The World

The Planet Dyon is a world where Dinosaurs still roam. When humans first landed on the planet they called it "Dragon World" due to the large number of fire expelling, winged pterosaurs that reminded them of the dragons of their folklore. It is a gathering place to many species and is dotted with ruins of civilizations long forgotten.

### Calender

Calendar Picture

The Dyonian year is 361.2 days long.

The year is divided into ten 36 day months, with a day added between the last and first months of the year known as Lothker. Every five years a second day is added to Lothker to correct the calendar.

The month is divided into four 9 day weeks.

The 25 hour long Dyonian day is divided into five watches of 5 hours each. First watch starts at dawn. Each hour is 60 minutes long. The sun sets half way through the third watch.

The Dyonian months are called: Solmiosan, Zumiosa, Naymiosa, Shemiosan, Raymiosa, Nekmiosa, Maomisan, Kelmiosan, Sukmiosa and Enomiosan.

For a list of holy days see here: Dyon holy days

The dry season occurs during the fourth and fifth months. During the dry season it seldom if ever rains. Streams vanish and rivers shrink

The eighth month, Kelmiosan, starts with the harvest. Farmers try to get all the crops gathered before the heavy rains begin.

The rainy season starts about halfway through the eighth month and lasts till about halfway through the first month. During this time it will rain off and on every day. Many of these rains are heavy enough to hinder outdoor movement. Whenever the weather permits the farmers use this time to plant rice.

### Family

Family is extremely important to the people of Dyon. One is expected to be loyal to one's House, one's country and one's king (and usually in that order of importance).

A House is an extended family group and its servants and employees. The oldest male is the House Patriarch and runs the business and administrative affairs of the House (or delegates parts to capable assistants). Traditionally the eldest son is the designated heir, but not always. In a noble family the heir get the prefix "Is" meaning first added to his title, thus an Isaram rather than just Aram. Most sons usually follow into their father's profession, but some go into supporting professions to make the whole stronger.

The oldest female is the House Matriarch and she is the mother of the House. All additions to the House must be adopted by her (or one of the younger women of her choice). The Matriarch also holds the titles for her House to all lands, buildings and physical property such as ships. Land and buildings are all the property of the royal family, but Houses are granted title by Royal Charter to use them. Traditionally land stays with the House it was originally granted to, but a House could lose some or all if the situation changed or the crown so decides. Houses try not to gain royal disfavor. The Matriarch can disown a member of her House making that individual an outlaw to protect the rest. Traditionally the eldest daughter is the designated heir, but not always. In a royal family the heir get the prefix "Is" meaning first added to her title, thus an Isara rather than just Sara. The reigning ruler is thus the husband of the female who holds the land. Most daughters learn to cook, sew and care for the household, but many also go into professions that support their House.

Children are very important. In a world where humanity's enemies outnumber them thousands to one, each child is considered a blessing from the gods. All children belong to their mother and are part of her House. She has the aid of her relatives in raising and training them. The Church looks after orphans and displaced children finding them a House that will cherish and support them. A child adopted into a House is considered as much a part of the family as those born into it. When people marry, they often shift which House one of them belongs to, the House Matriarch just adopts the newcomer. The children in a House are raised by all the female relatives not just their birth mother, though those with a talent for it more than those who have supporting professions for the House, i.e., Sara Bintanaseth was raised by more by Annalisa Sertain Viranya Doom, a member of the House, than her mother, Azura.

Older children (ages sixteen to twenty-seven) are encouraged to go out into the world and often spend a couple of years exploring professional options or learning the trades of relatives, some go adventuring. Getting all that adventure nonsense out of their blood. This is all considered part of their growing into adulthood. A child who reaches the age of twenty-seven is considered an adult with a voice in House councils and decisions, though most will be allowed to sit in on such meetings at an earlier age at the discretion of their elders. A House tries to find a niche for all its members which will best utilize their talents for the good of the House and where they will find a rewarding way to contribute.

### Currency

Most of the civilized kingdoms use coins minted of precious metals for currency, and increase in values of a base of ten. The gold dragon is worth ten silver shields or a hundred copper crowns. A copper crown is worth ten nickel solars or a hundred bronze stelas. The coins are named for the items pictured on their backs. The fronts have the face of the ruler at the time and the year they were minted. The coins all have the same weight, but are of differing sizes. The Great Church and the Traders’ Guild both demand that coin weights are consistent regardless of origin. Some wealthy aristocrats and merchants mint their own coins. A simple balance and a good coin are all that is required to detect a counterfeit coin. Many bank personnel and merchants can tell by feel if a coin’s weight is true. Wealth can also be carried using bank drafts and bank books. Banks which are found in cities have the duty to turn in worn coins to be melted down and minted into new coins. The various guilds and The Great Church turn in worn coins to either a bank or mint.

### Government

At the dawn of human civilization, Ismylka (Empress) Azura Annaheferet Anefemhru Arienya Asteneri Katheryann Morgaine Selket-Athyrruled the world from her throne in Nimrodale. Azura was able to govern all her people and holdings, but relied heavily on her husband, Niconius Ketherian Selket-Athyr for the details needed to govern wisely. Azura gave stewardship of all the land south of The Land of Ice to her daughter Cynthia. Cynthia left running things to her husband Keshan Azerian Selket-Athyr and the tradition was born.

There is no private ownership of land on Dyon. All belongs to the Empress. Land cannot be bought or sold. The use of land is another matter. The crown grants stewardship of land to the matriarchs of the various noble houses. They in turn entrust portions of land to the matriarchs of lesser houses. There can be quite a lot of intrigue, bribery and dealing involved in obtaining prime land stewardships both internally within the house and at court where stewardships can change houses.

This tradition dates to the reign of Keshan and Cynthia Selket-Athyr. The wars against the glish did not always go well. Casualties were so high that women were forbidden to fight. They were expected to stay behind and raise families. Having the land stewardship title belong to the house rather than any single individual was the only sensible solution.

There are thus two traditions. 1- The house matriarch owns the titles of stewardship for her entire house. 2- Her husband, or a designated male administrator, handles the running of the holdings of the house.

The formal business dealings between houses, guilds, or individuals take both traditions into account and it is considered extremely impolite to ignore them. This is especially true where public opinion is a consideration in the dealings.

The informal day to day dealings are another matter. Many deals are negotiated at parties and balls and later formalized in the traditional way, but only after the deal has been informally worked out. Even during Keshan’s time skilled women worked things out while the men were away fighting and let their husbands publicly handle things when they returned.

The tradition that the world belongs to the Empress is also the reason that having a royal family with blood ties to the empress is needed to legitimize their rule. Especially desired are princesses who have the Empress look.

* **Titles of Nobility and Royalty:** See here for a list of Titles of Nobility and Royalty
* **Royal Houses:** For a list of Royal and Noble houses see: People

### Religion

The dominate religion on Dyon is The Great Church which worships the pantheon of the Council of Gods who stand in opposition of the Dark Council. This church is one of the most powerful organizations on the planet. You can find one of their order in nearly every settlement. Currently this church is in a state of apostasy and has divided itself in three. Other religions include the worshipers of Medea, better known as Witches and Warlocks, the Priests of the Nameless God, The Lords of Light, and the worshipers of the Dark Council.

* **Council of the Gods**
* **Worshippers of the Nameless God**
* **Worshipers of Medea**
* **Dark Council / Lords of Light**
* **Worshippers of Asal**

### Military

These are the brave men and women of the Gentry class who leave the confines of their comfy homes to keep you save from rampaging dinosaurs, brigands, enemy nations, and the like. The military on The World of Dyon is complex yet surprisingly advanced. Communications are handled by Wizards using spells, the Air-force is comprised of magic Flyers and Sark riders. Each nation has its own standing Army, Air-force, and Navy. Even the Landlocked Cheth has a naval commander. To supplement military forces defending a City it is mandated by law that all Yeoman class citizens serve a minimum number of years it the local Militia.

* **Military terms:** As the Dyon military is different from ours it has its own terms for military titles and forces. See Military Terms for a list of terms.

### Language

The Common tongue on Dyon is the aptly named Dyonian, the language of the Glish and taught to their human slaves. Another language is Imperial the language of the Ealanta. It is considered the language of the Intellectual. The Notnaidag Robbers have developed their own code language that most thieves and assassins learn.

In writing most of the population is illiterate. This is because most of the literate population are adventures who tend to die a horrible and early death. Most families have one person in their family who is taught how to read and they read everything for the family. Written languages include Dyonian, Imperial, Theological hieroglyphs and Dark symbols.

### Glossary of Dyon Words

A list of terms, meanings, definitions of things unique to the World of Dyon.

### The Rules

Read the rules carefully. Read all the way through once. If you are not already familiar with the Runequest rules, do the same with them as many sections are needed to understand and use this book. Then roll up a character using the appropriate sections of Runequest and this book so you can see how the rules apply to that character. Those familiar with Runequest will find that using both books will make a character somewhat different to the ones that they are used to, but with a bit of practice the rules will become clear. Then get together with some friends and play a few simple scenarios, with no surprises, until you know how the rules work.

We have tried to make these rules easily understood by anyone familiar with the Runequest rules, which are carefully laid out to be understood even by those not familiar with role playing games. Years of play-testing have weeded out most of the problems. If you are an experienced gamer, take those portions you can use and ignore the rest. Like any fantasy role-playing system, these can only be guidelines. Use them as you will

There are some questions left unanswered by these rules. We have attempted to provide enough data for you to conduct a campaign on the World of Dyon. Further supplements will fill in the gaps and provide more color for the countries and reaches. many of the ideas contained in this book can be used to expand your world or worlds.

### Purpose of the game

The player creates one or more characters and plays them in various scenarios designed by the referee. The character has the use of combat, magic, other skills, and treasure. The referee has the use of assorted monsters, traps, and his own imagination to keep the character from his goal within the rules of the game. A surviving character gains experience in fighting, magic, and other skills as well as money to purchase further training and equipment.

Unlike Runequest, the character is not seeking to become a Runelord. On the World of Dyon, the character is more likely to gain enough power and influence to marry a princess or carve out a kingdom of his own in the wilderness or Glish controlled areas of the world. This book is primarily for characters of one of the human races. For those players wishing to play a non-human character they will have to leave a lot up to the referee as the map and material do not cover the great Glish kingdoms or indicate the locations of the Borascor or other races’ domains. Once a character is wealthy and powerful enough to be noticed by a king or an emperor, then titles, lands, and positions will be his. In a world where humans are not the dominant intelligent life form, power and prowess are the most highly esteemed qualities a man or woman can possess. They will overcome obstacles of lowly birth or position. Many kingdoms have been won by ambitious adventurers such as General Kothar who carved out an empire from the crumbling remains of the Ventian Empire in the west. He was born a peasant and rose to rule one of the most powerful kingdoms of the west.

* The most important purpose of this game is to have fun.
* Tips for Roleplayers