Setting
Honor is set in a low-fantasy setting. This means that although there are wizards, dragons, and magical events, the majority of supernatural effects are not equal to the strength and effectiveness of normal skill and ability. The attraction of magic does not come from its strength or even from its versatility – rather from its secretive nature and mystery.
Since most people in a pre-mechanical society do not travel more than 50 miles from their place of birth, wide area knowledge is reserved for sages and experts. Instead, most folk see and know only their own locale. As such the remaining material in this setting primer is focused on the Near Reaches, a Principality of the Slues Empire, the region of initial interest to the game.
The Earth (as they call it) is reminiscent of our own planet. There are forests, mountains, rivers, hills, and plains. Farmland is plentiful, but not very productive. Metals are rare, generally found only by mining or excavation. Timber and hunting are major industries.
Seasons and Time
There is a single moon, named simply “the moon” by the commonfolk, and “the Mirror” by those more educated. There are 12 cycles of the moon per year, and 30 days per month. The new moon or “DarkNight” marks the beginning of each month, while “BrightMoon” marks the middle. These two days are counted and considered outside the 7-day week, and have special significance for feasts, events, and religious (or arcane) rites. The days of the week are: SunDay, FireDay, EarthDay, GoldDay, WaterDay, WoodDay, and MoonDay. Since MoonDay is the last day, it always precedes lunar (and solar) events.
The months are split into four seasons. Winter, Spring, Summer, and Autumn. These are arranged such that the equinoxes and solstices fall at the exact center of each season. Note that this is on the night of BrightMoon, making these concurrences especially meaningful events. Specifically: NewYear, SilverNight, MoonWake, and HarvestNight. The outer two months of each season are denoted as “Low” and “High” respectively.
Geography
The Near Reaches lie on the western flank of the Slues Empire. The main geographical features of note are the rivers and forests. The Strugfals river flows from the High Hills out of the RazorPeak range far to the south. Combined with its tributaries, the Strugfals is the primary method for cargo transport. The treacherous RustWood forest sprawls across much of the remaining territory. Various roads and paths wind through the forestland, connecting outlying cities and towns, such that land transportation is also common.
To the east lies the Principality of Kitespare, primarily a dry prairie. Beyond that lies the Domain of Slues itself, so the roads to the east are considered to be critical for provincial communication with the rest of civilization. The northern extent of the Near Reaches is limited by the shores of the ColdSea, which is actually part of the Great Ocean. To the west lies the Far Reaches, which is a sparse borderland claimed both by the Slues Empire and the Tuletei Union. The southern boundaries are likewise uncertain, since the mountain tribes of the RazorPeaks frequently raid the villages of the High Hills. Maps may show the civilized border extending to the middle of the mountain range, but reality is quite different. Regardless, by utilizing the mountain passes, the Slues Empire maintains trade links to the Red Swan Kingdom, whose exotic jewelry, enameled woods, and artwork are considered high fashion among the Slues court.
Population
The majority of people of the Near Reaches are of Slues stock. They are tall, tan-skinned, with straight hair in shades of brown. Eye-color ranges through all shades of blue, brown, green, and violet. The key minority in the population are those of Tuletei stock. Tuletei are generally shorter height, but broad, with olive complexions, dark eyes, and glossed curly black hair. The second most common minority are those of southern stock, such as immigrants from the Red Swan Kingdom. These are of fair-skin, with blonde or red hair, often worn in braids.
Dress among the peasantry is heavily dependant upon profession. The outfit of a farmer, a hunter, and a fisherman would vary widely based on utility and availability. Merchants and craftsmen are much the same, but often have more capital to expend, and so have nice clothing. The nobility typically have multiple sets of clothes, which can be switched depending on the occasion. It is not unusual for members of the nobility to purchase clothing that is only worn for one event – then burned or thrown away.
Government
The government of the Near Reaches, as part of the Slues Empire, is feudal. The Slues Emperor grants titles and fiefdoms to his vassals, such as the Prince of the Near Reaches. In turn, these vassals grant titles and fiefdoms to their own vassals, and so on down through the ranks of nobility.
In theory, each lord (or lady) has eminent domain over all justice and property within their fief. In practice, their power is limited by pacts and agreements between themselves, their lords, their vassals, local guilds, and the common people. In fact, a significant degree of power rests upon the craft and transport guilds who could easily strangle a region if they saw fit. The Faith (especially the White and Black) also exercise political control either by military support or by influence over the various factions.
Noble titles do not directly refer to power or size of domain (if landed at all) or even rank. Rather, they represent a tree of power descending (and supporting) the Emperor. Only the Emperor can bestow the title of Prince. Only he or his Princes can name a Duke and so on down through the list of titles.
Emperor – Prince – Duke – Marquis – Earl – Count – Viscount – Baron – Baronet – Knight
Inheritance is distinctly patriarchal, and even then only by the lord’s consent. Although a daughter (or wife) can inherit a title, if a son is born, the title will be his and a regent appointed if necessary. The exception is children born out of wedlock (a “Fitz”), who have no claim to the title even if they are the last remaining relative.
Although all of the nobility owe fealty to the Emperor, their paths of fealty often flow through different branches. This can lead to struggles for power, wealth, or land between vassals who otherwise have no connection to each other. Whether this competition is through raiding, assassination, or war, the entire Empire is always heavily militarized and civil wars are constant and common.
The rank of nobility often comes with many associated rights. For instance, claiming offense, a noble may beat or whip a peasant to death without penalty. This is not common, mainly since it is considered beneath their station to pay attention to the lesser classes at all. However, commoners often bear the brunt of the less savory nobility. Dueling is considered lawful among the nobility (who it is not lawful to whip or beat). Refusing a proper duel is considered cowardly, and can often cause a loss of respect or even station.
Military
Military rank is anything but orderly. Although the titles for different ranks is fairly standard, the prerequisites for attaining such rank are not. For instance, the nobility begin training when young, and often advance quickly to a rank respective of their title. In stark contrast, the peasantry are conscripted as soldiers, but have no real hope of ever gaining any rank (or pay) at all, unless there are exceptional circumstances.
Military strategy generally consists of gathering armies, then lining them up. In instances that a battle actually ensues (rather than a parley or retreat), the conscripted peasantry are used as the front lines, followed by the foot soldiery, and watched from behind by the mounted cavalry. Only in extreme conditions is the cavalry used in battle, rather they are often a raiding force meant to pillage and demoralize the enemy.
Defensive strategy consists of fortified towns and castles. Since it is often difficult to raise enough men to break into a fortified position, instead siege and artillery tactics are used. In contrast, a common Tuletei strategy is to build huge earthen ramps over walls in order to overpower the defenders.
Religion and Faith
There is only one significant religion, called “the Faith” which has been in existence from the beginning of history. It derives from a single ancient set of scriptures describing the supreme being’s creation of the world and the precepts given to guide its inhabitants. The Faith boasts no prophets, supernatural events, or miraculous powers.
According to the Faith’s scripture, all was made perfect. However, a portion of the spirits refused to acknowledge their own creator and so became tainted and cruel. Their dealings with men and animals produced the fallen peoples – the faery, ghosts, and fell beasts. As such, these aren’t inherently wicked or cruel, but their nature tends to lead them to be so.
As a whole, the Faith stands for justice, mercy, and peace. In recent years, it has become divided into three main factions, denoted by color. The White, called priests, concentrate on justice, law, and ceremony. The Gray, called mystics, concentrate on philosophy, medicine, and humanitarian work. The Black, called ministers, concentrate on politics, diplomacy, and military strength. The three factions compete constantly and sometimes even oppose each other to support the supremacy of their ideals
Due to the reading of the Faith’s scripture, none of the Faith’s factions have objection to interaction with spirits (magic), but they all caution that it threatens possible exposure to tainted spirits. As response, the White and Black factions each host a separate order of “Witch Hunters” whose duty is to seek, expose, and kill tainted magics and magicians.
Technology, Science and Education
The technology level of the Slues Empire is roughly equivalent to Earth’s early middle ages. Metal-working is common, but expensive, such that most commoners substitute wood, ceramics, or cloth for most tasks. Iron is easily available, and crude steel can be found in any large city. Hardened steel or advanced alloys are not generally available, as such are relics from past ages which have not been duplicated.
Education is rare among the peasantry, and even many nobles are unable to read. Math tasks are generally limited to counting and very simple addition and subtraction. History and geography are likewise lacking, except for highly localized knowledge. Science is considered akin to magic, and is often taught in much the same way – by long, grueling apprenticeships. Most specialized knowledge such as physics, engineering, chemistry, and medicine have been passed down in their respective guilds from the deep past.
Coinage, Commerce, and Taxation
In theory, the coins of the region correspond to solar timing. Each is about the size and weight of an American penny or dime. For large denominations, entire bars are used.
10 tin stars = 1 sun
30 brass suns = 1 moon … (300 stars)
12 silver moons = 1 harvest … (360 suns, 3600 stars)
1000 gold harvests = gold bar (5kg)
The sun is meant to represent a day’s work as unskilled hard labor. However, the common people rarely see coinage, preferring barter instead since it is more immediately useful. There are various banking institutions, and most guilds offer monetary notes – but in both cases, there is a fee for the use of their services (and no interest on deposits).
Taxation varies from region to region. Each lord determines their own rates (and methods) for taxation of their vassals. Each level of vassal in turn taxes the level below until the majority of taxes rests upon the commoner. The most usual methods assess a family’s property and capabilities to determine how much they should owe. However, bribery of tax collectors and concealment of property is common.
There are also a plethora of additional taxes on trade, transport, production, mining, and even travel. Many of these merely enrich the nobility, but some provide for the common good such as funds for law-enforcement, water traffic, and road wardens.
Magic
The nature and mechanics of magic is a great mystery, and a hotly contested topic even among practicing magicians. There seem to be many different paths to magical ability, among them inheritance from blood, mastery by music, understanding through study, exploration by discovery, or inward search through meditation. Most magicians (though not a majority) agree that magic derives from supernatural entities, commonly called spirits or energies. The nature, description, and general behavior of these spirits is highly subject to speculation as it seems every sort magician has a different viewpoint.
Those who practice magic can usually be identified by their dress or habits. Magicians are generally known to carry collections of talismans and devices, and wear the most outrageous and garish clothing possible. Combined with strange social habits and deranged mores of etiquette, it is sometimes difficult to distinguish between a magician’s behavior and outright madness. In the words of a common nursery rhyme, “W’ toys n costume, or bear’n no stitches, be there spir’ts n maybe witches”
In practice, the capabilities of magic are known mostly by legend and hearsay. Many fables tell of wizards and sorcerers of incredible destructive power that are laid low by a single laugh or a telling phrase. Certainly, the legends seem to say that a stout heart and strong blade can fell any witch, but knowing the key weaknesses of a magician’s powers seems to be an even better defense.
True magicians seem to have multiple schools of ranking and order among themselves, with different names for their practice and philosophies of conduct. The distinction between the wizards, sorcerers, thaumaturges, and such is lost on the common person. Rather, the magician in society seems to fill a specialty niche of handling minor (but irritating) problems such as pest-control, finding lost items, giving advice, and even telling fortunes. Most towns or large villages usually have one resident magician to fill these roles, although it seems that they are territorial, so more than one is uncommon.
Standard Goods and Equipment
Commodities
Wood (kg) Prices dependant on locale, quality 3 stars Common
Grain / Clay (kg) Prices dependant on locale, quality 5 stars Common
Flour / Vegetables (kg) Prices dependant on locale, quality sun Common
Eggs / Milk (kg) Prices dependant on locale, quality 3 suns Common
Meat / Wool (kg) Prices dependant on locale, quality 4 suns Uncommon
Salt / Yarn (kg) Prices dependant on locale, quality 6 suns Uncommon
Cloth (kg) Prices dependant on locale, quality 8 suns Uncommon
Leather (kg) Prices dependant on locale, quality 10 suns Uncommon
Iron / Tin / Glass (kg) Prices dependant on locale, quality 20 suns Rare
Copper / Brass / Paper (kg) Prices dependant on locale, quality 200 suns Rare
Silver (kg) Prices dependant on locale, quality 200 moons Very Rare
Gold / Rare Herbs (kg) Prices dependant on locale, quality 200 harvests Very Rare
Exotic Spices / Silk (kg) Prices dependant on locale, quality 250 harvests Very Rare
Alchemical Reagents (kg) (for the rarest examples) 300 harvests Very Rare
Services
Unskilled Labor (day) Common or Skill < 3 sun Common
Skilled Labor (day) Uncommon or Skill >3 3 suns Uncommon
Highly Skilled Labor (day) Rare or Skill > 4 9 suns Rare
Exceptional Labor (day) Very Rare or Skill > 5 moon Very Rare
Housing
Stabling (day) includes basic care, but not fodder 3 stars Common
Inn Common Room (day) per person, per night (on floor) 3 stars Uncommon
Inn Private Room (day) sleeps four, with a bed for two 3 suns Uncommon
Hovel 100 square feet 2 moons Common Small House 200 square feet 10 moons Uncommon
Medium House 400 square feet 4h, 2m Rare
Large House 800 square feet 20 harvests Rare
Wealthy House 1600 square feet 100 harvests Very Rare
Noble’s House 3200 square feet 500 harvests Very Rare
Food
Fodder (day) basic food of local quality 2 stars Common
Food (day) purchased to be prepared 3 stars Common
Meals (day) bought prepared 6 stars Uncommon
Rations (day) prepared food, wrapped to last sun Uncommon
Iron Rations (day) dried or durable food, packaged 2 suns Rare
Ale (pint) local quality (much more for exotic) 2 stars Common
Wine (bottle) local quality (much more for exotic) 6 stars Uncommon
Spirit (bottle) local quality (much more for exotic) 12 stars Uncommon
Animals
Chicken full grown, healthy sun Common
Goat full grown, healthy moon Common
Sheep full grown, healthy m, 10s Common
Pig full grown, healthy 2moons Common
Dog full grown, healthy (breed?) 9moons Uncommon
Mule / Donkey full grown, healthy 2 harvest Uncommon
Cow full grown, healthy 3 harvests Uncommon
Ox full grown, healthy 4 harvests Uncommon
Pack Horse full grown, healthy, trained 4h, 6m Uncommon
Cart Horse full grown, healthy, trained 5 harvests Uncommon
Riding Horse full grown, healthy, trained 6 harvests Rare
Warhorse full grown, healthy, trained 50 harvests Very Rare
Clothing
Peasant / Farmer / Laborer cloth shirt, breeches/skirt, simple shoes moon Common
Trader / Craftsman / Scholar fine cloth with leather accessories 6 moons Uncommon
Hunter / Explorer / Traveler leather / fur clothing, hat, boots, cloak 9 moons Uncommon
Merchant / Artisan fine cloth with fur and jewelry 2 harvests Rare
Noble / Courtier / Royal fine cloth and fur, with fine jewelry 50 harvests Very Rare
Travel
Cart / Wagon (day) per person 5 stars Common
Coach (day) per person 5 suns Uncommon
Row Boat (day) per person, calm conditions 2 suns Uncommon
River Boat (day) per person 3 stars Common
Sailing Ship (day) per person sun Common
Transport
Cart 1-horse, cargo 6 moons Uncommon
Wagon 2-horse, covered cargo 9 moons Uncommon
Rowboat 4 person 4 moons Uncommon
Coach 2-horse, opulent, fast 2 harvests Rare
River Boat ~25 people or cargo 10 harvests Rare
Sailing Ship ~250 people or cargo 100 harvests Very Rare
Dry Storage
Purse cloth, holds ½ kg sun Common
Pouch cloth, holds 2 kg 3 suns Common
Basket reeds, holds 15kg 5 suns Common
Sack cloth, holds 20 kg 10 suns Common
Slingbag reinforced cloth, holds 30 kg 15 suns Common
Backpack leather, holds 40 kg, hands free moon Uncommon
Scroll Case reinforced leather tube m, 15s Rare
Saddlebag leather, holds 30 kg 2 moons Uncommon
Liquid Storage
Leather flask liter 10 suns Uncommon
Jug earthenware, 5 liters 15 suns Uncommon
Water skin leather, 5 liters moon Uncommon
Metal flask liter moon Rare
Glass Jar ½ liter 3 moons Very Rare
Barrel reinforced wood, 100 gallons 6 moons Uncommon
Gear
Blanket cloth, 1 kg 15 suns Uncommon
Bedroll padded cloth, 2 kg 2 moons Rare
Book blank, 1 kg harvest Very Rare
Cards (deck) block-print paper cards, ¼ kg 8 moons Very Rare
Chain (meter) iron, 2 kg 2 moons Rare
Cooking Pot iron, 5 liters, 2 kg 3 moons Uncommon
Crowbar iron, 3 kg 3 moons Rare
Cutlery (metal) fork, knife, spoon, ¼ kg 2 moons Uncommon
Dice (bone) pair of d6s 5 suns Uncommon
Fish Hook & Line 4 meters, metal hook 10 suns Uncommon
Grappling Hook steel, 1 kg 2 moons Very Rare
Iron Spike iron, ¼ kg 7 suns Uncommon
Kettle iron, ½ liter, ½ kg moon Uncommon
Lock Picks fine steel, ½ kg 3 moons Very Rare
Mattress cloth, flock padding, 10 kg 6 moons Uncommon
Pole (2 m) rough wood, 1 kg sun Common
Rope (meter) hemp or cloth, ½ kg 10 suns Common
Tinderbox flint and steel, ½ kg 2 moons Uncommon
Tool Kits
Small / Simple carving, woodwork, pottery, etc… 10 suns Uncommon
Medium / Average artwork, engraving, medical, etc… 10 moons Rare
Large / Complex alchemist, engineering, etc… 10 harvests Very Rare
Illumination
Torch treated wood, 1 kg, 2 hours 2 stars Uncommon
Candle tallow or wax, ¼ kg, 3 hours 3 stars Common
Oil (½ liter) vegetable or animal, ½ kg, 12 hours 2 suns Uncommon
Lamp pottery, 1kg, holds ½ liter 2 suns Uncommon
Lantern glass & metal, 2kg, holds 1 liter 9 moons Rare
Music
Small / Simple wood flute, drum, tambourine sun Common Medium / Average flute, mandolin, lute, recorder, harp harvest Rare
Large / Expensive silver flute, violin, harpsichord 10 harvests Very Rare
Weapons DmgScalar Type Weight Cost Notes
Axe (military) 1 slashing 2 kg 3 moons -1 parry, ¾ effect of armor
Club ½ impact 2 kg 5 suns
Dagger ½ piercing ½ kg moon -1 off, -2 parry
Flail ¾ impact 3 kg 4 moons -1 off, +4 vs parry
Knuckle Dusters ¼ impact ½ kg 10 suns -2 off, -2 parry (-4 armed)
Lance 3/2 piercing 4 kg 4 moons +4 v parry, mounted charge
Mace / Morning Star ¾ impact 3 kg 4 moons
Net - - 1 kg moon +2 parry, +2 disarm (entangle)
Rapier ¾ piercing 1 kg 3 moons +1 off, +1 parry, *2 of armor
Sabre 1 slashing 1 ½ kg 3m, 15s +1 parry, 3/2 effect of armor
Sword 1 slashing 2 kg 4 moons
Unarmed ¼ impact - FREE -3 off, -2 parry
Warhammer ¾ piercing 2 kg 4 moons -1 off, -1 parry, ½ of armor
Whip ¼ slashing 2 kg 15 suns -1 off, -3 parry, +4 vs parry
2H Weapons DmgScalar Type Weight Cost Notes
Battle Axe 1 slashing 3 kg 5 moons +1 off, ¾ effect of armor
Great Axe 3/2 slashing 5 kg 8 moons -1 off, -2 parry, ¾ of armor
Great Club 1 impact 5 kg 25 suns -1 off, -1 parry
Great Flail 5/4 impact 6 kg 8 moons -2 off, -1 parry, +4 vs parry
Great Hammer 5/4 impact 6 kg 8 moons -1 off, -1 parry
Great Sword 3/2 slashing 5 kg 10 moons -1 off, -1 parry
Halberd* 1 slashing 4 kg 8 moons +1 off, +1 parry (or as spear)
Pick (military) 1 piercing 3 kg 6 moons -1 off, -1 parry, ½ armor
Pike or PoleArm** 1 piercing 4 kg 5 moons -3 parry, +1 disarm (entangle)
Quarter Staff ½ impact 3 kg 20 suns +1 parry, 2 actions
Scythe (military) 1 slashing 2 kg 5 moons +1 off, +1 parry
Spear (shortspear)* 1 pierce 2 kg 2 moons
Spear (longspear) ** 1 pierce 3 kg 2m, 15s -3 parry
Two-Hand Sword 1 slashing 3 kg 6 moons +1 off, +1 parry
Shields DmgScalar Type Weight Cost Notes
Buckler ¼ impact 1 ½ kg moon -1 off, +1 parry, +2 vs missiles
Shield ¼ impact 2 kg 1m, 15s -2 off, +2 parry, +4 vs missiles
Large Shield ¼ impact 4 kg 3 moons -3 off, +3 parry, +6 vs missiles
Tower Shield ¼ impact 6 kg 5 moons -4 off, +4 parry, +10 v missiles
Ranged Weapons DmgScalar Type Weight Cost Notes
Throwing Knife ½ piercing ½ kg moon 50m throw
Javelin ¾ piercing 1 kg moon 40m throw
Throwing Axe 1 slashing 1½ kg m, 15s 30m throw
Sling ¾ (shot 1) piercing - 5 suns -3 off, 300m range (ball=3star)
Crossbow 1 piercing 4 kg 5 moons 1 sec load, 300m range (5star)
Shortbow 1 piercing 1 kg 2 moons -1 off, 200m range (5star)
Longbow 5/4 piercing 2 kg 6 moons -1 off, 3 str req, 300m range (6)
Armor vs Impact vs Piercing vs Slashing Durability Body Limb Cost
Clothing 1 1 1 5 - - (as clothing)
Padded 1 per 5* 1 1 10 1 kg 1 kg 3 suns
Leather 1 per 10* 1 1 per 10 20 1 kg 1 kg 20 suns
Hard Leather 1 per 10* 1 per 15 1 per 10 30 2 kg 2 kg 2 moons
Studded 1 per 15* 1 per 15 1 per 10 40 2 kg 2 kg 3 moons
Ring Mail 1 per 15* 1 per 15 1 per 10 50 2½ kg 2½ kg 4 moons
Scale Mail 1 per 15* 1 per 15 1 per 10 60 3 kg 3 kg 6 moons
Metal Plate 1 per 10 1 per 15 1 per 10 70 3½ kg 3½ kg 8 moons
Chain Mail 1 per 40* 1 per 10 1 per 10 80 3½ kg 3½ kg 10moons
Double Scale 1 per 20* 1 per 15 1 per 10 90 4½ kg 4½ kg 10moons
Double Chain 1 per 40* 1 per 10 1 per 10 100 5 kg 5 kg harvest
Plate Mail 1 per 10 1 per 15 1 per 10 110 6 kg 6 kg h, 3m
Plate Armor 1 per 10 1 per 15 1 per 10 120 6 kg 6 kg 2 harvests
Heavy Plate 1 per 10 1 per 10 1 per 10 130 8 kg 8 kg 3 harvests