Knightfall
World of Kulan DM
Janardûn: The Psionic Lands
INTRODUCTION
Dominated by rolling plains and forests and low mountain ranges, Janardûn is best described by two words, psionic knights. These are platemail wearing psychic warriors who are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardûn. They tend towards neutrality and law in their outlook on life.
And while the Insightful Order is important to the Republic's survival — it doesn't rule it. The Council of the House governs the republic, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple — tradition dictates it such and it has worked well for 2,500 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not, then the knights will dismiss the Council.
However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power, and those nobles that join the knights give up all family ties and privileges. Each member joins a specific branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).
As to what the knights fight against to protect the masses that, also, is describable in two words, Ogre Mages. This is the simple explanation; the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic-welding native outsiders, but a knight hardly ever battles one in direct combat. And usually those who do either die trying or are never the same afterwards. No, the true menaces of daily life are the athachs, darkwings, ettins, quicklings, and wild dwarves that call the ogre mages masters.
The Ogre Mages send their minions out of the mountains, dark forests, and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. The aaleear, cyclops, dwarves, rellastans, xephs, and the enigmatic Shoyir elves stand with the knights against the evil giants and their minions.
What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.
Hex Map Version: View attachment Janardun_hexmap_large.jpg
Janardûn: The Psionic Lands
INTRODUCTION
Dominated by rolling plains and forests and low mountain ranges, Janardûn is best described by two words, psionic knights. These are platemail wearing psychic warriors who are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardûn. They tend towards neutrality and law in their outlook on life.
And while the Insightful Order is important to the Republic's survival — it doesn't rule it. The Council of the House governs the republic, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple — tradition dictates it such and it has worked well for 2,500 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not, then the knights will dismiss the Council.
However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power, and those nobles that join the knights give up all family ties and privileges. Each member joins a specific branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).
As to what the knights fight against to protect the masses that, also, is describable in two words, Ogre Mages. This is the simple explanation; the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic-welding native outsiders, but a knight hardly ever battles one in direct combat. And usually those who do either die trying or are never the same afterwards. No, the true menaces of daily life are the athachs, darkwings, ettins, quicklings, and wild dwarves that call the ogre mages masters.
The Ogre Mages send their minions out of the mountains, dark forests, and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. The aaleear, cyclops, dwarves, rellastans, xephs, and the enigmatic Shoyir elves stand with the knights against the evil giants and their minions.
What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.
Hex Map Version: View attachment Janardun_hexmap_large.jpg
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