Midian typically refers to the 'known world'. Three continents comprise the lands of Midian—the northern continent (Noriterre), where Formour, Heldann, & the Elven Homelands are; the southern continent (Sudterre), consisting of Byzant and the older nations; and the eastern continent (Osterre), from which Humans originated. The major nations of the northern continent, together with Byzant, are often referred to collectively as the 'middle-lands. 'This is due primarily to the fact that most of the western edge of the northern continent (including the Farreaches) is largely unmapped.
The world where the lands of Midian lie are orbited by two moons. Luna is the primary. Juno, the secondary, is smaller & and is further out away from the planet. It is almost always at least partially in Luna's shadow; a truly full moon for Juno occurs only a few times a decade. Juno is 10° behind Luna, following like a lost puppy.
The months are consistently 30 days, 12 of which make up 1 year. The rigid precision of the heavens has lead to a rogue theory that a 'higher power' created the world. This theory is not widely held, however.
The chart of the details of each phase of the moons—with their corresponding light level equivalents—follows.
| Day of the Month | Luna | Juno | Light Level (Earth equivalents) |
| 1st | Full | ¾+ | 1 3/8ths |
| 4th | Full | Full | 1 ½ |
| 5th | ¾- | Full | 1 ¼ |
| 7th | ¾- | ¾- | 1 1/8th |
| 9th | Half- | ¾- | 1 ¼ |
| 12th | Half- | Half- | ¾ |
| 13th | ¼- | Half- | ½ |
| 16th | New | ¼- | 1/8th |
| 19th | New | New | New |
| 20th | ¼+ | New | ¼ |
| 23rd | Half+ | ¼+ | 5/8ths |
| 26th | Half+ | Half+ | 1 ¼ |
| 27th | ¾+ | Half+ | Full |
| 30th | ¾+ | ¾+ | 1 1/8th |
The predominate climate of Formour is a mildly temperate one. The eastern, southern, and central areas are wooded. The forested areas become lighter in the west-central area, leading to plains in the western regions and near the mountains to the north and west. The temperature becomes cooler in the higher altitudes, and in the north near the Heldannic Freeholds and the Farreaches areas. The south-eastern portion receives a great deal of rainfall, and is nearly perpetually cloudy. Both summers and winters are fairly mild in Formour.
The Elven Homeland is surrounded by impassable mountains on all sides save the south (bordered by the sea). The climate is lush and subtropical, with gentle rains in the morning and evening with generally clear skies for the remainder of the day and night. Snow falls only in the upper altitudes of the surrounding mountains. It is widely held that the Elves keep their climate by mystic means. Harsh environmental conditions are almost unknown in this sheltered area.
The Heldannic Confederation—also known as the Heldannic Freeholds, is a cooler northern nation. There are few areas of this nation that are not mountainous, and the lower valleys are reserved for agriculture. The climactic conditions are harsh, with winter storms claiming the lives of quite a few inhabitants each year. The eastern shores of Heldann receive the cooler northern winds from the oceanic cycle that powers the summer storms common to the Killian Empire. Summers in the Heldannic Confederation are cool and the winters cold and very harsh.
The Killian Empire is an island nation with cool winters and hot summers. The summer months bring two series of fierce storms from the same oceanic cycle that brings the winter storms to the Heldannic Freeholds. Mornings—and longer into the day during winter—is characterized by a thick fog. The overall climate of the Killian Empire does not lend itself well to the growth of large hardwood trees. Lumber is scarce in this land; small fruit trees are the most that can grow.
The Byzant Empire has a wide range of environments. These range from mountainous and cold, hot desert, marshy, cold desert, tropical, lush forests, heavily urbanized, etc. The wide range of the Empire makes generalizations about it (other than the variety) difficult, if not impossible.
The Farreaches are the unclaimed, and generally uncharted territory north of the Elven Homeland, West of the Heldannic Freeholds, and northwest of the Kingdom of Formour; this land is generally cold and inhospitable moors and steppes. The summers are often hot and brief with the winters quite cold and of extended duration. Little vegetation grows in this area.
Elves typically do not follow holidays, unless influenced by other cultures. Being immortal, Elves do not keep track of days and years, and note only the change of seasons.
This is far from an exhaustive list of the various holidays in the lands of Midian. There are lesser holidays, birthdays, anniversaries, local and regional holidays, births, deaths, victories in sports or in war, religious days of celebration or reverence, and holidays not yet started. Feel free to add to this list (and we would love to hear about what you do add). People seldom need an excuse to get off from work and get drunk.
Formour is one of the largest and most prosperous nations in Midian. The weather is pleasant, and the ground fertile—allowing farmers to grow multiple harvests each season. The Kingdom is bordered on the north by the Heldannic Confederation, on the south by a channel that separates the Byzant Empire, on the east by the Greatsea, and on the west by the mountain range that shelters the Elven lands. This is a predominantly Human country, but there is a large Dwarven population, and a few remnants of Hobgoblins left from the Olde Empire in the Hobgoblin Enclave. Goths live in the south-eastern region, as well as that part of the Byzant Empire directly across the channel. Formour is more heavily populated along its two coasts, with the eastern part of the realm having the bulk of the population. The density of people thins out toward the west, and new dominions may still be had from unclaimed & untamed territory. This all makes it a good place for an adventurous person to dwell.
The Kingdom is divided into 5 Archduchies that were once sovereign nations. The founder of the royal line united the often-hostile lands into one nation. Each archduchy in turn is divided into smaller feudal units. The army is well disciplined, and the navy is perhaps the known world's strongest. The Kingdom is well maintained, and well organized. The crown recognizes the need for individuals to excel.
One thing truly stands out about Formourian culture—their emphasis on achievement based on merit. One aspect of this is the emphasis on equality among the sexes. For example, women of Formour consider every Queensday to be their day of rest. Additionally, the Crown passes to the eldest child upon the previous monarch's death. Whether this is a Prince or Princess does not matter. Another aspect of this is that one may improve one's station in life by earning a noble title. Not all other lands allow this. There may be a historical reason for this attitude, as the royal family achieved power by uniting the 5 Archduchies into a powerful nation. This was not done through force of arms or via birthright, but through the hard work of an adventurous husband and wife team.
Courier service (national): offices in all cities & major towns in Formor
Library: many belong to a wizards' circle or guild, or belong to a school; if they allow non-members (often limited) access at all, you will be charged a substantial fee for use; free public libraries are rare;
Cambist or Steward: bankers; stores and loans money; can also exchange currency; cost for storage is 1% monthly; cost for exchange is approximately 5% (varies according to international rates); cost for loans ranges from 3% monthly to 100% weekly (or more); collateral is usually required for loans; you are given a receipt for storage and many places accept the receipt as payment in barter rather than making you get the gold out yourself (much easier to carry the paper than several pounds of gold—particularly while travelling); no one is obligated to accept the receipt in lieu of gold, however; some bankers use an alternate savings method—they charge a withdrawal fee of 5%, but do not charge a monthly fee; if 100 gold guilder are taken out of the players' accounts, the cambist keeps another 5 for herself;
Indemnitory: this is sharing the burden in the event of catastrophe; insurance; payments are made (possibly housed with a steward) for one-time, until a set amount has been reached, or on an ongoing basis, and paid out when needed—such as by fire or death in battle; this commonly is managed by those participating, not by a for-profit business; operating costs being only what is paid-out and possible fees by the cambist;
Ha' Pennies: copper; 200/pound; ½ of a copper farthing
Farthing: copper; 100/pound; ¼th of a dinnar, 1/10th of a silver florin
Dinnars: brass; 100/pound; 1/50th of a gold guilder; uncommon;
Flourins: silver; 50/pound; 1/20th of a gold guilder; coin of the common folk
Guilder: gold; 50/pound; the official standard 'coin of the realm,' actually more of a middle & upper class coin
Royals: gold; a full pound each; worth 50 gold guilder; rare; found more in treasuries than in circulation
| One gold guilder equals: | One silver florin equals: | ||||
| 400 ha' pennies | 20 ha' pennies | ||||
| 200 copper farthings | 10 copper farthings | ||||
| 50 brass dinnars | 2½ dinnars | ||||
| 20 silver flourins | 1/20th of a gold guilder | ||||
| or 1/50th of a gold royal | 1/1000th of a gold royal |
In Formour, noble ranks may only be issued by a nobleman who is at least two levels higher than the rank that is being sought. In other words, only an Earl may promote someone to Baron (provided that the supplicant has the required status). This keeps the nobility from promoting up all of their non-noble friends—you need your boss to do so. This means that even the King cannot promote anyone higher than Duke. The feudal structure exists mainly for the Human subjects. The Dwarves have their own nobility—Dwarven Kingdoms that are part of Formour falling under the province of an Archduke.
The order of nobility follows:
King/Queen, Prince/Princess (Royal), Archduke/Archduchess, Duke/Duchess, Marquis/Marquess, Count/Countess/Earl, Viscount/Viscountess, Baron/Baroness, and Baronet.
Knights and Squires are part of the feudal order, but are not considered nobles.
There are four branches of the Fomourian Military: army, navy, marines, & scouts.
The army is divided up into 6 regiments based on the types of soldiers that make up each unit: 1st Cavalry Regiment, 2nd Siege Regiment, 3rd Heavy Infantry Regiment, 4th & 5th Infantry Regiments, & the latest addition, the 10th Cavalry Regiment (added a few years ago due to Formour's increased prosperity).
Army regiments are further divided into smaller units: cavalry—troops, infantry—company, siege engineers—battery. These smaller units are further divided into platoons and squads.
The marines are also divided up into regiments: the 6th & 7th are with the 1st Fleet, the 8th with the 2nd Fleet, and the 9th Regiment is with the 3rd Expeditionary Fleet. Each marine regiment is the same as regards troop type & equipment and is referred to only by number (i. e. 7th Regiment) without distinguishing titles as befits these faceless troops. Marines are divided similarly to the army with unit size depending on the size of the ship they serve.
The 3 naval fleets are divided up by purpose. The 1st Fleet is the mainstay of the Formourian navy. It is the largest fleet and floats the largest ships as well as numerous smaller supporting vessels. The 2nd Fleet consists of only the fastest ships and thus its ships are lighter in size than those in the other fleets. This fleet is used for rapid engagement and support operations. The men and women of the 2nd Fleet can cross the seas in a fraction of the time of the other fleets. Several of its ships have flat bottoms and can navigate up rivers. The 3rd Expeditionary Fleet is exclusively designated for long-term tours. Its ships are all designed for long trips and are used for exploration, escort duty, and diplomatic missions. Many nations know of one another due to the efforts of the 3rd Expeditionary Fleet. The navy is divided below the fleet level into individual ships and duty sections within each ship.
Scouts are not organized into larger units than companies. The 12 companies are each assigned to support an army regiment (with one company being assigned to the 9th Regiment). The 2nd Siege Regiment has one company assigned to it, the other army regiments each have 2 companies assigned. Scouts have no smaller division below company level except for sending a loosely organized portion of a company out on a mission. Formour will hire out former scouts and local citizens on a short-term mercenary basis as scouts. Pay is variable, but is always delayed at least a month (up to 3 months) after the mission is over. This ensures that the mercenary scout does not betray the army. This is a recent program and its success has yet to be determined in a major conflict.
Each term is 2 years in duration. The first 2-year tour is with minimal rank and pay, promotions only being available to those who reenlist. Reenlistment comes with a bonus as well as an automatic promotion for those signing back on after their first term.
Conscription in the Formorian military is voluntary and comprised of former soldiers & sailors. Those that volunteer for the draft receive double mustering-out bonus as well as retain some of their equipment.
Officers are chosen from those of sergeant/petty officer rank or higher who can pass a battery of tests & examinations. Written tests are used to determine education & native intelligence. Interviews are conducted with boards of senior enlisted and commissioned officers to determine soldierization and general worthiness; this is considered the most difficult part of the tests. Lastly, a field exercise is used to determine soldierization, leadership ability, and tactical skill.
Corporal / Lancer / Seaman / Scout rank and below are housed in common-room billeting. [I know barrack life sucks, but having your own room is one of the perks of rank.]
Cavalry: horse, leather barding, saddle & gear, saddlebags, chainmail, blue uniform, blue cloak, longsword, back-up or ranged weapon, rope, blanket, & web belt. Cavalry troops are also assigned a tonfa (club) while on watch duty. Additional equipment that is retained if he or she signs up for the draft: blue poncho, riding boots, & bota. Dress uniform consists of shining up the armour & donning a blue tabbard.
Heavy Infantry: platemail, green uniform, light green cloak, shield, chu-ko-no (repeating crossbow), awl pike, bolt case & ammunition, smallsword, rucksack, blanket, & web belt. Heavy infantry soldiers are also assigned a tonfa while on watch duty. Additional equipment that is retained if he or she signs up for the draft: light green poncho, heavy reinforced boots, & bota. Dress uniform consists of shining up the armour & donning a green tabard.
Light Infantry: chainmail, green uniform, dark green cloak, smallsword, chaves souris (polearm), rucksack, blanket, & web belt. Light infantry soldiers are also assigned a tonfa while on watch duty. Additional equipment that is retained if he or she signs up for the draft: dark green poncho, boots, & bota. Dress uniform consists of shining up the armour & donning a green tabbard.
Marines: black mempo (face mask), black-enameled chainmail, red shirt (worn under chainmail), black thigh-length mantle, craque marte (sword), hand crossbow, closed bolt case & ammunition, rope & grapple, blanket, & web belt. Additional equipment that is retained if he or she signs up for the draft: dark grey poncho, kris knife, boots, & bota. Dress uniform is full battle uniform.
Navy: white uniform, blue & white dress uniform, & blanket. Additional equipment that is retained if he or she signs up for the draft: light grey all-weather coat, kukri knife, & boots.
Scouts: longbow; Additional equipment that is retained if he or she signs up for the draft: bota. Scouts do not maintain a uniform.
Siege Engineers: brown uniform; brown poncho, shortsword or axe; tool kit; blanket; & web belt with hooks & loops for tools. Siege engineers are also assigned a tonfa while on watch duty. Additional equipment that is retained if he or she signs up for the draft: brown cloak, work boots, small hammer, & bota. Siege engineers have no dress uniform.
Cavalry: Wear Medium Armour, Melee Weapons (Medium & Short), Horse Riding: Cavalry,
Heavy Infantry: Wear Heavy Armour, Shield, Melee Weapon (Short), Ranged Weapon (Crossbow) +1 to Polearm,
Light Infantry: Wear Medium Armour, Melee Weapons (Medium & Short), +1 to Walking, +1 to Running,
Siege Engineers: Melee Weapon (Short), Artillery (select 2), Woodworking, Demolitions Placement, Mathematics, Literacy,
| —Ranks on the same line are equal | |||
|---|---|---|---|
| Army | Marines | Navy | Scouts |
| Private | Recruit | Seaman 2nd Class | Scout |
| Corporal | Lancer | Seaman 1st Class | Scout |
| Sergeant | Sergeant | Petty Officer | Scout |
| Mater Sergeant | Staff Sergeant | Chief Petty Officer | Scout |
| 1st Sergeant | Scout |
| —Ranks on the same line are equal | |||
|---|---|---|---|
| Army | Marines | Navy | Scouts |
| Ensign | |||
| Lieutenant | Lieutenant | Lieutenant Junior Grade | |
| Lieutenant | |||
| Captain | Captain | Lieutenant Commander | Captain |
| Commander | |||
| Commander | Commander | Captain | |
| General | Admiral | Commander |
Soldiers, sailors, scouts, and marines, in both Formour and Byzant have different options to receive their pay. They may choose any combination of coin, scrip, or savings.
Scrip is a durable rag-paper that simply has the amount listed along with the serviceman's name & unit. This is considered an official government document by the Kingdom of Formour, and as such can be used to pay taxes or other expenses. Formourian scrip is also accepted by some merchants in Byzant and other countries, or may be used for purchases from the appropriate accepting governments. Soldiers wishing to use this for exchanges between themselves or for local purchases need their immediate commander's signature or stamp on the scrip to approve the exchange. The advantages of scrip are that it is lighter in weight (very positive bonus for soldiers) and is useless when stolen as the proper bearer's name & unit is written thereon. A few merchants—but not many—in areas with large populations of military such as near garrisons or in some port towns, will accept the scrip as payment. This is somewhat inconvenient to the merchant as the commander's signature is still required for exchange, and the merchant must take it to the paymaster for hard coin. Scrip has no expiration date, and some wise veterans keep these pages securely hidden for their retirement.
Coin is, of course, hard currency—gold & silver in your pocket. Mercenaries in Byzant are always paid in hard coin, but their contract may only allow full payment after the campaign is completed. The advantage of being paid with coin is obvious: you get to spend your pay.
Formourian soldiers also have the option to have their pay 'on hold,' similar to a savings or retirement account. They may withdraw this from the paymaster on payday, but most that choose to save their money try to leave it until they leave the service. It is possible to use any combination of the three. For example, a sailor may save half of his money while dividing the remainder amongst scrip and coin.
The mustering out benefit is received at the end of the term of military service. This is in addition to the final month's pay, any money held in savings, and any scrip exchanged for coin. The mustering out pay equals or exceeds the monthly base pay. This money is intended to aid the serviceman in finding work or starting a new carreer, travel expenses back home, saved for retirement, or to help cover long-term medical costs arising from battlefield injuries. All too often however, the money is spent on a big party, a drunken night on the town, or to cover the veteran lazing and loafing for a bit. Should he or she choose to continue their term of service for another two years, the larger reenlistment bonus is given instead.
A serviceman's room & board are covered by the military; they do not have to pay these expenses. They are not taxed on this income, and are almost always exempt from special tax levies. They would still be accountable for property taxes on land owned or other applicable taxes. Most effectively don't have to pay any taxes while enlisted. For the most part, a serviceman's pay is discretionary spending funds, mostly just used for drinking, gambling, or just blowing it in town or on leave.
Paymasters are typically the second in command for a unit, and have this job as an additional duty.
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Scout | 150 florins |
250 florins | 500 florins | Not an actual rank |
| Captain | 75 guilder |
100 guilder |
150 guilder |
In charge of a company |
| Commander | 125 guilder |
150 guilder | 250 guilder |
In charge of all scouts |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Private | 50 florins | 150 florins | 250 florins | Everyone in 1st tour |
| Corporal | 100 florins | 250 florins | 500 florins | Promotion for reenlistment |
| Sergeant | 150 florins | 400 florins | 750 florins | In charge of a squad |
| Master Sergeant | 250 florins | 500 florins | 1200 florins | Runs a platoon |
| 1st Sergeant | 400 florins | 600 florins | 2000 florins | Runs a company |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Lieutenant | 25 guilder |
35 guilder |
75 guilder |
In charge of a platoon |
| Captain | 50 guilder |
75 guilder |
100 guilder |
In charge of a company |
| Commander | 75 guilder |
100 guilder |
125 guilder |
In charge of a regiment |
| General | 150 guilder |
175 guilder |
200 guilder |
In charge of a theatre |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Recruit | 100 florins | 250 florins | 500 florins | Everyone in 1st tour |
| Lancer | 250 florins | 400 florins | 600 florins | Promotion for reenlistment |
| Sergeant | 400 florins | 600 florins | 1000 florins | In charge of a squad |
| Staff Sergeant | 500 florins | 1000 florins | 1500 florins | Runs a platoon |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Lieutenant | 25 guilder |
50 guilder |
75 guilder |
In charge of a platoon |
| Captain | 50 guilder |
60 guilder |
100 guilder |
In charge of a company |
| Commander | 75 guilder |
75 guilder |
125 guilder |
In charge of a regiment |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Seaman 2nd Class | 50 florins | 150 florins | 300 florins | Everyone in 1st tour |
| Seaman 1st Class | 100 florins | 250 florins | 500 florins | Promotion for reenlistment |
| Petty Officer | 200 florins | 400 florins | 750 florins | |
| Chief Petty Officer | 350 florins | 500 florins | 1000 florins |
| Rank | Monthly Pay | Mustering Out Pay | Reenlistment | Notes |
| Ensign | 25 guilder |
30 guilder |
60 guilder |
|
| Lieutenant Junior Grade | 35 guilder |
35 guilder |
75 guilder |
|
| Lieutenant | 50 guilder |
50 guilder |
100 guilder |
|
| Lt Commander | 60 guilder |
75 guilder |
120 guilder |
|
| Commander | 75 guilder |
100 guilder |
150 guilder |
|
| Captain | 120 guilder |
150 guilder |
175 guilder |
In charge of the largest ships |
| Admiral | 175 guilder |
200 guilder |
250 guilder |
In charge of a fleet |
The Byzant Empire is made up of many different peoples, cultures, and languages. The nation's long history of expansionism and lack of desire to 'civilise' its conquered people, has made it a cosmopolitan society.
The official language of the Byzant Empire is, obviously, Bizzanite. All official proclamations are in that language. However, there is no effort made to require that the Empire's citizenry speak that language; many can only read it at a reduced level [literacy and journeyman level of speaking are all that is required to read all official statements]. There are many different 'flavours' of the Bizzannite tongue. Some of these are very similar, and some quite different. However, all may use the same written form as each character encodes one word/meaning instead of one sound as part of a word. Thus, the same decree may be posted unchanged in every provence, even if the locals would speak that text aloud in very different ways. It is said that the Emperor himself knows all of the common languages of his Empire.
'Subjected' people are generally allowed to govern themselves. The Emperor makes no attempt to force his native culture on another. Indeed, one of his core beliefs is that if a way of living is truly superior, then you need not force it upon 'unenlightened' others. Needless to say, Byzant conquers more territory through politics, than by war. Each province maintains its own laws, raises its own taxes, and is even allowed to man its own armies. Generally, only those provinces that are near the nation's borders maintain a standing army, hiring mercenaries when necessary. The core of the nation—and its northern shore—are peaceful places. Those provinces near the borders may see the occasional skirmish.
Since the Emperor imposes few laws, other than those needed to keep peace, each province may vary greatly from its neighbours. There are city-states, baronies, socialist societies, religious groups, and many other forms of government that make up the various provinces. Basically, as long as the province sends in its share of taxes—and causes no trouble for the Empire—they may rule themselves as they see fit.
While not as rampantly anti-sexist as their Formorian neighbours to the north, the Bizzannites do have a unique twist on equality. Men tend to be the more politically dominant sex (such subtleties as the throne being passed on to the eldest son rather than the eldest child); but women are widely held to be the more naturally intelligent gender. However, there is less of a cultural emphasis on native intelligence than on education and natural (read: 'physical') ability. The wealthy and educated Bizzannites have even more of an advantage in this nation than their peers in other lands.
The bezant is king in the Empire. Gold is truly its lifeblood. This is the standard that unites all of the varied peoples together. Byzant is known as a mercantile nation, and may be the wealthiest when measured in gross national product.
Unlike its northern neighbour, Formour, the Empire does allow slavery. Many cultures within the Empire do not condone that practice, but—as it is said—one can buy anything in Byzant if one has enough gold. This does hold true for buying people. The slavery issue has been a sticky point in otherwise quite friendly diplomatic relations between Byzant and Formour. Byzant does recognize its citizens' rights on this to some extent. While an individual may sell himself into slavery for a time—or even for life—his offspring are considered free. No citizen may be forced into slavery; those who are foreign however…
All forms of individuals may be found in the Empire. It is not uncommon to see a Dwarf haggling with a Hobgoblin merchant over the price of some bauble. The Empire even has two of its own resident Hobgoblin tribes. Any sentient citizen (read: tax-paying) is subjected to the same laws as any other. Byzant is the only nation amongst the known realms that has laws specifically aimed to prevent—and punish—hate crimes.
Some intrepid individuals in the Byzant Empire have begun using mechanical and magical methods for communication; i.e. telegraphs and telepaths. Byzant lacks the formal network of postal messengers that Formour enjoys, and has only private individuals & companies that will exchange letters.
Silver Points: ½ pence, 1/160th of a bezant; tiny dot of a coin
Pence: bronze; 1/10th of a silver penny, 1/80th of a bezant
Silver Pennies: ½ ducat, 1/8th of a bezant; coin of the lower caste
Ducats: silver; ¼th bezant; traded one-for-one for a Formorian florin
Hyperions: gold; ½ bezant; quite common
Bezants: gold; bears the Emperor's seal as the gold standard of the Empire
Double-Eagles: gold; 50 bezants equal one double-eagle
Imperial Bullion: four-pound platinum bars; worth 40 double-eagles or 2000 bezants; replaced the old quatro (eight-pound gold bars); its incredibly large value keeps it out of general circulation—one of these is worth more than the before-tax annual earnings of most entire families
One Bezant equals:
160 Silver Points
80 Pence
8 Silver Pennies
4 Ducats
2 Hyperions
1/50th of a Double-Eagle
or 1/2000th of an Imperial Bullion
The Emperor keeps the price of gold fixed by decree at 250 bezants per pound, the price of silver at 50 ducats per pound, and a pound of platinum at ½ an imperial bullion bar. The metal weights of all other coins are based on these values except for the pence, which are approximately 100 per pound—the price per pound for bronze depends on the value of the component metals. It is worth noting that the bezant is more acceptable in international commerce than the Formourian guilder. Though the bezant is exchanged at five per guilder, the Bizzannite gold coin is far purer. The bezant is—by law—at most 8% impurities and base metals. In other words, the bezant is 22 karat gold as opposed to the 14-18 karat guilder.
The ducat has approximately the same purchase power as the Formourian florin. For example, something that costs 3 florins can be purchased for 3 ducats. However, the Byzant Empire has a much more stable economy and prices will fluctuate there much less often. In fact, the strength of Byzant's economy—and how far-reaching its mercantile hand extends—helps stabilise prices and currency exchange internationally. Each guilder is worth five bezants, but far more people in the Empire carry gold coins than do their neighbours to the north. Many of the Elder Kingdoms accept coins from Byzant as legal tender.
Converting currencies between different countries is possible. Of course, you should expect to pay about 5% for converting currencies either way. Exchange rates can vary according to economic vagaries, and even individual converting syndics. It is possible to—for example—receive only 4 bezants & 3 pence for your Formourian guilder. Neither the Heldannic Confederation nor any of the peoples of Osterre mint any coins. In those areas, weight of silver is the only currency. One ounce of this hacksilver is worth about as much as 3 ducats (or florins). For large amounts the more specific 3 1/8th ducats/florins exchange can be used. The Elves do not seem to have an internal commerce system, and use coins of foreign nations—or commodities—only for international trade. For other, more proper countries use the following table for exchange.
| One Guilder (Formour) | One Florin (Formour) | One Yuan (Killian) |
| 800 points | 40 points | 80 points |
| 400 pence | 20 pence | 10 pence |
| 40 pennies | 2 pennies | 1 penny |
| 20 ducats | 1 ducat | ½ of a ducat |
| 10 hyperions | ½ of a hyperion | ¼th of a hyperion |
| 5 bezants | ¼th of a bezant | 1/8th of a bezant |
| 1/10th of a double eagle | 1/200th of a double-eagle | 1/400th of a double eagle |
| 1/400th of an imperial bullion | 1/8000th of an imperial bullion | 1/16,000th of an imperial bullion |
To be a Goth is to be blessed with a special ability to see the world in a way that no one else ever will. Even other Goths cannot share in your special perception. This is the reason for the many poets, writers, and artists among us. We desire to share our special vision with others, even when we know that they will never truly understand.
On an externally-visual scale, Goths are pale-complexioned and black-haired. Our eyes are infamously pale from being washed with unique sight. Fabrics are dark in colour and sensibly complex in style. Dark draping fabrics, layers, and lace, cover our flesh. Our fair skin keeps us from excessive time in the sun. Thus, we do much of our dealings under the cover of darkness.
Goths of both sexes favour make-up. Of common use is dark eyeliner, often thickly applied, to highlight our eyes. Lips and nails are quite often painted black as well. Non-Goths who dwell in Gothic cities may apply a white base or powder to their face.
Goths are an artistic people. Many are frail of body. We are not great warriors, although we have our means of defending ourselves.
We are a sub-culture. We are not a kingdom. Goths are found in both The Kingdom of Formor and The Byzantine Empire. Ours is a culture that embraces the differences in others, rather than shunning those of different nationalities or beliefs. We are a decadently civilized people.
Our love of the beauty in individuals prevents us from placing too much attachment to unneeded sentimentality. Our names reflect this. If someone chooses to change her name, that is her business. You may even choose a different family name for yourself. Names are chosen either for meaning or for style.
Abrianna, Addzelda, Aenea, Aja, Alyxa, Amalthea, Amarantha, Angelica, Aningan, Anisa, Anja, Aradia, Araris, Arduina, Arianna, Autumn, Bakari, Baranie, Belladonna, Bernadette, Bianca, Bixenta, Bliss, Branwen, Brianna, Bronwen, Calamity, Caomihe, Carmilla, Cat, Chaitra, Chalice, Charity, Chlamydia, Cinder, Dawn, Dee, Dee Dee, Dementia, Desire, Devanshi, Diamanda, Eleanore, Elegia, Eliza, Elphaba, Emili, Entropy, Esperance, Eternity, Ethereall, Farina, Finity, Francesca, Grace, Grainne, Gwendolyn, Halima, Helaine, Hiver, Hortenz, Hypatia, Imogen, Jacy, January, Jezriel, Kaitlyn, Kambriel, Karadarian, Karana, Khadijah, Lethe, Lillian, Lillith, Lorelei, Lorrelai, Lucia, Lucretia, Lycia, Lydia, Lyra, Maleficent, Mari, Mercy, Miakoda, Milena, Misericordia, Moira, Moon, Moonlight, Morgana, Morticia, Myn, Mystery, Nadia, Nadja, Nephthys, Octavia, Olivia, Ophelia, Oralie, Paige, Porcelain, Rain, Rasputina, Raven, Rhiannon, Rhylla, Rosamunde, Rubella, Sabina, Sangria, Selena, Serena, Severina, Shandy, Shanty, Shetan, Shivaan, Sindel, Siobhon, Siouxsie, Sofia, Sophia, Starla, Suspiria, Svetlana, Sylbie, Syn, Tabitha, Tameyla, Tanith, Tara, Tascha, Thalia, Theda, Threnody, Tiamat, Trilby, Trinity, Twilight, Vervain, Vesta, Viveca, Whisper, Willow, Xiaocu, Xiola,
Akane, Albion, Albrecht, Alcaine, Ashlar, Bela, Caedmon, Cloven, Connor, Corin, Daemon, Damien, Dante, Demien, Drake, Draven, Eamon, Ebon, Eldritch, Faxon, Fisher, Forrest, Gabriel, Garak, Gareth, Gargamel, Garrick, Givon, Gnash, Goethe, Golgotha, Gregor, Gregorian, Grendel, Hades, Hadrian, Hamlet, Ian, Jareth, Javier, Jeremy, Johnathan, Jovan, Julian, Kedar, Kedrick, Kelton, Kinslayer, Liam, Lucifer, Mateo, Maxwell, Mikhail, Mordred, Myriamel, Nevan, Pilan, Ragnor, Rhys, Sacha, Satan, Sebastian, Servan, Shyam, Soren, Teague, Tiernan, Valhalla, Vance, Victor, Vidor, Wayland, Wolf, Xavier, Xerxes, Yevgeny, Zachariah, Ziven,
Agony, Angel, Broken, Chaos, Chapel, Charnel, Cloud, Coal, Dave, December, Deodan, Deodanth, Drear, Ember, Envy, Fade, Fallen, Gethsemane, Ghost, Grey, Hallow, Hindley, Hostile, Jinx, Kindred, Lament, London, Lost, Malaise, Malice, Mercy, Metalla, Midnight, Mischa, Misery, Morgan, Morgoth, Mourn, Nameless, Night, Nightshade, Nothing, October, Pagan, Pallor, Pheonix, Prayer, Preceptor, Priest, Rage, Salem, Shadow, Sigh, Silence, Solemn, Solitaire, Somber, Sorrow, Spawn, Storm, Sullen, Tarnish, Twilight, Velvet, Winter, Wynter, Xaos,
Gothic architecture is amongst the greatest that any have laid eyes upon. Magnificent spires, stained glass, arches, buttresses, gargoyle spouts, statuary, and fantastic murals, all adorn Gothic buildings. Gothic homes and businesses far outstrip any castle in the land for beauty. Castles are designed for defence. Gothic architecture is designed for appearance and longevity. Many buildings have remained for centuries. Goths see the beauty in decay. Buildings are not torn down for new development as long as the original structure remains sound.
Goths are renowned for our literature. We are peerless poets and novelists. While there are few textbooks, histories, or books on the magic arts, there are quite a few artistic works. Goths tend to produce creative literature rather than dry reading material.
One facet of Gothic culture that mystifies outsiders is our speech. We speak the same language that other people in our respective countries speak, but do so in a different way. We are unfailingly polite to each other—even hated enemies. We are markedly casual to those outside of our subculture, no matter the station of those to whom we are speaking. Our sentences are brief. Our word choices are flowy and entice the imagination. We unintentionally alienate those around us linguistically even without speaking in our native tongue. Few among us still retain anything but a rudimentary knowledge of the Gothic language.
The Kingdom of Formor: "A backwards country filled with backwards hicks."
The Byzantine Empire: "This nation understands the need to have many cultures for its people. They also appreciate art. What they fail to realize is that many people just want to be left alone."
The Heldannic Confederation: "I'll paint myself blue and run screaming down the mountain. Or not."
The Killian Empire: "Many of them seem to have an enjoyment for delicate refined art. They also seem to have a greater enjoyment for the suffering of those not of their kind. I feel sorry for any Killian that don't fit in there."
Elves: "They are beautiful, pale, and fragile-looking yet immortal… but all those pastels?"
Dwarves: "There are those that dwell among us. We have taught each other much about architecture and story-telling. But unfortunately, they are untrainable when it comes to style and fashion."
Hobgoblins: "Fortunately for civilization as we know it, these pathetic misanthropes are all but wiped out."
Ghouls: "These are a tragically misunderstood species. They have their place in the world. We share a common bond in that our peoples are both assumed to be far darker than we really are."
The Undead: "Sorry, no comment."
Others' views on Goths…
Oldelands Goths: "They have lost the pride of the warrior—and they're weird."
Everyone else: "They're dark, morbid, scary, and their eyes just creep me out—and they're weird."
Barbaric Goths: Outrogoth (all blond) & Shirogoth (mixed colouration) tribes
Decadent Goths: Septagoth tribe; Moroii & Lillitu clans in Formor; both of these & 4 others in Byzant; 7 clans total (1 never left homeland); entirety of Lillitu clan moved overseas;
Most churches in Midian are moral belief structures & guidelines rather than a system that contains a deific figurehead (or many such) and an afterlife. The belief in an eternal soul is not widely held. It is interesting to note that the Elves have no religion of their own (just 'The Way'), as they do not recognise any deity-hood. It is also interesting to note that the Dwarves had no religion prior to being influenced by other races (particularly Humans), and practiced a form of ancestor-reverence—grandparents & great-grandparents are still highly regarded in Dwarven society.
[Designer's Note: (This is as close to a disclaimer as the Midian Game will probably ever have) Religion is an especially sticky subject, and nothing listed on this page (with the arguable exceptions of the Black Church & Church of Hugh, and in those cases they aren't exactly real religions) is meant to represent any real-world religion.]
Bhahi (ba-hE'): This is undoubtedly the most widespread religion, having followers in nearly every country. This is the least populous of the five main faiths in spite of their geographic dispersal. They believe that all religions have the same source and that all men are equal before God. They believe in peace and an end to prejudice.
Some that follow this faith have a very humanocentric view. In other words, there are a number of Human supremacists within the Bhahi church. They are a small, but often violent, minority. This is one of the oldest Human faiths, dating back to before Humanity arrived in the middle-lands. The tenets of the faith, as written, do not cover whether or not other sentient species should be included in the unity of mankind. This is what the Human supremacists use for their arguments. The teachings of the faith, in spirit rather than by twisting any literal meaning, are opposed to any sort of hate crime. The antisocial nature of many of these Human supremacists, and their hate crimes, banish many of their less than savoury acts to nighttime secrecy.
The Church of Melchom (mel-kom'): This is the merchants' friend. This god of wealth and commerce is believed to be non-sentient, but is instead an unknowable mathematical concept. This is the closest that the Byzant Empire has to an official religion, and is commonly believed to be practiced by the Emperor. The Pope is a common visitor to the Imperial palace.
Church of the Red God: This is a warrior's faith. Practiced primarily in the Heldannic Confederation and the Killian Empire. This is possibly the most dominant true religion, but has little influence. The Red God is rage personified, and is revered as an ideal rather than worshipped. The priesthood is effectively an order of church-militant. Many sages have connected this 'god' to the Dragon Chao Kung Ming, which may be the deity's true identity.
Stryfe (strIf or strife): Also called Bringer of Chaos and Flame-Spider (due to his symbol—an 8-pointed star). This is a relative newcomer to the faiths of Midian, being less than 80 years old. This would probably be considered a Demon cult if not for the rapid rise of this church's influences. There is no central temple for this religion, but is most commonly found in southern Formour.
The Temple of Light: Followers of the Prophet Mammon, this is the official state religion of the Kingdom of Formour & is the religion practiced by its royal family. The evangelical (and often fanatic) followers of this belief structure have a large following with socially powerful members. This is not a true religion as there is no godhead, but is instead a moral belief system. Having great support, there is a degree of corruption in this church's establishment. The Cardinal of Assisi in particular has great power and is feared by those under his fist. This religion follows 'The Book of the Cannon,' from which many of Formour's laws are taken. The church has founded two different knightly orders; most notable are the "Knights of the Temple."
It bears noting that many cultists do not consider themselves such. They may consider their belief system just as valid as any who practice one of the more popular faiths. Alternately they may feel that they are not true examples of a religious person, being instead someone who merely feels a particular way about something (such as many Druids), or that they are simply out to get something for themselves. Cultists are occasionally referred to as 'witches'. While this term denotes someone—of either gender—with magical power, it refers just as equally to an atheistic herbalist out in the wilderness as it does to the vilest followers of Demons.
Azat-Wicce (az"-at wE'-sE): This is one of the most well-known (& often feared) Demon-cults. With nearly every member being a wizard, witch, or herbalist, this cult has a great deal of power at its disposal. The Demon Azat has corrupted many with promises of mystical power & knowledge.
The Black Church: More of an anti-church than a religion, the followers of this faith believe only in themselves and their own abilities. This faith is often considered to be a Demon cult, but nothing could be further from the truth. Allying themselves with a diabolical force goes against their core beliefs of self-reliance and survival of the fittest.
The Church of Hugh: This is a 'feel good' kind of religion with strong moral values. The church places greater emphasis on learning an ethical lesson from a sinful act than on punishment for that act. One of the basic tenants is that a loving god is incompatible with a vindictive one." Well, Beaver, have you learned your lesson?"
Eco-Druids: While not a common church, the followers are quite vocal and often violent in their beliefs. This is more of an informal ecological terrorist organisation with religious overtones than an actual church. They are willing to 'sacrifice to the world-mother' those that they consider to defile the land. This is often considered a splinter druidic faith—mostly from their name—that espouses the destruction of all sentients. Most would simply like to live in a clean & happy world, but the more vocal & violent members overshadow them.
Gates of Ryleth (rI'-leth): A small, but quite frightening cult. These are those who worship the dread Old Ones and work to conjure them from the heavens.
Revenants: Worships the death-lord Bhaal. These drug-enhanced assassins & terrorists feel that to die for their faith ensures a blissful afterlife.
Wicce-Druids (wE"-sE droo'-ids): The original druidic faith & one of the oldest known Human religions. This was once one of the more prevalent faiths, but subsequent ideological splintering has reduced the numbers of followers in all branches greatly. This cult was inspired by Humanity's first contacts with the Elves. This is an attempt by Humans to codify and assimilate the Elven "Way." Few Elves still consider themselves members of this faith—few ever did—but there are those that still remain to teach the mortals the superior ways of Elvenkind. The incorporation of older Human beliefs—along with the splintering into different factions—discouraged most of the Elven supporters. It is important to note that most Elves do not consider themselves practitioners of this faith, or of any religion; this is simply the "Way" that they do things.
Apostrophes denote stress; double apostrophes denote the highest stress for words with three or more syllables. Hyphens denote syllable breaks. Capitalized vowels are long vowels, whereas lowercase means that the short vowel sound is used. As examples: fight (fIt), fit (fit), flying (flI'-Eng).
Bizzannite: (biz"-an-It') person or property of, or from, the Empire of Byzant
Byzant: (bIz'-ant) large Empire on Suditerre, the southern continent; known for its strong trade and expansion practices
Codex: (cO'-decks) this book, the core guidelines for the Midian Dark Fantasy Roleplaying Game
Debbie: (de'-bE) a disparaging term used as a replacement name, used to insult someone's intelligence
Fae or Fey: (fA) classification of mystical sentient entities; usually immortal or otherwise magically adept; may be either material or spiritual in nature
Farreaches: (closed compound of "far reaches") unclaimed, and generally uncharted territory north of the Elven Homeland, West of the Heldannic Freeholds, and northwest of the Kingdom of Formour; this land is generally cold and inhospitable moors and steppes
Formour: (for'-mor) large centrally located agricultural nation on Norditerre, the northern continent
Formourian: (for-mor"-E'-an) person or property of, or from, the Kingdom of Formour
Gaijin: (gI'-jin) large variant subspecies of Human; characterized by their size, red colouration of skin tones, blond hair, and aggressive natures; mostly found in the Heldannic Confederation & Killian Empire
Heldan: (hel'-dan) person from the Heldannic Confederation, or whose ancestry is from that nation
Heldannic Freehold: also called the Heldannic Confederation; the northernmost major nation; a loose collection of fiefs united under the nominal rule of a High King
Heldannic: (hel'-dan"-ic) of, or from the Heldannic Confederation; the proper term for a person from this nation is 'Heldan'
I.P.B.S.: abbreviation of "ignore pissant bullshit"; trait; pretty much the only (non-Latinate) acronym used in the game
Killian: (kil"-E'-an) reptilian island dwelling species, or of their Empire
Midian: (mid"-E'-an) the known world; all the realms
Midianite: (mid'-E-an-It") refers to both the inhabitants of Midian and the players & fans of the game
Norditerre: (nord"-i-taer') the northern continent & main focus of this Codex; home of the Kingdom of Formour, the Heldannic Confederation, Elven Homeland, and Farreaches; the Killian Empire is closest to this continent
Osterre: (os'-taer) the far eastern continent, home of great beasts and barbaric cultures
Spud: (spud) the most common smurf-word term for a person, generically; used mostly in the second person; considered quite colloquial, and maybe even a bit rude; usage is similar to "dude"
Suditerre: (sUd"-i-taer') The southern continent, home of the Byzant Empire & the Elder Kingdoms
Syndic: (sin'-dik) occupational class including: agents, financiers, liaisons, and brokers