- Overview
- Government
- Nobility and Knights
- Military
- The Law
- The Church
| Llohna |
 |
Geography: |
Generally lowlands, with eastern
mountains, northern forests and desert |
| Weather: |
Temperate |
| Ecology: |
Highly fertile |
| Languages: |
Imperial Common |
| Population: |
Mostly rural commoners with dense urban
concentrations) |
|
History
“The Florenta Boot” is the last remnant
of the once all-powerful Empire, now in decline from its
former glory days. Despite a violent and bloody history
with many other nations in the Known World, Florenta enjoys
excellent sea and overland trade with its neighbors. It
is also engaged, as it has been for centuries, in a costly
war with the Goblins of the Grimme. Over the centuries,
lands once under Imperial control have broken away, causing
the Empire to shrink. Between the loss of resources and
an endless war with the goblins, there are many who claim
the Empire will not last another century.
The land is a rich and fertile place of vineyards, orchards,
olive groves, sheep & goats, cattle, horses, wheat,
vegetables, mills and wineries. It has a decidedly Italian,
Tuscan feel, in culture, the people, the geography. Dotted
with a hundred small, unmapped villages and narrow provincial
roads, Florenta enjoys gentle weather. Each city on the
Inner Sea has a prosperous fishing fleet. Each village
has at least one small church. The greatest wineries ever
known are in the Boot, but each village bottles its own
regional wine and nearly every house bottles its own private
stock. Frequently, bottles of wine are used in place of
coins.
Its capital city, “Florenta,” is proclaimed as being the
center of culture and sophistication in the Known World,
a metropolis of much prosperity and beauty, as well as
the epicenter of trade, religion, education, the arts and
magical sciences. |
Imperial – soverign, hereditary male emperor. There was a time
when the Florentian Emperor was as all-powerful as a Caesar…no
longer. Now, the Empire is so much smaller than it was (with
loss of resources) and is so in debt to the merchants from funding
the Pass Wars, that it is a shadow of its former self and the
title of emperor is often no more than a figurehead. High ruler
of the Empire, the reigning emperor is the final word on all
issues, and sets policy for the realm (Tax rate, frequency & collection,
defense matters & troops level authorization, war plans & objectives,
diplomatic matters with other countries, appointments of governors
and construction of new fortifications, among other duties.)
The emperor is advised and influenced by members of court, representatives
from the Merchant & Science / Magical communities, and The
Church. He can call upon the Imperial military forces from anywhere
in the realm, can command any noble to serve and provide troops,
and has immediate control over the Imperial Legion and Astoria
Lighthorse, both based in Astoria. He also controls the Imperial
Guard, an elite force of mounted fighters who guard the Imperial
Palace, escort the emperor and carry out special assignments. In
recent years the boy Emperor has come of age. At eighteen he
has wears the mantle of authority. Under the expert tutalige
of Lord Franko, Francisco VII appears
to be bucking the historical trend of less than stellar leaders.
Chief among his goals appears to be the shoring up of the empire.
In the two years since he has ruled he has launched many favorable
reforms and appears to be ushering in a new era of hope for the
empire.
It is the Emperor who holds court in the Imperial Throneroom.
He usually remains in Astoria, holding court 6 days a week (not
on the Sabbath…not officially.) About every four weeks he travels
to the Imperial Palace in Florenta, meets with the Cardinal,
and holds court for a week before returning to Astoria. Those
who wish to attend court must either travel to Astoria, or go
to Florenta and wait for him to arrive. The Emperor does not
travel to any other cities. “Court” involves a small measure
of hearing disputes, complaints and proposals, several hours
of discussion about the war, socializing and a banquet. This
happens just about every day, though the Emperor has been known
to dispense with the banquet and take meals privately with advisors,
generals or visiting merchant dignitaries.
Victorius, St. Capella, St. Lucius and Eldred’s Cross are governed
by ruling, hereditary noble families, either Barons, Counts or
Dukes depending upon the size & status of the city. From
these ruling families come Imperial Governors, (who look down
their noses at the “Provincials” who share a similar title, considering
them and their kin backwards and ignorant.) The day-to-day administration
of the city falls to these rulers, and they are responsible for
collecting taxes (a portion goes to the city) and transporting
the balance to the Imperium. These are positions of great wealth,
power and prestige, and hold considerable influence at court
(depending upon the size of the city.) At least one ruling family
– the House of Novella – are “Merchant Lords,” nobles with massive
merchant interests and holdings (ships), making them impossibly
wealthy and expanding their sphere of influence (and what & whom
influences them.) Although these city rulers are like kings in
their own cities, they must still follow the directives of the
emperor, but how well these directives are carried
out depends upon the ruler’s agenda. They always put their cities
and families before the empire. These families fill the highest
positions of city government with family members, and their family
knights command the Imperial troops under their control. They
appoint magistrates for city justice affairs, and control the
City Watch, Gaolers and units of Gard D’Florenta within their
city. They also maintain their own castles & lands, usually
outside but close to the city they rule, collecting their own
taxes and controlling their own force of troops and retainers.
Like the Provincials, they can compel other city nobles to serve
a cause or supply troops, with considerably more influence than
the Provincials.
In rural areas, a territory is ruled by a Provincial Governor
appointed by the Emperor (sometimes, but not always, a hereditary
position), a noble of varied status (Baron, Count or Duke depending
upon the size & prosperity of the region.) Their status & territory
determines their standing and influence at court. A province
usually includes numerous towns & villages, and the Governor
will be based in the largest, with either a fortified villa or
small castle. The Governor is responsible for collecting & transporting
taxes. Depending upon the size and population of the province,
he or she will have a force of imperial infantry and cavalry
for patrolling the region and collecting taxes. His or her personal
retainers are responsible for the governor’s safety and defense
of the villa. The governor appoints a Magistrate for the province,
usually a knight, to travel the towns and villages handling matters
of justice. Nobles in the province handle their own defense and
justice matters. The Governor has the authority to compel nobles
in the province to rally to a particular military cause and provide
troops, but this is often easier said than done. In some provinces,
as in Southern Florenta where the Solis Family is dominant, the
governor is little more than a puppet & figurehead compared
to the wealth, power and influence of the Wine clan, who have
their own knights & small army.
Ah, the nobility…the privileged class, living a life of pampered,
overindulgence. All the beauty, art, culture and rich experiences
in the known world are theirs for the taking. Secure homes, escorts
and guards, coaches and servants, money to burn… it all makes
for a very privileged life, far removed from the reality of most
Florentians.
A person of a noble bloodline is a “Princeling,” and cannot become
a full-blooded noble until they have served their requirement
in the Pass Wars, after which they earn their Golden Spurs and
all the privileges which go with them. It’s not just a matter
of the bloodline, though that’s a prerequisite. To be truly part
of the noble class, each member, male and female, must…
Follow St. Cuthbert (even if only through lip service.)
Pay an annual tribute to the Imperial House.
By their 21st year, must personally lead a force of no less than
100 troops during a 1-year tour in the Pass Wars.
Those who fail to lead their troops into battle by the end of
their 21st year (regardless of ability, physical or emotional
illness, etc,) are either shuffled off to remote monasteries
in quiet disgrace, or are formally cast out of the noble house,
with no future entitlements to any aspect of the nobility. A
few of these turn into wandering adventurers.
The requirement to lead troops into the Passes for 1 year is
a deadly proposition, so noble families breed early and have
as many children as possible to ensure their bloodline. More
than a few idiots and no-talents have been sent off to the wars,
some as young as 13. A successful tour brings glory to the individual
and to the house, and earns that noble the right to wear the
Golden Spurs, a sign of station. Most nobles (who survive) do
one year and come home. The better respected do multiple tours.
Some have even done tours in younger years, returned to the baronies
to raise children & look after estates, then returned to
the Wars in their later years after the children have grown and
taken their rightful places within the families. These few are
rarities, and usually are the generals, being experienced and
highly respected.
There have been some cases of young nobles successfully serving
tours in the Passes, then returning home only to find there are
too many siblings ahead of them to every achieve anything of
value. These generally turn to wandering and adventure, retaining
their noble birthright but often keeping it a secret.
In the Empire, however, there is a quiet level of corruption
which can bypass this requirement… with Imperial approval. This
is called an “Imperial Deferment.” Ostensibly, it is granted
by the Emperor (the Steward) for a young noble who’s family has
“Contributed to the War Effort Beyond the Call of Patriotism.”
This can be, and is, interpreted in many ways. Perhaps many members
of the family have been lost in battle, and cannot spare another
son or daughter. This is the most honorable interpretation. In
most deferment cases, the family in question is a major source
of war materials and assets, is extremely well-connected with
people of power (including Church connections), and is likely
a HUGE financial contributor to either the Church, an Imperial
Governor or the Steward. Big bribes through the right connections
can buy those Golden Spurs. Fortunately, most noble houses consider
honor their greatest asset, and hold a deep love for their Empire,
so earn their titles the right way. This pays dividends in the
future in dealings with other nobles who “earned their spurs.”
Nobility is nobility, hereditary bloodlines with entitlements
to be princelings, barons, counts and dukes. Knights are different.
Any knighted noble will always be a noble. Commoners who are
knighted do not automatically become part of the nobility.
Noble knighthoods come from the top ranking member of the noble
house, and those knights can go on to become barons and the like.
Only a noble can knight another noble. The role of noble knights
is often ceremonial only, preferring to employ small armies to
conduct patrols and protect the hamlets of their lands. A few
noble knights actually ride their own lands, protecting their
subjects and dispensing justice.
Paladin Knighthoods come from either The Church (a bishop or
higher) or a senior knighted paladin (Church sanction may or
may not be present at the time of the knighting, in which case
The Church trusts in the knighting paladin’s judgment.) Knight
paladins, if not born of a noble family, never become nobles,
though they are highly respected. It is often the case that a
noble chooses the path of the paladin, accepting that knighthood
and forfeiting all claims on his or her noble title in favor
of a life of service to Saint Cuthbert.
Family Knighthoods come from private, prominent families of considerable
wealth, power and influence with their own lands. The knighting
receives the sanction of the ruling family member, and is conducted
by an older family knight. This position is above the commoners
(as is the family), but does not impart nobility (just as the
family is not classified as noble.) Only a member of the family
bloodline can hope to attain this honor. It is usually given
to family-member squires after extended service. Knightly service
is generally spent in defense of the family and its holdings.
Imperial Knighthoods come directly from personal decree by the
Emperor (or Steward.) This is granted to commoners who truly
distinguish themselves in service to the Imperium, and the actual
knighting is conducted by the Emperor or Steward himself. This
knighting moves the commoner into the lowest rank of nobility,
entitling him or her to lands (a land grant and small keep -
from the Emperor’s personal holdings - is the usual gift to accompany
this honor) & the authority to collect (and pay) taxes. This
type of knight cannot then become a baron or duke…those are blooded
titles with hereditary lands, whereas the Knight of the Imperium
has been granted newly-created lands. The knight can, however,
by Emperor’s decree be elevated to the noble title of Earl (ie,
“Sir Keith Haney, Knight of the Imperium, Earl of Farmington.”)
This ranks approximately between Baron and Count. “Normal” nobles
have no access to this title. These knights most often come from
the ranks of adventurers, and they usually defend their own lands
and/or continue to ride the realm spreading and enforcing the
power of the Imperium and their own glory. Technically, they
have the authority to dispense justice anywhere in the Empire,
but that could easily step on the toes of others who consider
it their privilege…
TITLES & ORDERS of KNIGHTHOOD
There are several titles and orders (or honors) a knight can
receive, depending upon what they do and where they come from.
Being a knight is one thing, but being titled - a knight of
a particular order or recipient of honors - will instantly
elevate the knight’s standings, improve how he/she is treated,
entitle them to a better class of everything, and of course,
raise other’s expectations.
Knight-Commander: Title (Noble or Paladin only) A title granted
to those knights in regular military service. Reserved for senior
commanders. Grants the right to command Imperial fortifications
and forces larger than Battalion size (generally over 1,000 troops.)
Lord High Commander: Title (Noble or Paladin only) A title granted
to a knight (who may also hold another noble title) in military
service. Reserved for the highest levels of command. Grants the
right to command Imperial fortifications in the Passes and forces
of Host size (generally any and all troops within a theatre of
operation), and to lead forces into The Grimme on his or her
sole decision.
Emperor Victorius Cross (Knight EVC): Order (Any non-paladin)
This order is bestowed by Emperor’s decree for the highest level
of personal bravery and accomplishment while in service to the
Empire. It is the highest knightly order in the Imperium. If
given to a previously titled knight, it will generally elevate
him/her to Earl. If given to a landed noble, it can elevate a
baron to a count, a count to a duke, or a duke to an Archduke.
The Imperial Sword: Order (Any non-paladin) The 2nd highest
honor a knight can attain. This is granted by the Emperor to
any knight who faces and defeats – in single combat - a being
of mythic proportions (such as Dragons, Higher Demons, a Lich,
Nessian Dark Mage, Mind Flayer Archlord, Goblin Clan Lord or
Archmage, etc.)
The Iron Drake: Order (Any non-paladin) This honor is bestowed
by the Imperium to those knights who selflessly act above & beyond
the call of duty while in service to the Emperor. It is the third
highest honor a knight can receive.
The Golden Spurs: Order (Noble only) These actual solid gold
spurs are an honor bestowed upon any noble who successfully completes
his or her mandatory (1) year of service at the Pass Wars, and
confers full noble status. The jingle of hundreds of golden spurs
serves as a musical backdrop to large formal parties thrown by
the nobility.
The Claymore: Order (Any non-paladin) This honor is granted
by the Imperium to any knight who distinguishes himself in a
combat infantry action. Can be awarded by anyone of Duke status.
The Imperial Saddle: Order (Any non-paladin) This honor is granted
by the Imperium to any knight who distinguishes himself in combat
cavalry action. Awarded by anyone of Duke status.
The White Steed: Order (Astoria Lighthorse only) Granted for
selfless bravery above and beyond the call of duty during combat
action. The highest award in the Lighthorse, it is bestowed by
the ranking Lighthorse general, and the Lighthorse Hall in Astoria
is filled to capacity with horsemen present to pay their honors.
The Grey Mare: Order (Astoria Lighthorse only) Granted to those
knights of the Lighthorse who distinguish themselves during combat.
Awarded by a Lighthorse Regimental Commander.
Lord Admiral of the Deep: Title (Any non-paladin) A title granted
to a senior knight in Naval military service. Grants the right
to command an armada of up to 100 warships and 50,000 sailors
and marines. There is usually only one Lord Admiral in existence
at any given time.
Knight Commander of the Ocean Seas: Title (Any non-paladin)
A title granted to a knight in Naval military service. Grants
the right to command up to three Imperial War Galleons, and a
force of up to 1,500 sailors and marines.
The Scarlet Wave: Order (Any non-paladin) This honor is given
to knights who distinguish themselves during Naval combat engagements.
SOLDATA: The basic soldier
enlisted into service for the Pass Wars, the Crusade, or general
service in the realm can be any race, sex or class. Soldiers
not only serve in the passes, but occupy sizeable garrisons in
all Florentian settlements of city size. Infantry & Cavalry
is responsible for patrolling the roads of the Empire.
For the common soldier, there are generally two types of service.
The first is a standard conscription, an enlistment into the
Imperial Army, with two options; Option one is a five-year tour
of general service in the realm, with assignment to anywhere
in the empire as infantry, cavalry or city garrison. Option two
is for a minimum of one year Pass War or Crusade service, with
immediate deployment. Of course, some soldiers already in the
army volunteer for Pass War or Crusader duty, and war veterans
frequently either extend their enlistment and join regular units
in the realm, or re-enlist for another year at the Passes. In
the case of re-enlistment at the Passes or Crusade, the soldier
usually receives a promotion to corporal or sergeant, which doubles
or triples their pay. Any soldier who serves a one year tour
at the Passes (and now the Crusade) gets a brand on the right
bicep - a circular dragon with a tower at the center - to prove
service. A hashmark for each year goes under the brand. This
is a serious badge of honor. Anyone caught forging such a brand
is hung. Those who legitimately wear the brand can usually expect
free basic lodging and meals throughout the Imperium.
The second type of service is under the command of a noble house,
following a knight or lord to the Passes. This type of soldier
is from that noble’s lands, and receives whatever pay and support
the noble provides. Tour of service is as long as the noble stays
in the war, at least one year, but sometimes longer if the noble
so chooses. This can be a very real and dangerous burden to these
types of soldiers, but the benefit is that they are not bound
to service any longer than their liege. Essentially, if their
noble is critically wounded and taken from the Pass or Crusade,
these troops go with him or her. If the noble is killed, their
troops are released to return to the noble’s lands, usually bringing
the body back for burial.
Each village maintains a loose militia of locals, usually led
by a retired soldier from the Pass Wars. Cities have garrisons
and units of professional troops.
IMPERIAL RANGERS: Elite forces, with their own command structure
outside the basic Soldata units, these Rangers work individually
or in units of up to four, penetrating deep into the Grimme to
gather intelligence on goblinoid forces. Fierce fighters, their
mission is nonetheless one of stealth and conflict avoidance.
Any Ranger returning to one of the Pass fortresses is shown immediately
to the Commanding General, and listened to with great interest.
Among the Military, Rangers are highly respected, a little feared,
and a little disliked due to their general aloofness.
PASS WARS
For the last 150 years, there has been a constant state of war
between the Imperium and the Goblins of the Grimme for control
of the three Passes across the Florentian Alps dividing the
two nations. Until the recent start of the 5th Crusade, the
battle lines had stagnated. Winter shut down warfare, and whomever
was in control of the pass at that time held it until hostilities
began again in the spring. Possession changed hands every few
months or even in a matter of weeks, and each pass had become
a meat grinder for men & material. Enlistees were always
needed.
With a resounding Imperial victory at all three Passes and the
start of the Crusade on Hax, these fortified locations have become
military support and supply points. Butcher’s Pass, The Chalice
and Red Saddle, castles and castle-towns, are each under military
rule by a High Commander. This individual is frequently of noble
birth or recipient of a knighthood, but not necessarily. In the
Passes, martial law rules, and the High Commander is the final
word, regardless of the status of other serving nobles, or even
The Church (though they have influence.) No taxes are collected
(the entire war effort is a huge drain on resources, giving nothing
back but a sense of security, wounded war veterans and the dead,)
and there is no indigenous population.
About half way up the mountain at each pass is a support fortress
which does not change hands, and these are nearly as impressive
as the main fortress. They are the launching pads for every assault,
storehouses for weaponry, material, and military training grounds.
Anyone going north into the mountains from these lower fortresses
is met at the gates by a priest of St. Cuthbert, where they are
sprinkled with holy water and given absolution. The support castles
for each of the Passes (Nevermore for The Chalice, Elle’s Rest
for Red Saddle, and Ironback for Butcher’s Pass) also have military
rulers, again perhaps and perhaps not of noble birth. They are
called Keep Commanders or Knight- Commanders depending upon noble
status. They are the final word in their fortress worlds, and
each is considered junior to the High Commanders at each of the
Passes, answering to them in several matters. In incidents where
a Pass falls to The Grimme, the retreating High Commander moves
his flag back to the support castle and becomes senior in command.
The Keep Commander or Knight-Commander becomes the executive
officer (2nd in command) until the High Commander returns to
the pass. As everyone involved is of a military nature, this
fluctuation in command is accepted and supported with very little
bitterness or territoriality…Keep Commanders and High Commanders
usually get along quite well. The Pass knows it needs the backing
of the Support Castle, and the Keep Commander knows he or she
may be called upon to serve as a High Commander in the future.
Nobles who serve in the passes or support castles are given no
special consideration during their tour, unless they distinguish
themselves on the field. Those nobles who stay for multiple tours,
or who return to military service in later years are treated
with greater respect, and their experience is certainly tapped
by the High Commander. However the ruling military class has
little regard for soft nobles who serve only one year and no
more, avoiding battle as often as possible and escaping to their
lands the day their tour is up. Frequently, these “Feathers”
as the veteran commanders refer to them, do not survive their
year.
There are no “independents” or mercenaries permitted at the extremely-organized
and disciplined Passes (though they are allowed in the Crusade.)
If someone wishes to fight, they must enlist or be part of a
nobleman’s company. Anyone unbalanced enough to attempt “passing
through” a theatre of war en-route to the Grimme (for adventuring
purposes or otherwise) will be turned away at the support castle,
forcibly conscripted, or even hung for treason (“going over to
the enemy.”) Even clerics wishing to serve – although they do
not sign a standard enlistment contract – must receive a Bishop’s
Decree authorizing them to go to the war area, with specifics
about length of service and assigned duties. They will then come
under the authority of the Pass Bishop and his subordinates.
The only exception to the “independent” restriction is wizards
and sorcerers.
In noble realms, the ruling noble
handles any court proceedings. In cities this falls to complex
court systems and layers of magistrates and judges. In the Provinces,
the governor appoints a traveling Knight-Magistrate for this task.
There are times, however, when someone runs afoul of the law and
these options are either unavailable, or not practical, as is often
the case when offenses are committed on the Imperial Roads (crimes
like brigandry or horse theft, or crimes against a remote, roadside
tavern/inn.) In these cases it is usually a patrolling Imperial
cavalry unit which apprehends the offender. If transporting the
accused to a village (and then securing them indefinitely until
a Knight-Magistrate rides through to hear their case) is impractical,
the commanding officer of the military unit assumes the role of
judge and executioner. A brief inquiry is made (sometimes) and
sentence is immediately carried out. Highwaymen & brigands
are hung without much delay at “Gibbets,” poles set along the Imperial
Roads at intervals which arc out over the road. The crow-eaten
bodies of highwaymen hang there as a warning until the rotting
skeleton drops off on its own, or is cut down to make room for
a new offender. Many cavalry commanders are quick to decide a formal
trial is impractical…
IMPERIAL MARSHALS: These
men and women are rare, generally higher level, often of a prestige
class, who frequently work alone (though many are often accompanied
by a band of retainers.) Almost always recipients of an Imperial
Knighthood, these dangerous and skilled individuals have the premier
law enforcement position in the Empire. Their primary responsibility
is hunting down wanted criminals and bringing them to justice.
They only go after “big game,” rarely bother with petty brigands,
and once they are in possession of a warrant for an individual
– issued by any court or ruling nobility – they are authorized
to go (and have jurisdiction) anywhere in the Empire. They are
often paid a bounty for their capture (50% if brought back dead)
but many due it out of unswerving loyalty to the Imperium. Some
Imperial Marshals go on to become High Constables or High Justices.
THE WATCH: These are the basic guardsmen
who protect the cities and larger towns of Florenta. They man the gates and
walls (if any), protect the courts and magistrates, guard Imperial buildings
or functions, patrol the streets and maintain Watchhouses (bases or operations & armories.)
They handle the day to day peacekeeping functions, and about ¼ have access
to horses for fast response.. Watchmen are usually 1st – 3rd level, with sergeants
and officers being slightly higher. The most senior member of the Watch in
anyplace City-sized or greater is known as the Commendatore.
GARD D’FLORENTA (a.k.a. “Stilettos”):
Men or women in this service can be of any race, and must have at least three
tours in the Passes. Many are former Imperial Rangers. The Stilettos are a
secret-service-type, urban-oriented unit, and have discrete bases of operation
throughout every city. They are few in number (a small city might have a dozen
Stilettos, the Capital City might have 4 or 5 groups of 10 Stilettos spread
around the city.) These people engage in intelligence gathering to support
the Empire, carry out protective assignments for Nobles or Imperial officials,
and pursue their primary function; hunting and eliminating members of the Facci
(the Thieve’s Guild.) Stilettos have been known to go undercover to penetrate
the guild, but this is extremely hazardous and rare. The greatest problem they
face is the fact that the Facci almost certainly knows who they are, but the
Stilettos do not know who the Facci are. Members of this unit are at least
7th level fighters, and every unit has at least one wizard.
GAOLERS: Predominantly men or mannish
females (for this is a lowly and unpleasant job), Gaolers have the responsibility
of running and guarding the assortment of prison facilities in the Empire,
from single-cell lock-ups all the way to fortress-style prisons. They also
transport the convicted from court to the facility (in the Capital City this
is done in enclosed and locked gondolas), and they carry out sentences of execution.
Low education and low hygiene is typical, but they are by no means stupid.
Close contact with the criminal element and the ways of prison life make them
cunning and careful, and they are not easily fooled. It’s simply dangerous,
unpleasant work. They have their own command structure independent of the Watch,
but ultimately the Gaoler organization in a city answers to the Commendatore’
of the Watch. The average Gaoler is 1st-3rd level, with Senior Gaolers (sergeants)
and Officers being slightly higher. Few have seen service in the Passes. Any
fortress-style prison has a Warden, usually a fighter of 10th-12th level with
Pass War experience, who rules his/her facility like a king. Some Wardens are
assisted by a wizard. The entire Gaoler culture is especially prone to corruption.
They are grudgingly acknowledged by members of the Watch, but are still considered
inferior.
St. Cuthbert is the primary faith,
and about 95% of Florentians follow the faith. Other religions
are looked upon with disdain, scorn or are simply ignored. The
Empire is filled with chapels, small parish churches, monasteries
and convents, and even great cathedrals, each more splendid and
ornate than the next, some towering structures of terrifying beauty
and presence, with carvings of saints, angels and gargoyles looking
down upon the faithful. Many churches have catacombs for burial
(and some of the oldest ones in the Capital City are flooded from
centuries of canal pressure), and each has a bell tower, some with
entire galleries of huge and fantastic bells. Some churches have
gardens, and most have basic quarters for the highest level priest
and sometimes lower level staff. The average priest lives off-site
at a nearby rectory.
In the capital, the Basillica (a defended, restricted Vatican City-style palace
complex) is the center of the faith, and home to the Cardinal, the mortal leader
of the church. At present, the Throne of Saint Peter is occupied by CARDINAL
STEPHEN II. The complex is defended by paladins, clerics and devout men-at-arms
which make up a small army known as “The SHIELDGUARD.” The Cardinal is attended
by (12) Bishops who make up the Holy Council, and who advise the Imperium on
all major issues. Each major city, as well as each of the three Passes, also
has a Bishop.
Priests are a part of the landscape, and can be seen everywhere. They know the
business of their congregation, and are an integral part of a family’s life.
They are sought for blessings of homes, businesses, holy objects, births, deaths,
weddings, the sick, 1st Communion, family counseling and dispute resolution among
neighbors. They are highly respected and treated accordingly.
Florentians, rural and urban, attend Mass on Sunday, and sometimes during the
week (it is held daily in every church.) They donate to the poor box, make their
confessions, show respect or make small offerings at shrines throughout the city,
pop into chapels to say a quick prayer or light a candle for someone. They are
by no means saints, however, and are as subject to temptation and vice as anyone.
They try to lead good lives, however, and when called upon to commit a sin (such
as killing in war) they know St. Cuthbert will forgive them. For everything else
there is confession and penance.
FATHER ANTHONY
PEZZOVANTE, PAPAL NUNCIO
The Papal Nuncio is a singular position, elevated above Archbishop,
who serves as the Cardinal’s personal ambassador. He is arguably
the second most powerful person in the Church, and has the Cardinal’s
ear in all things. Although based in the Basilica, the Nuncio
travels about 50% of the time, bringing the Cardinal’s commands
and authority with him, and is more frequently seen than the
Cardinal. Church doctrine prohibits a Nuncio from being named
Cardinal. The Nuncio is a sharp individual, highly intelligent
and wise, devout and faithful to his church and his Cardinal,
and a brilliant administrator, planner and advisor. A high level
cleric, he is also watchful for deception and betrayal, highly
protective of the Pontiff.
In Their Own Words… “I am not questioning
your need for another country villa, Archbishop, I know you toil
endlessly on behalf of Holy Mother Church and need a suitable
place to meditate upon the mysteries of the Faith. I am, however,
distressed at the recent wagonload of gold which you were to
see delivered to the Basilica, and which has apparently gone
missing while under your care. I have every confidence you will
find it. His Holiness will expect the delivery within the next
three days. Go in peace.”
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