious nations to the east and raiders from the north, whilst the land has long been a great ally of hnourable Sunderage, to its South, whilst quietly dissapproving of its feudal structure. Ultimately however, Peakwind's political structures function top-down from a ruling bloodline and most councillor positions are held by local nobles.
The primary religion of Peakwind is that of The Temple of Lerelin, God of Light, who is said to have first blsessed the land after the age of darkness and it is the Temple of Lerelin which sends a representative to every Council in the land, to offer advice on Goodly conduct. Krang, Haramor and Tassus tend to have strong followings however, in the lands to the north, middle and west, respectively.
Sunderage
A land of rich valleys and fertile plains, Sunderage is one of the most populous and prosperous lands of all. A rich, deeply rooted feudal tradition brought together many feuding houses under the Council of Kings of Sunderage several centuries ago and the land has seemed all but unassailable since.
Honorouable to a fault, the people of Sunderage are a quiet and busy folk, making much of their wealth by external trade but allowing few visitors in retun. Sunderage has none the less provided wheat and vegetables to many of the lands in the West, historically, though recently its external trade has begun to diminish.
Casual visitors from outside its tight class system are not welcome in Sunderage, but it is known that Sunderage is peaceful and prosperous, with a strong standing army which ever patrols to keep its people safe. Walls protect the entire country in a triple-layered defense.
Sunderage strictly worships Lerelin, The Great Judge and Cirreheen, which are known as the Triumverate of Light, Law and Order in that land.
Myrteth
A warm but dry land, Myrteth is none the less a wealthy and prosperous land. Its dry hills and plains are well irrigated by ancient and clever design and culture is rich amongst its many Families. Trade is the way of life in Myrteth and strong Commercial Alliances are the only power structure there is... that and Myrteth's proud and distinct culture.
Every member of every Family in Myrteth must prove themselves as an adult and a citizen. Each must have a Craft, a Profession and an Art, in which they must practise all their life. In addition to this, to be accepted as an adult and a citizen (and fit to hold an opinion) every member of every House must undergo The Travel, whereupon they leave their home and must travel for a year, taking a stipend and enough basic provisions to last them a week. What they return with compared with what they departed with determines their position and future prospects for the rest of their lives. A generation's wealth is generally measured by how great a proportion of Citizens it held, compared to how many did not attempt or failed upon their Travel.
Due to this, Myrteth is one of the most advanced and aware Lands in all of Coalse, never once has an advancement slipped it by and never once has Myteth suffered a true surprise attrack. Despite its fractious nature, Myrteth is also known to come together quickly in times of crisis.
Outsiders are scorned and yet welcomed in Myrteth - should they bring wares to trade. Myrteth has no end of means to extract gold from travellers, with a profusion of vices and wares collected from the known world over.
Kaleth
A land of milk and honey, Kaleths combination of comfortable climite and terrain has made it very prosperous and given rise to a very unusual people.
Lacking any class system or royalty of any kind, the people of Kaleth are as proud as any, prouder, they would say, espousing the ability of any citizen to grow to their fullest potential in a free society of equals, the people of Kaleth spit on the values of nobility and commercial greed alike.
No religion holds dominant in Kaleth, nor any of its bickering political parties. Locally elected Village (or District) Councillors represent the people in local matters whilst answering to a similarly elected City or Regional Councillor Primarch, who will on occasion travel to meet in the National Council. The National Council Building in located in the geographic centre of Kaleth as a Fortress City maintained by a strictly neutral volunteer force "The Fort Kaleth Swords." When nost hosting all or part of a National Council to debate a mater of Kaleth-wide significance the capitol serves as a city of the nationwide press, an information nexus tasked with keeping all citizens in all parts of Kaleth informed of all matters Kalethian whilst exhiting no bias.
In practise most press firms are very biased and loyal to one political movement or other. Prominent political figures and more often enough the rich and influential, though any fair grounds for an accusation of unfair trade or practices is sure grounds for political censure, in return, the crime of libel is taken very seriously in Kaleth. The resulting society is very messy and fractious.
Kaleth has long earned the contempt of its neighbours for its ways and if not for said neighbours, then it might have disintegrated into nationwide civil war a dozen times over and more. However, with the threat of the greedy Myrteth to the South, the bold and disapproving feudal nations to the west and the ever present threat of belligerent Harvelde to the North and East, Kaleth's internal conflicts have never escalated too long before factions have to reunite to face an opportunistic external threat.
Harvelde
The land of Steel and Blood. The Warrior Nation. The People of Perpetual War. The Cursed of Coalse. The Bloody Folk. These are names the Harveldians came up with themselves.
The primary and near only religion of Harvelde is that of the worship of Hodom, the God of War. Clerics of Hodom are in essence Governance, Generalship and liege Lords. Every community is a battle-ready, independant army, ready to work the fields or take up arms at a moment's notice.
Every aspect of life, from child rearing, to feeding the population, to the distribution of required resources is handled as a military matter by a Hierchy of Cleric-Officers. "Peasant Forces," composed of those unfit for war are held in no value whatsoever and are sustained only as an afterthought, if at all. Only the loyal and the strong survive in Harvelde.
The only Law in Harvelde is the Code of Honour, a simple set of articles which are enforced religiously. These and the ever shifting Alliances of Vassalage are the closest Harvelde has to a central power structure.
Conflict is common within Harvelde, held as an essential part of life. Most conflicts, which are over resources allocation rights or simple disputes over honour or long-held grudges are constant and repetative and it's not uncommon for neighbouring settlements to do battle once per month. Most conflicts are held under some form of agreed condition supported by the Code of Honour to prevent Harveldian internal attrition from making the Forces of Hodom weak, such as, "at the third wound, a soldier has lost and must retire." Most Harveldians will respect these conditions religiously, fearing dishonour to themselves or their "Unit." Most Harveldians have been cut up by their neighbours and stuck back together by their Cleric Officers innumerable times.
Harvelde turns its attention outward with distressing regularity. Any nation with Harvelde on its border is no stranger to War with Harvelde. Harvelde's borders change with every generation, sometimes shrinking, sometimes growing, always changing.
War with Harvelde is never a good thing. The Code of Hnour does not apply to Heretics of Hodom. No other enemy is said to be as ruthless, vicious or indefatiguable. Harvelde might have conquered its nieghbours by now or had them turn on it as one, were it not for two things. Firstly the Harveldian habit of granting The Honour of Mercy to a beaten enemy who put up a good enough fight (in hopes that the survivors will in turn train up more decent soldiers for next time) and the fact that the Harveldians have been known to ally themselves with others on occassion and aid their ambitions, "so we don't miss a really good war," and conveniently keep their neighbours destabilised.
Karrath
Very little is known about modern Karrath. It was once a joint colony and outpost of Peakwind and Sunderage, seekting to expand across The Great Circle Sea. At the time it was felt that the frozen North of Coalse's "Dark Western Spur" would provide the best beachhead into those savage and little understood lands as it was said by the explorers to be the only lands not stricken with strange curses and monsters.
So, those two centuries gone, the two great nations created the largest fleet in history and sent out their most brilliant Clerics and Wizards along with thousands of Colonists and two small armies to protect them. The Peakwind/Sunderage Allied Forces would forge a new bridgehead of civilisation and begin to free the lands from the evils that held sway over them. It was the Crusade Expedition and it was meant as the greatest venture of the age.
Due to the distances involved, it was expected to take months before the aligted fleet would return to report on the progress of the expedition and report on the specifics of what further shipping would be required to support the Crusade.
No portion of the Crusade Expedition Fleet, large or small ever returned. The peoples of Sunderage and Peakwind despaired at the fate of their departed countrymen. Eventually, after five years had passed had passed, a small, lightweight expedition of fast ships were sent from Peakwind to attempt to determine the fate of the Crusade Expedition Fleet.
One ship returned, with damage to her hull. The remaining crew, a mere twelve men, reported that the expedition had come under attack shortly after coming in sight of the shore. There, they saw glimpes of a great fortress chain before being met in the sea by the ships of the Crusade Expedition, painted entirely in white.
Initial jubilation ended at the point of a longsword. The Crusader Seamen were said to attack suddenly, wordlessly, mercilessly and "as though of a single will." The surviving crew of one ship were spared the sword and surrounded. The attackers spoke the only time they would in this encounter, telling the men one thing, "Do not return."
Starlight's Composian Tales
Wednesday, 1 May 2013
Friday, 30 November 2012
Religion on Composia
"Which of the Gods do you follow?"
"Which of the Dukes is your Lord?"
- Overheard in a Corvinese Tavern.
Religion in Composia. Ah, Religion in Composia. It is known that there are 13 Primary Gods, Divines whose roles in the world are primary and as well as those, there are uncounted other Gods, greater and lesser, all of whom have power over the material plane. Yet each Holy Prophet or Cleric will tell you that theirs is the one true god, that their wisdom is the truth that runs the world and that their God's power is supreme. They are all wrong, to some degree. They are all right, to some extent.
Far and wide, you will find many Religions, though it is the 13 whose followers are most populous and widely spread, though not all followers know the same Gods by the same names. The God of Law is known as the Great Judge to the Western nations of Coalsce, but also as the Heavenly Scales to the Eastern. Ogakk has many names in many tongues amongst his many and various brutal followers. Lerelin is sometimes simply worshipped as the sun. Teenan has many nicknames, a lot of them code-words to other followers.
A mess of different beliefs pervade the world. Some in mixture, some in concentration. Some entire lands dedicate themselves to the worship of one god, others worship a select cabal, in others still it is the fashion to pay lip service to each that comes to mind as appropriate, fearing the peril of upsetting even one.
It is fair to say that by casual conversation alone, most inhabitants of Composia know of all 13 of the Primaries. Though just to be sure, for those of you who grew up in a place dominated by one god or another, I'll list them for you now;
Lerelin, God of Light, Lawful Good
Lerelin is the god of good conduct and reason, of mercy and higher principles. He is the major deity of most humans in the northwest. Lerelin represents both the light of day and the positive energy of life. Followers of Lerelin beleive that to improve the world, one should make of themselves a beacon of light.
Domains: Sun, Healing, Law, Good
Favoured Weapon: Greatsword
Haramor, God of Mountains, True Neutral
Haramor is the god of timeless stone and mountains. His followers value strength and the kind of ingenuity that will be seen and felt throughout the ages. Most of his followers are Dwarven.
Domains: Earth, Knowledge, Strength
Favoured Weapon: Warhammer
Lady Nature, God of Nature, Neutral Good
The primary god of Elves, Rangers and Druids, the Lady Nature champions the natural balance that holds the world together, all creatures held together in their diversity by mutual dependance. That is not to say that The Nature Spirit's followers are pacifistic, for necessity is nature's driving force.
Domains: Animal, Plant, Good
Favoured Weapon: Unarmed or Natural
Hodom, God of War, Lawful Evil
Hodom is the champion of steel and blood. A beleiver in might making right and of pride, above all, defining a being's worth. Followers of Hodom allow no slight to go unpunished, nor will they tolerate an overly strong (or weak) rival. Most of Hodom's worshippers are evil aligned humans, proud of despotic, imperialistic regimes.
Domains: War, Strength, Law, Evil
Favoured Weapon: Longsword
Kudur, Queen of the Underdark, Chaotic Evil
Kudur is a dark queen said to be an ascended Drow Matriarch. She constantly lusts for more power and influence and expects the same of her servants. Her subjects, who rarely see the light of day, hate the denizens of the surface almost as much as they hate each other and are constantly at each others throats in conflict, conspiracy or betrayal. Only the strongest and most cunning survive to serve Kudur.
Domains: Trickery, Earth, Chaos, Evil
Favoured Weapon: Dagger
Kaerothe, the Platinum Dragon, Neutral Good
The Platinum Dragon is the avatar of all dragons everyhwere on Composia. Whilst worshipped chiefly by Dragons and Kobolds, many individuals also worship the power of Kaerothe, particularly those who feel a strong connection to arcane magic. Kaerothe demands nobility, pride and self-sufficiency. Not all Dragons follow Kaerothe, finding the code of conduct unacceptable.
Domains: Fire, Strength, Dragon, Good
Favoured Weapon: Unarmed or Natural
Teenan, God of Wiles, Chaotic Neutral
The God of Wiles epitomises the resourceful and the cunning, espousing individual intelligence and skill as greater virtues then any traditional moral values. Many thieves, mages and merchants follow Teenan and its said that his or her influence is felt in every settlement in the world, with more then a few hidden followeres in otherwise monotheistic societies.
Domains: Trickery, Luck, Chaos
Favoured Weapon: Whip
Ogakk, God of Monsters, Chaotic Evil
Ogakk rose as an emperor of orcs and other goblinoids a very long time ago and now serves as the diety of all Monsters. Hogakk epitomises strength and brutality and his clerics are often as physiclly brutal as the fiercest beserker. By Ogakk's measure, a brutal and cunning being has the right to anything they can take.
Domains: Trickery, Strength, Chaos, Evil
Favoured Weapon: Hand Axe
Krang, God of Heroes, Chaotic Good
The God of Heroes, this god epitomises heroism and valour. The quest for glory must be paramount in the minds of the followers of Krang and their intentions must ring true with their words, for true heroes have honourable intentions. Krang beleives that fortunes follow the brave and the strong and blesses his followers accordingly. Many Barbarian Tribes and some of the remoter nations such as hot, dry HoghKan and frosty, harsh Erranor have strong followings for Krang.
Domains: Strength, Luck, Good, Chaos
Favoured Weapon: Greatsword
Tassus, God of the Sea, True Neutral
The God of the Sea represents the awesome power and vast domain of the Oceans. Followers respect both the might and the endless possibilities of the open ocean. Many Sailors, explorers and island nations follow Tassus, whose followers are always ready to take part in an adventure or exploration, respectful of the scale of the conditions against them and ever ready to rise to meet that challenge.
Domains: Travel, Luck, Water
Favoured Weapon: Rapier
The Great Judge, God of Law, Lawful Neutral
The god of Law and Justice is known by a number of numbers, such as Judge, The Heaven's Scales and The Reckoner and is followed partially or completely through many lands whilst subtly supporting many other dedicated lawmakers or enforcers. Representing justice and the safety and security of the rule of law, The Great Judge's followers epitomise stringent conduct, certainty in judgement and impartiality. A great emphasis is placed upon 'true justice' and The Great Judgement's teachings warn against prejudice, biased judgements and hyperbole.
Domains: Knowledge, Protection, Law
Favoured Weapon: Hammers
Ashoth, God of Fire, Chaotic Neutral
The God of Fire favours the brash, the bold and the bright. Followers of Ashoth tend to be hedonistic, consuming all fuel in their path. They also tend to be quite proud of their independance. It is hard to keep a follower of Ashoth down without extinguishing them entirely. A true beleiver will turn to joy before sorrow and to rage before despair.
Domains: Chaos, Fire, Destruction, Magic
Favoured Weapon: Longbow
Cirreehn, God of Lightning, Lawful Neutral
The God of Lightning is representative of the power of the elements, of the wind, the rain and most especially the storm. Followers of Cirreehn say that all things in all worlds are connected by the same currents of energy and that in knowledge of the elements, lies knowledge of all things, that all things are connected and each thing serves a role in the great machinery of the world.
Domains: Law, Knowledge, Lightning, Weather
Favoured Weapon: Spear
"Which of the Dukes is your Lord?"
- Overheard in a Corvinese Tavern.
Religion in Composia. Ah, Religion in Composia. It is known that there are 13 Primary Gods, Divines whose roles in the world are primary and as well as those, there are uncounted other Gods, greater and lesser, all of whom have power over the material plane. Yet each Holy Prophet or Cleric will tell you that theirs is the one true god, that their wisdom is the truth that runs the world and that their God's power is supreme. They are all wrong, to some degree. They are all right, to some extent.
Far and wide, you will find many Religions, though it is the 13 whose followers are most populous and widely spread, though not all followers know the same Gods by the same names. The God of Law is known as the Great Judge to the Western nations of Coalsce, but also as the Heavenly Scales to the Eastern. Ogakk has many names in many tongues amongst his many and various brutal followers. Lerelin is sometimes simply worshipped as the sun. Teenan has many nicknames, a lot of them code-words to other followers.
A mess of different beliefs pervade the world. Some in mixture, some in concentration. Some entire lands dedicate themselves to the worship of one god, others worship a select cabal, in others still it is the fashion to pay lip service to each that comes to mind as appropriate, fearing the peril of upsetting even one.
It is fair to say that by casual conversation alone, most inhabitants of Composia know of all 13 of the Primaries. Though just to be sure, for those of you who grew up in a place dominated by one god or another, I'll list them for you now;
Lerelin, God of Light, Lawful Good
Lerelin is the god of good conduct and reason, of mercy and higher principles. He is the major deity of most humans in the northwest. Lerelin represents both the light of day and the positive energy of life. Followers of Lerelin beleive that to improve the world, one should make of themselves a beacon of light.
Domains: Sun, Healing, Law, Good
Favoured Weapon: Greatsword
Haramor, God of Mountains, True Neutral
Haramor is the god of timeless stone and mountains. His followers value strength and the kind of ingenuity that will be seen and felt throughout the ages. Most of his followers are Dwarven.
Domains: Earth, Knowledge, Strength
Favoured Weapon: Warhammer
Lady Nature, God of Nature, Neutral Good
The primary god of Elves, Rangers and Druids, the Lady Nature champions the natural balance that holds the world together, all creatures held together in their diversity by mutual dependance. That is not to say that The Nature Spirit's followers are pacifistic, for necessity is nature's driving force.
Domains: Animal, Plant, Good
Favoured Weapon: Unarmed or Natural
Hodom, God of War, Lawful Evil
Hodom is the champion of steel and blood. A beleiver in might making right and of pride, above all, defining a being's worth. Followers of Hodom allow no slight to go unpunished, nor will they tolerate an overly strong (or weak) rival. Most of Hodom's worshippers are evil aligned humans, proud of despotic, imperialistic regimes.
Domains: War, Strength, Law, Evil
Favoured Weapon: Longsword
Kudur, Queen of the Underdark, Chaotic Evil
Kudur is a dark queen said to be an ascended Drow Matriarch. She constantly lusts for more power and influence and expects the same of her servants. Her subjects, who rarely see the light of day, hate the denizens of the surface almost as much as they hate each other and are constantly at each others throats in conflict, conspiracy or betrayal. Only the strongest and most cunning survive to serve Kudur.
Domains: Trickery, Earth, Chaos, Evil
Favoured Weapon: Dagger
Kaerothe, the Platinum Dragon, Neutral Good
The Platinum Dragon is the avatar of all dragons everyhwere on Composia. Whilst worshipped chiefly by Dragons and Kobolds, many individuals also worship the power of Kaerothe, particularly those who feel a strong connection to arcane magic. Kaerothe demands nobility, pride and self-sufficiency. Not all Dragons follow Kaerothe, finding the code of conduct unacceptable.
Domains: Fire, Strength, Dragon, Good
Favoured Weapon: Unarmed or Natural
Teenan, God of Wiles, Chaotic Neutral
The God of Wiles epitomises the resourceful and the cunning, espousing individual intelligence and skill as greater virtues then any traditional moral values. Many thieves, mages and merchants follow Teenan and its said that his or her influence is felt in every settlement in the world, with more then a few hidden followeres in otherwise monotheistic societies.
Domains: Trickery, Luck, Chaos
Favoured Weapon: Whip
Ogakk, God of Monsters, Chaotic Evil
Ogakk rose as an emperor of orcs and other goblinoids a very long time ago and now serves as the diety of all Monsters. Hogakk epitomises strength and brutality and his clerics are often as physiclly brutal as the fiercest beserker. By Ogakk's measure, a brutal and cunning being has the right to anything they can take.
Domains: Trickery, Strength, Chaos, Evil
Favoured Weapon: Hand Axe
Krang, God of Heroes, Chaotic Good
The God of Heroes, this god epitomises heroism and valour. The quest for glory must be paramount in the minds of the followers of Krang and their intentions must ring true with their words, for true heroes have honourable intentions. Krang beleives that fortunes follow the brave and the strong and blesses his followers accordingly. Many Barbarian Tribes and some of the remoter nations such as hot, dry HoghKan and frosty, harsh Erranor have strong followings for Krang.
Domains: Strength, Luck, Good, Chaos
Favoured Weapon: Greatsword
Tassus, God of the Sea, True Neutral
The God of the Sea represents the awesome power and vast domain of the Oceans. Followers respect both the might and the endless possibilities of the open ocean. Many Sailors, explorers and island nations follow Tassus, whose followers are always ready to take part in an adventure or exploration, respectful of the scale of the conditions against them and ever ready to rise to meet that challenge.
Domains: Travel, Luck, Water
Favoured Weapon: Rapier
The Great Judge, God of Law, Lawful Neutral
The god of Law and Justice is known by a number of numbers, such as Judge, The Heaven's Scales and The Reckoner and is followed partially or completely through many lands whilst subtly supporting many other dedicated lawmakers or enforcers. Representing justice and the safety and security of the rule of law, The Great Judge's followers epitomise stringent conduct, certainty in judgement and impartiality. A great emphasis is placed upon 'true justice' and The Great Judgement's teachings warn against prejudice, biased judgements and hyperbole.
Domains: Knowledge, Protection, Law
Favoured Weapon: Hammers
Ashoth, God of Fire, Chaotic Neutral
The God of Fire favours the brash, the bold and the bright. Followers of Ashoth tend to be hedonistic, consuming all fuel in their path. They also tend to be quite proud of their independance. It is hard to keep a follower of Ashoth down without extinguishing them entirely. A true beleiver will turn to joy before sorrow and to rage before despair.
Domains: Chaos, Fire, Destruction, Magic
Favoured Weapon: Longbow
Cirreehn, God of Lightning, Lawful Neutral
The God of Lightning is representative of the power of the elements, of the wind, the rain and most especially the storm. Followers of Cirreehn say that all things in all worlds are connected by the same currents of energy and that in knowledge of the elements, lies knowledge of all things, that all things are connected and each thing serves a role in the great machinery of the world.
Domains: Law, Knowledge, Lightning, Weather
Favoured Weapon: Spear
Monday, 12 November 2012
Calender System and Local Astronomy
Since I'm going to be explaining Composia and its lore, this seems like as logical a place as any to begin; a description of the common dating system and the cosmic items they take their basis from.
Firstly, Composia is a planet with an axial tilt giving it seasons much like the Earth's, these vary based on its solar orbit, which has a peroid of 300 days, which is the composian year. Also similarly to Earth, Composia's months are based on lunar cycles, however, given that Composia has five moons, not one, this is slightly different.
The five moons, known collectively as the Quinary and in order of appearance, are thus:
1. Corus, Grey, associated with humanoids.
2. Iddus, Green, associated with beastfolk.
3. Omaeth, Red, associated with dragons.
4. Oomanier, Blue, associated with magic.
5. Maeth, White, associated with divinity.
These moons chase each other on slow orbits which allow for three of them to be visible from any given time from the surface, for a peroid of five months each. Each of these is visible for 100 days at a time, the central sixty of which are known as that moon's Pentinnacle. The Composian month is twenty days long (and broken into four, five-day weeks,) giving each moon 3 months of Pentinnacle as it chases the prior dominant moon from the skies and is in turn followed by the next.
As the moons so nearly follow the surface of the planet, the order of appearance varies depending upon physical location, with large distances (3000 miles) seperating official Pentinnacle centres. This gives the Pentinnacle system plus and minus zones. For example:
Western Coalse (Peakwind, Kaleth) is zone zero; the order is as above numbered.
Eastern Coalse (Peshwan, Hoghkan) is zone +1, incrementing the numbers of all moons up to Maeth, which assumes position 1.
Beastfolk Lands, zone +2.
This system is not perfect, particularly for those directly inbetween the zones. Some lands, such as Harvelde, have adopted their own dating systems as a result. There is some disagreement as to which year constitutes year 0 on the Calender, with the standard being just under twenty thousand years ago but with most nations using the starting date of the current governmental system.
In summary:
5 days per week
4 weeks per month (20 days)
15 months per year (60 weeks or 300 days)
Days, week and months are referred to numerically and referred to as Firstday, Secondweek and Thirdmonth and likewise.
Dates are generally written as thus:
Day-Week-Month-Pentinnacle-Year
Most read the date from right to left.
Now finally, for thus of you who care and want a practical example, here's the in-game date at time of writing:
5-2-1-5-19,989
Firstly, Composia is a planet with an axial tilt giving it seasons much like the Earth's, these vary based on its solar orbit, which has a peroid of 300 days, which is the composian year. Also similarly to Earth, Composia's months are based on lunar cycles, however, given that Composia has five moons, not one, this is slightly different.
The five moons, known collectively as the Quinary and in order of appearance, are thus:
1. Corus, Grey, associated with humanoids.
2. Iddus, Green, associated with beastfolk.
3. Omaeth, Red, associated with dragons.
4. Oomanier, Blue, associated with magic.
5. Maeth, White, associated with divinity.
These moons chase each other on slow orbits which allow for three of them to be visible from any given time from the surface, for a peroid of five months each. Each of these is visible for 100 days at a time, the central sixty of which are known as that moon's Pentinnacle. The Composian month is twenty days long (and broken into four, five-day weeks,) giving each moon 3 months of Pentinnacle as it chases the prior dominant moon from the skies and is in turn followed by the next.
As the moons so nearly follow the surface of the planet, the order of appearance varies depending upon physical location, with large distances (3000 miles) seperating official Pentinnacle centres. This gives the Pentinnacle system plus and minus zones. For example:
Western Coalse (Peakwind, Kaleth) is zone zero; the order is as above numbered.
Eastern Coalse (Peshwan, Hoghkan) is zone +1, incrementing the numbers of all moons up to Maeth, which assumes position 1.
Beastfolk Lands, zone +2.
This system is not perfect, particularly for those directly inbetween the zones. Some lands, such as Harvelde, have adopted their own dating systems as a result. There is some disagreement as to which year constitutes year 0 on the Calender, with the standard being just under twenty thousand years ago but with most nations using the starting date of the current governmental system.
In summary:
5 days per week
4 weeks per month (20 days)
15 months per year (60 weeks or 300 days)
Days, week and months are referred to numerically and referred to as Firstday, Secondweek and Thirdmonth and likewise.
Dates are generally written as thus:
Day-Week-Month-Pentinnacle-Year
Most read the date from right to left.
Now finally, for thus of you who care and want a practical example, here's the in-game date at time of writing:
5-2-1-5-19,989
Introduction
Hearken ye close and listen in if you would to a Fox Bard's tale of a world named Composia.
I decided to post this blog as kind of a respository for the DnD groups I consider myself lucky to run. I intend to make of it a combination of lore archive and cross-game anecdote recorder. If necessary, it might also become a status recorder.
Composia is the name of the planet on which my DnD campaigns primarily take place. This shiny blue-green orb orbits a bright yellow sun named Scolli and is itself in turn orbited by five moons, named Corus, Iddus, Omaeth, Oomanier and Maeth, three of which can be seen from its surface at any one time.
It is a turbulent place, long technologically stagnant, having unlocked the secrets of steel long ago but never having progressed much into developed industry. However, as populations have continued to grow, City states have long formed into Nations (some in concept, some in fact,) even if many border zones exist fuzzily between poorly populated regions.
It is inhabited by a great number of sentient species, including Humankind, Elvenkind, Dwarfkind and other Humanoids, as well as Beastfolk, Formians, Dragons and many more besides. Humans are generally considered to be the dominant species upon the planet their numbers would indeed appear to eclipse the other species.
I intend to go through each of these facets and more given time and as the mood strikes me as well as reporting past and recent accounts of interesting or humourous happenings amongst the groups that I see no information control harm in sharing.
As well as being for my own entertainment, I hope for this blog to serve as a source of reference for those participating in any of my DnD sessions, which at the time of writing includes three groups:
Group 1: The Lazurite Claws
Group 2: The Fight Club
Group 3: The Crimson Scales
Note that the numbering is purely the order of creation and does not allude to any preference, in or out of game inportance, power level or survivability raiting. There was also a Group 0, my first Campaign, but that group never got a name.
Anyways, I think this'll do for an introductory post. Now to actually posit it...
I decided to post this blog as kind of a respository for the DnD groups I consider myself lucky to run. I intend to make of it a combination of lore archive and cross-game anecdote recorder. If necessary, it might also become a status recorder.
Composia is the name of the planet on which my DnD campaigns primarily take place. This shiny blue-green orb orbits a bright yellow sun named Scolli and is itself in turn orbited by five moons, named Corus, Iddus, Omaeth, Oomanier and Maeth, three of which can be seen from its surface at any one time.
It is a turbulent place, long technologically stagnant, having unlocked the secrets of steel long ago but never having progressed much into developed industry. However, as populations have continued to grow, City states have long formed into Nations (some in concept, some in fact,) even if many border zones exist fuzzily between poorly populated regions.
It is inhabited by a great number of sentient species, including Humankind, Elvenkind, Dwarfkind and other Humanoids, as well as Beastfolk, Formians, Dragons and many more besides. Humans are generally considered to be the dominant species upon the planet their numbers would indeed appear to eclipse the other species.
I intend to go through each of these facets and more given time and as the mood strikes me as well as reporting past and recent accounts of interesting or humourous happenings amongst the groups that I see no information control harm in sharing.
As well as being for my own entertainment, I hope for this blog to serve as a source of reference for those participating in any of my DnD sessions, which at the time of writing includes three groups:
Group 1: The Lazurite Claws
Group 2: The Fight Club
Group 3: The Crimson Scales
Note that the numbering is purely the order of creation and does not allude to any preference, in or out of game inportance, power level or survivability raiting. There was also a Group 0, my first Campaign, but that group never got a name.
Anyways, I think this'll do for an introductory post. Now to actually posit it...
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