The Chump is Stumped out!

Drawmack said:
What was the name of the first real world seige engine and who invented it?

I'm not sure. As far as i know the first siege type engine was developed by the greeks? long before the time period we're talking about.

**If two people think you've stumped me and say so in their post, you'll get a free copy of Party of One: Leda**


joe b.
 

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jgbrowning said:


From Stone's Glossary of the construction decoration and use of arms and armor.

Scramasax: A Frankish dagger. It had a broad, long blade grooved on both sides. (Boutell 93)

Would probabably be simply viewed as a dagger for DnD mechanics.

joe b.

I was thinking of the crudely made, not quite swords of some vikings. Basically a sharpened piece of metal wielded in one hand. But I don't have a reference to back up my understanding of the term.
 

Voadam said:
How much would divinely powered polytheism throw off the three estates of classical feudalism? How monolithic should churches realistically be in a medieval fantasy setting?

Great questions!

DPP (divinely powered polytheisms) would throw off the concept of the three estates less than you'd think.

1. they are less unified than the catholic church was
2. though less unified, they would wield more power through magic making up for the loss of land
3. although they have magic, the lords of the land would have access to magic as well.


It is possible to set up situations where the religious estate is weak (many churches, clever powerful lords playing them off one another) or to have situations where the religious estate is strong (several similarly minded church work peacabley with each other, one single chuch as a pantheonic approach whereby all other religions can be assimulated into the dogma/doctrine with litte adulteration *ala hinduism*).

Generally if the DM wishes to have a powerful religious estate he can, if not, he can have the reverse as well for just as valid reasons.

Given the above monolitic churchs can be even more powerful than they were historically. Faster communication/travel and that always handy direct link to GOD bit.... :)

But generally, to maintain a medieval feel, DMs should develope counter instituations to balance out a monolithic church.

Powerful church Sects causing disorder and Arcane brotherhoods banded in opposition are two good ones.

joe b.
 

Voadam said:
How would you suggest portraying religious schisms and factions in a world where deities can talk directly to priests?

Given the nature of DnD gods, simply have the god give direct conflicting orders to his followers.

A NG god will have several method of dealing with things and he'll have several different sects of worshippers... CG, LG, and N.

This is the best way to show a schism.

An example From MMS:WE

The Church of the Neutral Good God
As with all things of the magical medieval period, religious organization does not adhere to neat definitions. Any and all combinations of organizational structure can apply to any and all levels of a religious institution’s organization. Take for example a religion worshipping a Neutral Good God. This established church has representation throughout the kingdom, being one of the religions of the three patron gods in the kingdom. Leading the religion on a kingdom-wide level is a council of twelve, who solidify doctrine, codify progression in the church, approve directly or indirectly all new priests, create policy on other religions and secular groups, and lead the entire religion with its infinite wisdom. For organization, the council divides the kingdom into twelve dioceses or divisions, based on geographic, political, and economic lines. Each diocese is run by one of the council, who ensures proper behavior and protocol in the daily dealings of the church.

The three dioceses run by lawful good leadership follow protocol to the best of their ability, abiding to the structure and moral vision of the religion. One of those lawful good diocese leaders is unofficially considered the leading council member because his diocese, containing the royal city, is the wealthiest and the seat of politics. The six neutral good council members follow the church’s law most of the time, but they always follow the spirit of the council’s law, which is there to ensure that good be done in all its fullness. The three dioceses run by chaotic good council members give their churches and clerics a fair amount of leeway, as long as any breach of church rules does not turn into scandal or ruin, at which point bribery may be an appropriate response.

The overall organization is generally centralized, in the sense that there is a defined doctrine, a set progression for the clergy within the religion, lesser churches that answer to a religious head, and a leading council that creates policy and issues mandates. The actual dioceses are decentralized in the sense that each diocese leader has the ability to run his diocese as he likes, within certain parameters. Within the lawful good run dioceses, centralized organization is more likely than decentralized, whereas lesser churches in chaotic good run dioceses have more leniencies from their diocese leader.

Though the church quickly brought unaffiliated churches worshipping the same god into the fold early on, some monastic orders that worship the same god remain independent of the church hierarchy. Feudal lords and the unified religions of the rival patron gods socially support these independent monastic orders in an attempt to curb the power of the church of the Neutral Good God. The council of twelve begins an ambitious program of founding new monastic orders, offering them prime pieces of land from the church’s land. They hope to entice the best priests of the independent monastic orders to begin an order of their own on better land. The council of twelve thinks that this plan is secure, since the newly-founded monastic orders have a feudal relationship with the mother church, even if the religious relationship falls apart.

The council creates a series of rigid rules for the new monasteries, ensuring their ties to the church. Serendipitously, the best land the council can offer is in the diocese of lawful good leadership, where the diocese leaders are best suited for making certain the monasteries abide by these rules.

The council of twelve’s plan attracts some of the best minds from the independent monastic orders. Over the course of two decades, the council of twelve manages to bring the independent orders into the fold of the church. The most prominent of the new orders is the Order of the Gull, named in admiration of that noble bird’s character.

Over several years, the order attracts many followers and eventually approaches the diocese leader for permission to found a daughter monastery. Given the order’s lawful good nature, the diocese leader speaks favorably to the council of twelve when deliberating the matter. The council agrees to the founding of a daughter monastery for the Order of the Gull, giving the monastic order a measure of well-earned freedom in the church. The Order of the Gull sends a dozen of its experienced priests with the founders of the daughter monastery and spreads the word of the Neutral Good God.

As the order grows in prominence and prestige, daughter monasteries spring up throughout the kingdom and even into neighboring kingdoms. After twenty years and forty-five new monasteries, the Order of the Gull runs into problems with the Council, which is now under neutral good leadership. The council tries to curb the growth and power of the order, because it has spread into non-lawful council members’ diocese. The order feels wronged. They consider their rapid growth a sign of their pre-eminence within the religion. After much deliberation, the order realizes their monarchical structure is the future of the church. They speak with the lawful good council members and convince them that a greater order in the church is the most effective way of spreading the religion of the Neutral Good God. After much discussion, the lawful good council members agree to split from the church, supported by the funds and prestige of the Order of the Gull. The Order of the Gull and the lawful good priests create an independent lawful good church of the Neutral Good God.

This schism sparks contention among the believers of the Church of the Neutral Good God. New tenets and subtle changes in doctrinal interpretation create confusion among the followers, and this leads to fighting. The “old guard” opposes additional doctrinal rules, claiming such measures fill coffers rather than souls. The “new guard” believes additional rites ensure more mindful piety and create followers who are more deserving of the Neutral Good God’s blessing. Regardless of the reasons, the conflict is purely about power: who decides what is the god’s will. Both sides believe they are better vessels for the Neutral Good God’s will, and are willing to engage in combat to defend their beliefs against those who “taint” the religion.


joe b.
 

jgbrowning said:


By the tone of your question I'm assuming here that you believe witch burning was an injustic that could be prevented through good clerical use of magic and divination. NOT that the witch is evil and deserves it. Which would be my first way of incorporating witch burning.

You can have a good cleric who belongs to a predominatly neutral chuch who is forced to follow his church's doctrine and hence, punish those whom another authority has deemed a witch. The doctrine of the church could preclude the use of divinations on subjects to reduce the number of church vrs. other authority conflicts.

You could also simply have a good church using witch burnings to futher their goals. Good doesn't mean always and only doing good, it can also mean mostly doing good and ocassionally doing evil because that single evil promotes the greater good.

from MMS:WE
A religious institution of the magical medieval period has many
facets to consider. Religions deal with spiritual matters that
surpass this world, but are also tied into land ownership, feudal
obligations, lords, and kings. Though the idea of religion being
separate from worldly concerns is certainly a popular one, in
a magical medieval society, nothing is separate from feudalism.


excellent question!

joe b.

A follow up question then, how about a LG church with paladins who can not do evil actions or lose their paladinhood?

And yes, I was thinking of RPG witch hunts that target, say, all arcane spellcasters or all nonfollowers of the good god, not just evil spellcasters who made pacts with fiends.
 

Joshua Randall said:
Based on the size of the villages/towns/cities connected, what would the typical track/road/highway be like? And, in D&D terms, what would the movement rates be for those roads?

Unless you have a powerful centralized government (ala romans) you're not really going to have road that are more than dirt affairs.

Road are usually only as big as a single wagon (which ever type is most common in your world) with some space on the sides where the people walked next to the wagons. For medieval societies, paving was too costly outside of the rich parts of cities.

Movement rates would be according to "Road or Trail" in the PHB.

joe b.
 

Tsyr said:
Actualy, by devout, I meant any members of the community that activly worshiped a diety, rather than just paying, say, lip service to one. IE, what percentage of the village would be attending church services on holy days (Assuming hypotheticly that all the dieties had the same holy day).


Hrm..


I'm Stumped!


good question. I don't know.


Send me your e-mail address to josephbrowning@exp.citymax.com and the preffered method of delivery for Party of One: Leda (wait till tomorrow for the link from RPGnow.com, or get a 1 meg attachment today to the e-mail address you indicate)
 

In average, how long would a human expect to live taking in cosideration magical healing and monsters rampaging through the area?
 

Voadam said:
I was thinking of the crudely made, not quite swords of some vikings. Basically a sharpened piece of metal wielded in one hand. But I don't have a reference to back up my understanding of the term.

If you can get me the name of the item, i'd gladly take a stab at describing it.

:) ok bad, bad pun......

joe b.
 

Okay, more magic impact on feudalism.

Where do wizards fit into a medieval structure, are they the noble estate, are they servants of the noble estate? Can they be separate ala ars magica? Craftsmen similar to a smith guild? Peasant estate as the wierd old hermit in the woods (but they need a lot of money for their craft so I don't think so).

How does the possibility of anybody being sorcerers disrupt the treatment and role of peasants?
 

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