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<blockquote data-quote="Water Bob" data-source="post: 7605454" data-attributes="member: 92305"><p><strong>NOTES ON AQUILONIA 1</strong></p><p></p><p></p><p></p><p>Aquilonia is an excellent model for most Hyborian nations. Sure, some things will differ, but if you study Aquilonia, you'll have an excellent starting point in understanding the majority of the Hyborian nations in the game.</p><p></p><p>Here are a few random notes.</p><p></p><p></p><p></p><p><strong>Clothing.</strong></p><p></p><p>The clothing described in the game tends to be more like Dark Age Europe rather than the unique look that has grown up around Conan and the Hyborian Age used in comics, movies, and computer games. I prefer that interesting look rather than thinking of the Hyborian Age as just another place that looks like the Lord of the Rings movies or the Game of Thrones TV shows. Sure, I like those looks for those universes, but Conan, to me, has always been something different. So, I tend to ignore the Clothing sections in the various Mongoose sourcebooks because I don't want hose and doublets worn in my game.</p><p></p><p></p><p></p><p><strong>Honor and Allegiance.</strong></p><p></p><p>These are interesting concepts from that game, replacing D&D's alignment (I'd also add the concept of Corruption to the mix). Aquilonians are a proud people, and their honor is a concept that most hold dearly. Their word is law. Most Aquilonians are illiterate, and public oaths are considered more binding than a written contract.</p><p></p><p>An Aquilonian character that doesn't use a Code of Honor is rare, and he is most likely from one of the urban areas.</p><p></p><p>Character Allegiance is often to family, king, country, Mitra, household, neighborhood, feudal lord, or province.</p><p></p><p></p><p></p><p><strong>Women.</strong></p><p></p><p>Women, in Aquilonia, stay under their father's roof until they marry. Marriage is a political decision and is more important among the higher social classes. Most often, marriages are arranged.</p><p></p><p></p><p></p><p><strong>Slavery.</strong></p><p></p><p>Slavery is not unheard of in Aquilonia, but it is rarely seen. House slaves and personal attendants can be found, but are not common.</p><p></p><p></p><p></p><p><strong>Craft Guilds.</strong></p><p></p><p>The Guilds are quite powerful, on a local level. They become less powerful the higher up the political chain you go. Young boys are about 7 or 8 years old go through an apprenticeship, most often away from home. It is illegal to apprentice anyone age 12 who previously worked in the fields--this stops a stampede to the cities from the rural areas. Apprenticeships last several years and are not paid. The apprentice is not allowed to marry (thereby giving the Master another mouth to fee--or more, if there are children).</p><p></p><p>At some point, the apprentice becomes a Journeyman where he travels from town to town, working for different Masters, learning new techniques, and gathering letters of recommendation.</p><p></p><p>Only Journeymen and Masters can earn income from their Craft or Profession skill.</p><p></p><p>Journeymen cannot travel outside of the kingdom. Most stay to a few cities around their home.</p><p></p><p>Once a Journeyman becomes a Master, he is expected to settle-down and marry, becoming a contributing member of the town where he will ply his trade. Masters have to obtain permission from the Guild if they want to move to another town.</p><p></p><p>All this information typically applies to characters of the Commoner or Scholar class (Scholars who focus on the craft or profession).</p></blockquote><p></p>
[QUOTE="Water Bob, post: 7605454, member: 92305"] [b]NOTES ON AQUILONIA 1[/b] Aquilonia is an excellent model for most Hyborian nations. Sure, some things will differ, but if you study Aquilonia, you'll have an excellent starting point in understanding the majority of the Hyborian nations in the game. Here are a few random notes. [b]Clothing.[/b] The clothing described in the game tends to be more like Dark Age Europe rather than the unique look that has grown up around Conan and the Hyborian Age used in comics, movies, and computer games. I prefer that interesting look rather than thinking of the Hyborian Age as just another place that looks like the Lord of the Rings movies or the Game of Thrones TV shows. Sure, I like those looks for those universes, but Conan, to me, has always been something different. So, I tend to ignore the Clothing sections in the various Mongoose sourcebooks because I don't want hose and doublets worn in my game. [b]Honor and Allegiance.[/b] These are interesting concepts from that game, replacing D&D's alignment (I'd also add the concept of Corruption to the mix). Aquilonians are a proud people, and their honor is a concept that most hold dearly. Their word is law. Most Aquilonians are illiterate, and public oaths are considered more binding than a written contract. An Aquilonian character that doesn't use a Code of Honor is rare, and he is most likely from one of the urban areas. Character Allegiance is often to family, king, country, Mitra, household, neighborhood, feudal lord, or province. [b]Women.[/b] Women, in Aquilonia, stay under their father's roof until they marry. Marriage is a political decision and is more important among the higher social classes. Most often, marriages are arranged. [b]Slavery.[/b] Slavery is not unheard of in Aquilonia, but it is rarely seen. House slaves and personal attendants can be found, but are not common. [b]Craft Guilds.[/b] The Guilds are quite powerful, on a local level. They become less powerful the higher up the political chain you go. Young boys are about 7 or 8 years old go through an apprenticeship, most often away from home. It is illegal to apprentice anyone age 12 who previously worked in the fields--this stops a stampede to the cities from the rural areas. Apprenticeships last several years and are not paid. The apprentice is not allowed to marry (thereby giving the Master another mouth to fee--or more, if there are children). At some point, the apprentice becomes a Journeyman where he travels from town to town, working for different Masters, learning new techniques, and gathering letters of recommendation. Only Journeymen and Masters can earn income from their Craft or Profession skill. Journeymen cannot travel outside of the kingdom. Most stay to a few cities around their home. Once a Journeyman becomes a Master, he is expected to settle-down and marry, becoming a contributing member of the town where he will ply his trade. Masters have to obtain permission from the Guild if they want to move to another town. All this information typically applies to characters of the Commoner or Scholar class (Scholars who focus on the craft or profession). [/QUOTE]
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