Places

The Low Kingdom of Sanam
A small walled city the center of a group of smaller keeps: highly militant, strongly lawful, an air of suspicion, anti-religious. The people are a mixed lot, with many races represented. Certain races are subject to “naturally limited" rights: Drow Elves, Tieflings, Beastkin, Goblins, Orcs, Lizardfolk, Kobolds, Dragonborn. They can be granted citizenship status by a letter of name, but are normally considered peons, whose presence in the area must be tied to a citizen.

Ruler: King Faustus of House Sanam, elderly ruler with no heir.

  • Magistrates – Town based judge/police
    • Sheriffs (1 per district)
      • Deputies (town guard)
  • Knights – Knights of the Windmill Order, each is connected to a keep with a mill, whether or not the mill is running.
    • Knights Bachelor (or just Bachelors) – Landless Lesser Knights. Many of them operate in the areas that are not under the protection of landed knights, mostly for the King.
    • Vassals (Citizens entitled to land)
      • Commoners (merchants, farmers, craftsmen, men-at-arms)
        • Serfs (peasants)
          • Peons (non-citizens tied to Vassal or above)

Gods:
The gods of old have left their celestial or abyssal realms and now walk the earth. Some are immensely powerful, others are less so.
Heavens/Hells: These are no longer outer planes; they are now realms on the world

Fallen:
Term for any former extra-planar (god, angel, devil, demon, elemental, slaad, etc.)

Magic: Magic is practiced openly and legally, but many people are suspicious of it, especially conjurations.

Religion/Cults: There are no open temples in Sanam. Most people believe the Gods to be horrible monsters that nearly destroyed the world (not far from the truth). There are those that practice religion, but they do so in secret cults. The people do engage in quasi-religious rites in service to nature and overseen by Druids.
Notable Cults:

  • Heroic Cult – Anti-god cult whose clerics (Wardens) and Paladins (Chosen) fight or enslave the Fallen
  • Deh’wheri – Death cult whose pantheon is popular in the far Northwest (once the religion of this land). Missionaries occasionally visit the realm.
  • Cult of the Walkers – People worshipping existing Fallen gods, usually local to the region

Unusual Crimes-Laws
Heterodoxy – Study or revelation of history or religion (the practice of religion is not prohibited unless it conflicts with the above OR below).
Divine Trespass – Unauthorized provocation of Arch Fey, Fallen Gods/Demons or other dangerous creatures.
Dishomage – A breach of Fealty.

  1. Failure to protect the vassal / Lord
  2. Refusal of justice to / from the vassal/Lord
  3. Dishonorable conduct towards the vassal / Lord
  4. Failing to uphold the oaths of fealties grounds for a loss in tenure, forfeiture of property, and corporal punishment (even death).
    Criminal Agitation – Sowing unrest, or discension
    Hextory – Use of magic to influence an official.
    Atavism – Possessing the traits of an Outsider or Fallen. Not a crime per se, but a condition of limited rights and suspicion.
    Steel Law – Basic, but not absolute, rule of thumb that whoever draws first (casts first) accepts responsibility for what follows. This allows basic self-defense, and intervention/incarceration by authorities.

Places

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