This section describes the fictitious physical atmosphere of Medieval, the planet which will 'house' your characters in this RPG setting.
Medieval, a distant planet from our present solar system orbits a sun similar to our own, but more planets exist in the same rotation so many look to the stars.
Medieval is 60% earth and 40% water with a climate similar to that of earth. However, because it is larger in size compared to the earth and has a faster turn, there can be freak storms now and again.
Vegetation, flora and fona are all the same with some variations of species and colors. In other words, a terran visiting Medieval would think he were on earth.
Terrain is also similar with some exaggerated points. Mountains standing 12,000 feet in the air and deep caves tunneling miles under the earth.
Although a few sublife forms are similar, one of the most noticable differences between Medieval and earth is the creatures that dwell within it. Medieval has exotic wild life and frightful humaniods and others that are still unknown to man.
Most technology goes from Stone Age to Iron Age although there are rumors of others having 'greater inventions'.
Kingdom, tribal and dictorial in nature. Some people are wonderers having no alignment to anyone.
Everyone that plays in Medieval will of course need to speak 'English'. Medieval would have as a basic language 'English' as well.
There are other languages that you may come across, mostly these languages are slight variants and dialects, but they are understandable.
Creatures carry their own language, the chance of a character knowing a creatures language is based on experience. In other words, if a story line permitted you to be in a goblin kingdom and taught the language then of course you would know it.
A Basic Map of the Village.
STATS: 1,500 people, mostly elderly, young couples seldom stay, very traditional, and run by local Elders.
1. The Cemetery - not the typical doom and gloom expected, but well taken care of with flowers and a caretaker
2. Town Hall - local meetings and public issues are discussed here.
3. Guards Training Grounds - here is enough room for any of the King's soldiers that may want to pass through for the night. Also has a prison below ground. You have never seen it, and hope not to.
4. Chief Elder's residence - this also houses the other Elders. A bridge crosses the fresh water river, this leads to the entrance, visitors are not welcome here and it is considered private property.
5. Butcher - live and salted meat
6. Herbalist - fresh herbs as food and as a cure
7. Blacksmith & Armourer - weapons and clothing of protection
8. Leather worker
9. Farm - Animal
10. Candle & Torch maker
A. High Class Area, Close to the home of the Elders and fresh water these people are considered the 'pride' of the town.
B. Middle Class Area, school
C. Middle Class Area
D. Lower Class Area, school
E. Lower Class Area, Most avoid the rough looking people of this area who do not even bother to cut the weids that grow on the wooden walls of their houses.
Guard posts are usually manned by 1 or 2 local guard or King's guard. The town is more or less exposed to open attack, but so little 'drama' has happened here over the years that no one is concerned about any kind of war.
On the outskirts of the village and within communities are farms both for livestock and produce. On the streets are people tryig to sell simple things to passers by; food, drink, simple weapons and trinkets.
A pause from The World of Medieval to share infobreak from the journals of some good thinker:
Today is: 4th July (GMT), in history on the 4th of July, 1976 AD the following event happened:
Raid on Entebbe-Israel rescues 229 Air France passengers