2. WORLD
This information might not be known to every
inhabitant of Plynck, but it is certainly knowledge that every
adventurer would have picked up, or learned from her studies. It
is very general; detailed knowledge in any of these areas will require
either skill points or explicit learning.
Contents of this chapter:
2.1 Geography
2.2 Astronomy
2.3 Weather & Climate
2.4 Politics
2.5 Land Rule
2.6 The Deadly Tropics
2.7 Measurements
2.1 Geography
Plynck is a normal universe type world: spherical,
orbiting in the
liquid water range of a small main sequence star. Continents and
bodies of water share the surface of Plynck in a rougly 1/3 to 2/3
ratio. Mountain ranges, river systems, deserts, swamps,
untrackable forests, planes, tundra, rolling hills; plus oceans, seas,
islands, bays, currents, lakes. Underneath, there are rumored to
be extensive caverns, tunnels, and elaborate cities. But whereas
it is at least theoretically possible for someone to explore all of the
surface; vernturing down more than a short distance underground is not
something that's open to most surface dwellers. And those who
themselves do live beneath the surface tend to be very parochial.
The continents, rivers, islands, mountains, oceans,
etc., all have names: frequently a different name for each set of
peoples who have discovered it. Some standardization has been
established, promoted mainly by merchants who need to be able to
describe trade routes to each other. Finding out about anything
more than the local names for local features requires learning in
Knowledge::Geography.
2.2 Astronomy
The two most noiticable attributes of Plynck, as
seen by a hypothetical visitor to its solar system, are that Plynck has
no axial tilt, and does have a Ring. Plynck also has two moons -
known collectively as The Shepherds - one inside and one outside the
Ring. All three orbits are centered over the equator, with the
Ring
between the Outer Shepherd and the Inner Shepherd. Irrespective
of any
folklore regarding intelligent, directed actions on the part of the
moons, the physics of their orbits does keep the particles - which make
up the Ring - contained into a fairly consistent orbit. Both
moons
always maintain one face towards Plynck. The Outer Shepherd
completes
one orbit - from new, waxing to full, and waining back to new - in
exactly one month. The Inner Shepherd has an orbital period
exactly
one-half as long as that of the Outer Shepherd's. These periods
will
have a noticable effect on tides.
At the equator, the Ring prevents any sight of the
Outer Shepherd;
or, for that matter, of the sun. From the higher latitudes, North
and
South, one can see past the edge of the Ring and observe the Outer
Shepherd.
There are other Wanderers orbiting the sun (called
"Sun") with Plynck. However, how to find them, what their names
are, and the significance of their relative locations, as well as those
of the constellations (other than the zodiac), requires a minimal
investment in learing in
Knowledge::Astronomy.
As with Earth, but to a much greater degree, the
orbit of Plynck around its Sun is not perfectly circular. Also as
on Earth, this results in the distance from the Sun being a major
factor on Plynck's seasons and weather. In particular, with no
axial tilt, seasons are entirely due to the
distance Plynck is from the sun. And, following standard
gravitational
rules, Plynck shoots past its closest approach to the sun over a
relatively short time, then seems to dwaddle while it is further
away.
Also: if the Ring shadow were much wider, the entire
world of Plynck might
have turned into an iceball. As it is, it is only because
Plynck's
sun is hotter than Earth's that the temperate regions receive
enough sunlight (and heat) to offset the cold on both sides: pole and
equator. Plynck's icecaps and arctic regions are smaller than
Earth's. And water and air currents keep even the center of the
Ring's shadow from freezing.
Affected by each other and by the mass of the Ring
itself, all three objects wobble slightly back and forth of orbiting
exactly over the equator at all times. As the Ring shifts, this
moves borderlands in and out between the sunlight and the penumbra of
the Ring's shadow. But while the umbra also shifts slightly, the
center of the shadow never shifts very far away from the equatorial
line. Because of their own wobbles, conjunctions between the
moons and the sun (eclipses) are more rare than they are on
Earth. They do, however, occur. Because of Plynck's own
non-circular orbit, the totality and duration of the eclipses also
varies widely. Some people claim to be able to predict when,
what kind, and how long such eclipses will occur.
2.3 Weather & Climate
Seasons are an arbitrary division of the year by
people. As such, they are discussed below, under Time.
Weather on Plynck differs from Earths in one major
manner: there are almost no hurricanes. Because of the shadow
cast by the Ring on the tropics of Plynck, its tropics never reach the
scalding temperatures which Earth's do. As Hurricanes are 'heat
engines' driven by the energy difference between the heat absorbed by
tropical waters and the arctic cooling of temperate waters, and these
differences simply never build up on Plynck, there are almost never any
hurricanes at all.
To make up for this, it seems, there are nearly
continous violent storms near the Shadowlands penumbra, on both sides
of the equator, and over both land and sea.
Otherwise, the weather and climate on Plynck are
very similar to that found - in all its variety - across the temperate
regions of Earth.
2.4 Politics
With the exception of the Deadly Tropics,
people live in most parts of Plynck: sometimes very sparsly, sometimes
in quite dense clusters. Humans congregate in cities, towns,
villages; but also follow nomadic practices, or dwell in such marginal
regions that several square miles are needed to support just one
person. Dwarves and Gnomes are rumored to also range from
metropolitian clustering to hermit-like isolation; but since they are
usually silent about their backgrounds, and few people are allowed to
visit their countries, little is known about that. Elves have a
tendency to live in small clusters, but with a closely-knit
relationship which allows nearby clusters to rapidly come to the aid of
one in trouble. Half-elven wistfully pass around "urban myths" of
a society of their own; but it was always "what someone told my third
cousin that they heard while sailing to that other continent".
Most half-elves are resigned to living not quite in sync with one or
the other of their engendering races. Half-orcs do not have even
a legondary place to pretend is home. Many inhabit the marginal
regions, explicitly to not have to have contact with anyone else.
Halflings are especially nomadic, appearing everywhere, some of them
staying in one place for generations, but never developing any
halfling-dominated societies.
Countries as political entities vary in size from
city-states to an entire (admittedly small) continent. While most
tend to claim all of the land up to each adjacent country, in truth
there are often large tracks of land which never see any officials from
any of the countries near it. Inhabitants of a country do tend to
have a common tone: similar religious alignments; a more common than
not outlook on what constitutes proper behavior; more or less equal
freedom (or lack thereof) among all but the highest levels of
society. Nearby countries are frequently in competition for raw
goods, and sometimes for land; but usually this does not extend into
violent clashes, let alone wars. Countries with vastly different
outlooks do upon occasion go to war, but logistics minimize the
effectiveness of this except when the countries involved are also near
neighbors. Thus far there has not been either a world- (or even
hemispherical- ) -war, or an even moderately successful conqueror.
Most peoples are farmers, hunter-gatherers, fishers,
or other near substanence workers. In the more developed
societies there is a lower middle class with professions such as
miller, blacksmith, shipwright, butcher, woodcarver, etc. The
"middle middle" class is mostly made up of artistic professions such as
woodcarver, jeweler, bookbinder, and the like. Upper middle class
are mostly merchants, or those very closely tied to merchant
activities, such as navigator, legal solicitor, banker. The
highest of the middle class are richer and more powerful than the
lowest nobles, although that does not usually provide them with any
more of an access route to the nobility than that enjoyed by their
less well off 'cousins'.
Almost all countries are administered - or at least
run (admittedly: sometimes misrun) - by a hierarchial set of
nobles. Frequently the highest nobles - the royalty - in a land
will all be devout worshipers of the same Deity, if not actually all in
religious orders to some degree. Those countries which have a
patron Deity are rumored to be especially looked after by their
Deities; and it is known that the King or Queen of a country is granted
LandSense powers by their Deity which tie the country to them, and vice
versa.
2.5 Land Rule
The major political reality on Plynck is the Land Rule. This gives a King
or Queen near infiinite power over, and almost complete feedback from,
the land she or he rules. It is a very demarcated power -- it extends
to exactly the boundaries of the country at the time of the bestowing
of the heirship. When the Ruler of a country declares an Heir (or
when a new ruler appears ungently from outside, or inside), there is a
special ceremony at which the patron God(dess) of the country
establishs this tie between the Heir and the Land. Upon the
ascention of the Heir to the Rulership (immediately, in the ungentle
cases) the new King or Queen gains powers equivalent to an avatar of
the patron Deity. Effectively, the Ruler 'feels' how the whole
country is faring, can tell where a drought is; that an earthquake is
coming; when the fields are ready to harvest; or that the grass and
ground are being flattened under the boots, hooves, and wagon wheels of
an invading army. And in return there is the ability to make the
land respond as if it were an extention of the Ruler's own body,
changing the course of a river; causing an earthquake; communicating,
through those most attuned to Nature, with the wide-spread inhabitants
of His/Her country.
Since all this power is localized and not mobile, it
becomes purely defensive in terms of inter-country politics.
Attempts to misuse it have been known to cause a country's patron Deity
to remove the Land Rule from the current Ruler and pass it on to the
Heir immediately. (The normal ways for the Land Rule to pass to the Heir are
for the current Ruler to step down -- voluntarily abdicate -- or for
the Ruler to die.) (If St. Cuthbert is sufficeintly upset at the
misuse of the Land Rule --
even in, perhaps especially in, lands where he is not the patron Deity -- he
might even start, for the third time, a holy war against the
abuser.) But with this much defensive power available to a
country, it is hard to imagine another country attempting to conquer
through force of arms; and even harder to imagine it succeeding.
2.6 The Deadly Tropics
The previously mentioned
inability to conduct Astronomical Studies near the
equator is pretty much a moot point. The almost continous lack of
sunlight makes the tropics an ideal breeding ground for undead, and
thus a good region for normal people to avoid.
Countries near the "Shadowlands" are continously
having to repel
influxes and invasions of undead. There is a correspondingly
higher
instance of undead encounters on Plynck than on most worlds. Even
evilly-oriented countries tend to have rulers who want to remain alive
-- even if they don't care particularly about their people -- and
sufficiently forward-looking to realize that containing the undead near
the tropics is ultimately beneficial to them, no matter how far away
their own borders are. Thus most countries adjacent to the
Shadowlands can expect to receive aid, favorable trade agreements, a
minimum of need to turn their army's attention away from containment,
no matter how closely, or not, their neighbors agree with their
orientation, attitude, and internal policies.
Travel
between the two hemispheres is also limited. For all practical
purposes, no land routes exist. Travel by sea is possible, but
more
hazardous than usual (consider undead kraken). At the levels of
government diplomacy, religious hierarchies, and various guilds (e.g,
mages), communication between countries or branches in the Nourth and
South hemispheres is conducted by teleportation. This is much too
expensive for effectively all commercial activities.
Because the Ring is made up of a huge number
of separately
tumbling rocks, chunks of ice, etc., there is a small chance that
sunlight will actually make it through the Ring and strike Plynck's
surface in the Shadowlands. Adventurers are cautioned to not
expect
this to occur as a dei ex machina salvation, should they venture there.
2.7 Measurements
For simplicity in playing, almost all measurements
are (coincidentally) the same as they are on Earth. This applies
not only to the physical dimensions such as distance, weight, and
volume, but also to time. However, there are some minor
differences, in time's units, between Earth and Plynck.
2.7.1 Time
The year on Plynck has 336 days. Each day has
25 hours. Each hour
is the same length as the Players are used to on Earth. This
means
that the elapsed time for a Plynck year is almost exactly the same as
the elapsed time for an Earth year; and therefore characters of a given
age on Plynck would be the same "years old" if they had lived on Earth
instead of Plynck.
The year is divided into twelve months,
corresponding with the new
phase of the Outer Shepherd (see Astronomy). Each month is
divided
into two Fortnights -- corresponding with the new phase of the Inner
Shepherd -- or four weeks. Each week has seven days.
The year begins on the day of the Large Sun solstice
(when Plynck is at the closest point in its orbit to its sun). By
an amazing coincidence the previous night was a new moon for the Outer
Shepherd, thus the first day of the year is also the first day of the
first month.
Because of the lack of axial tilt, plus the
elliptical orbit of Plynck, the seasons are the same for both
of the two hemispheres. Also, there are no days with greater or
lesser daylight. Then, because of the ellipitcal orbit, the
seasons all have different
lengths. Fortunately for life on Plynck, its sun is hotter than
ours, making its liquid water belt much broader than that in our solar
system. The intense heat inflicted on the planet at its closest is
largely absorbed by the oceans, which then keep the entire planet
reasonably warm for the outward half of its orbit. By the time
this buffer has worn off, the planet is again approaching its sun, but
so slowly that there is ample time for winter conditions to establish
themselves. These in turn act as a partial shield against the
heat from the next close passage.
Originally, the months had names relating to the
agricultural backgrounds of each area's peoples. This created a
lot of difficulties when merchants, governments, religious
organizations, guilds, etc., began working together across a wider
domain than a single country. For example, each tribe, clan, or
village had a month whose name meant "sowing", and another for
"harvesting", reflecting a more purely argicultural past on all
parts. But those names were entirely local. Attempting to
create a single, common nomenclature required that the decision makers
(or more likely their astronomical advisors) come up with
region-neutral names for the months. Accordingly, the months are
named for shared astronomical events -- constellations, which can be
seen on both sides of the equator. And which, while they might
also have local names, are common
enough that no existing country has a claim to them. In
particular that constellation which is just above the eastern horizon
before dawn, provides the name for the current month. (These
constellations thus make up Plynck's zodiac, and are known to almost
everyone.)
2.7.2 Calendar
Here are the months of the year, and their
corresponding seasons.
|
MONTH |
SEASON
|
1
|
Mountain
|
winter
|
2
|
Archer |
winter
|
3
|
Throne
|
winter
|
4
|
Leopard
|
winter
|
5
|
Plow |
spring
|
6
|
Priestess
|
summer
|
7
|
Pail
|
summer
|
8
|
Dragon |
summer
|
9
|
Sword
|
fall
|
10
|
Beggar
|
fall
|
11
|
Tree
|
fall
|
12
|
Cygnet
|
fall
|
Each month is divided into four weeks of seven days
each. The weeks have descriptive names, relating to the actions
of the moons, with the Inner Shepherd (as always) mentioned first:
Double Grow
Shrink Grow
Grow Shrink
Double Shrink
However, these are a holdover from that earlier
argicultural phase in the growth of civilization, when events were much
more tied to the phases of the moons. Now that so many lives are
now tied to towns and cities -- and these may be a minority of all the
people in each country, but they're the vocal and powerful
minority -- the tendency is to eliminate the cumbersome
month/week/weekday designation, and replace it with one consisting
of month/day-of-month (e.g., Dragon 26).
The days of the week each have individual names, and
these are still in common usage, because of their traditional religious
and commercial associations. In order, the weekday names
are:
Godsday -- religious observances
Lordsday -- for honoring the nobility (also
paying taxes in Double Shrink)
Freeday -- a day off (except, of course,
for peasants, slaves, farmers, etc.)
Plynckday
-- honoring the earth
Ringday -- honoring that
astronomical object
Sunday -- honoring that
astronomical object
Moonsday
-- honoring both moons (Inner is always new or full)
The day starts at dawn and runs until the next
dawn.
Each watch is five hours long.
Each day is divided into twenty-five hours,
consisting of two daytime watches (for traveling, exploring, and so
forth), and three nightime watchs (including evening camp setup and
dawn camp strike).
Each hour is divided into sixty minutes, which are
in turn divided
into sixty seconds. Hours, minutes, and seconds are exactly the
same
as on Earth.
For combat purposes, a round is six seconds; thus
there are ten rounds in a minute.
For adventuring purposes, traveling usually takes up
two watches a day, with meals, camp chores, sleeping, and meditating
(or praying) taking up the other three watches.
2.7.3 Weights
Plynck uses a measurement system equivalent to
Earth's English: that is, miles / yards / feet / inches instead of
meters; gallons / quarts / pints / cups / ounces instead of litres; and
pounds instead of grams.
However, there is a significant difference between
Plynck's measurement system, and that of other AD&D worlds.
On Plynck, a gold piece weighs 1/100 of a pound. [Idiot WotC
designers ignoring
decimal system; rant, rant.] This is known as the gold piece
weight
"gpw".
Coinage from other metals - copper, silver,
plantinum, mithril,
adamantite - are all set such that a single coin is always 1 gpw.
This
means that copper and silver coins are about twice the size of gold
coins; pp
are slightly smaller; mp are 1/2 the size of gp; and ap are 1/10 the
size of gp. [Very rarely will these sizes have any effect during
the run.]
A carat - measuring the size of a gem - is 1/1000 of
a gpw.
2.7.4 Volumes
Liquid measurements, as mentioned in passing (in
Weights), are exactly the same as the English system on Earth.
However, for carrying capacity purposes, it will be
useful to have a conversion method between volume and weight.
This allows each character (horse, boat, beltpouch, etc.) to track only
a single measurement -- weight -- and not have to also track a second
limitation of volume. For comparison, on Earth a cubic foot of
storage
will hold: 60
pounds of liquid, 200 pounds of stone, 1,000 pounds of metal, or 25
pounds of anything
else.
For simplicity, on Plynck a cubic foot of anything
weighs 100 pounds; treat fractions accordingly.
2.7.5 Distances
As stated in passing earlier, all distances use the
English system,
and all such named measurements are exactly the same length as they are
on Earth.