Nemmerle: How the World Works
Every setting for every tale is different. That's what makes them interesting. What follows are general guidelines for the atmosphere of the world of Nemmerle.
- In general, Nemmerle has the 'tech' level of Western European in the middle ages (circa 1000 AD). Western and middle Amadar and Kyre look and feel like Western Europe. Treviland is suspiciously English, Plenios is French/Norman, Tirudor is Spanish, Erigoth is Germanic, and Kyre is Gaelic. Norgarde, meanwhile, resembles Viking Scandanavia of the same period.
- Mythens draws from classic mythology (perhaps Mycenaean Greece) while Celedon bears the trappings of the Roman Empire(circa 200-400 AD) and Darmiddia a nameless Mediterranean area. However, these regions have advanced to the same tech level as 1000 AD Europe while preserving the older culture. People from ancient Greece and Rome would feel very much at home in Celedon and Mythens, for the culture is similar: clothing, architecture, food, entertainment, government. But the technology level has advanced enough to coexist with the other kingdoms comfortably. Where a Roman soldier tended to have banded leather armor and breastplates, in Celedon they would have the equivalent in workmanship that the Middle Ages could have provided.
- Hyderis, Ongolk, Kazeldun, and the kingdoms of Scynna as well as the Elven island of Adulien are far less specific to history. While the same tech level exists for the most part, they are free-form fantasy areas defined more by imagination.
- Languages: All non-human languages in D&D follow normal guidelines: Sylvan for Elves, Dwarven for Dwarves, etc. For the kingdoms of man, Common is still the tongue widely spoken across borders among the educated and well-traveled. However, peasants and the less worldly may not know Common and stick to their native dialects when speaking in confidence. In general, each kingdom has its own local dialect of Common that is difficult to understand unless one learns it. An adventurer would have a substantial reaction bonus from NPC's if they could speak the local dialect.
- Trevilish
- Plenish
- Tirudoran
- Erigothan
- Kyrian
- Celedonan
- Mythenian
- Hyderish
- Darmidian
- Norgardian
In addition, some languages (Common, Elven, and Dwarven) have ancient versions (dating to Nemmerle's Ancient Ages (see Adulien Calendar below)) which have been all but forgotten. Adventurers may encounter these languages inscribed in crumbling ruins or dungeons. They are indecipherable to those literate in the modern languages. Only a scholar or linguist can piece together their meanings.
The History of Nemmerle
The History of Nemmerle is marked in 500-year spans called "Ages." Each Age bears a name of some distinguishing features or events of that period. The system was designed by the Elves, who live to be 700 years or longer and regard 500 years as the standard by which to measure generations of their people. The Elven Council in Adulien marks the ages of time and keeps this calendar.
Each age begins with a calendar year of '1' and counts up to year '500'. The First Age began following the Battle of Vail, estimated at 4000 years ago. Anything before that is referred to as the "Lost Ages" and little is known of that time. The first four Ages (the 2000 years following the Battle of Vail) are collectively known as the Ancient Ages. Most civilizations used ancient versions of their languages that are indecipherable except for studied scholars and historians. The next four Ages are referred to as the Modern Ages.
Wizards among the kingdoms of men quietly set their calendars to this system and these in turn are adopted by the courts of rulers without question. Ordinary folk are ignorant of the system, marking the years within their own Age and considering anything before it to be ancient history. Outside of Elves and Wizards, Bards are the only humans who pay close attention to the Adulien Calendar. Dwarves, halflings, and gnomes all have their own quirky ways of keeping time but among them all scholars know of the Adulien Calendar.
A year in Nemmerle is as long as a year on Earth - 365 days. But it's passing is marked by 13 months of 28 days each. The first 12 months are familiar to us with the thirteenth month named Athas. Each month is four 7-day weeks with names for each day familiar to us as well. The 365th day of the Nemmerle year is special - marked outside of the rest of the year, signified by the aligning of planets and stars in a magical way. It's name is Draíochta and strange and wonderful things happen on this day.
Titles in the World of Nemmerle
Nobility : Titles in the middle ages were a complicated array of landed and non-landed nobles. For the sake of simplicity in a gaming campaign, nobles will fall under the following titles. These are used mostly for the kingdoms resembling Medieval Europe, namely Treviland, Plenios, Tirudor, Erigoth, and Kyre. Other kingdoms may have other titles and systems for their ruling classes.
- King / Queen - ruler of a kingdom, holder of supreme secular authority
- Duke / Duchess - the King or Queen's top nobles, in charge of a large chunk of a kingdom (termed a duchy), usually sits on the king or queen's war council and swears utter allegiance to their monarch, owes military service and taxes to the throne and collects these from nobles in his or her duchy
- Earl / Countess - nobles granted lands by a Duke or Duchess within their duchy, based in towns where available, owes military service to a Duke or Duchess as required and pays taxes to them, hereditary title
- Baron / Baroness - nobles granted lands by a Duke or Duchess within their duchy, considered lower than Earls or Countesses, might hold lands within a duchy but not usually based in a particular town or the richest resources (may have sway over farms and villages, usually based in a fortified estate), owes military service to a Duke or Duchess as required and pays taxes to them, hereditary title
- Knight - lowest-level noble in service to a landed noble, awarded the title for military achievements, pledged to military service, paid with either lands or a salary or both, title is not inherited by one's descendants
This system will serve for most scenarios but there will be exceptions. In areas where civilization isn't as advanced then chieftains and their warlords will serve in the same hierarchy.
The Churches : Across all religions there are standard titles by which the faithful are known...
- High Priest- top ranking cleric of a given religion, recognized leader of the entire religion and ultimate authority and spokesperson for that deity, addressed as 'High Father' or 'High Mother'
- Arch Bishop - cleric presiding over a kingdom, addressed as 'Eminence'
- Bishop - cleric presiding over a city or large area of land, addressed as 'Holiness'
- Priest / Priestess - cleric presiding over a church or parish in a small town or village or serving a Bishop in a city or large area of land, addressed as 'Father' or 'Mother'
- Abbot / Abbess - head of a rural monastery or convent, addressed as 'Brother' or 'Sister'
- Acolyte - non-specific title of any religious initiate who serves an actual titled member of a church
- Prophet / Seer / Oracle - term for anyone thought to have special connection with a deity, sometimes appointed to an office in the church, sometimes operating outside of the church altogether or even seen as a false prophet depending on the politics of the church.
Knights and other special servants on hand
Knights (these could be fighters, clerics, paladins, or rangers)
- 2-8 for an earl (average of 5) (or roll 2d4); these would be on average 8th-level
- 5-20 for a baron(average of 10) (or roll 5d4); these would be on average 10th-level
- 10-40 for a duke (average of 20) (or roll 10d4); these would be on average 12th-level
- 20-80 for a king/queen (average of 40) (or roll 20d4); these would be on average 14th-level
Wizards and/or Clerics on the payroll
- 1-4 for an earl (average of 2) (or roll 1d4); these would be on average 8th-level
- 2-8 for a baron (average of 4) (or roll 2d4); these would be on average 10th-level
- 3-12 for a duke (average of 8) (or roll 3d4); these would be on average 12th-level
- 6-24 for a king/queen (average of 12) (or roll 6d4); these would be on average 14th-level
Guidelines for mustering armies
Each noble is able to amass the following army in times of war:
- all knights in their personal service
- all spell-casters in their personal service
- none of the standing guard of any settlements in their area - they're needed to guard those settlements and are not included in the militia
- 90% of the militia of any settlements in their area - these serve as trained SOLDIERS - infantry and cavalry
- 50% of the adult population of any settlements in their area - theses serve as conscripts
- 20% of spell casters located in any schools or churches in their area, starting with the most advanced (or maybe 5% of the npc's generated that have a character class, not the ones with npc classes)
- coin will attract more of the spell casters in their area not already in personal service to the lord/lady, as well as mercenaries from surrounding areas (to be decided at the time)
- all nobles below a given noble will, of course, add their forces to the total
These guidelines observe the rules for compositions of armies as described in the 3.5 DMG on p. 133.
These guidelines observe the rules for generating populations of settlements as described in the 3.5 DMG on p. 137. A nifty calculator tool can be found to do the work of generating settlements - it is found here: http://www.dndgamer.com/town.htm
Reference Material:
Important Historical Periods
Here are some dates to keep history in perspective:
- Bronze Age: 3300-1200 BC
- Iron Age (varies): from 1200 BC (Asia) to 500 AD (England) or 700 AD (Germanic)
- Trojan War - 1300-1200 BC
- Roman Empire - 753 BC - 400 AD
- Vikings - 750-1100 AD
- Gunpowder introduced into Europe: 1300s