GURPS: Church and State Glossary: Difference between revisions
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'''Ascendant''': A mortal who has ascended to a higher state of being; often becoming one of the archetypes in the four houses of the gods, but sometimes a lone unaligned actor. | '''Ascendant''': A mortal who has ascended to a higher state of being; often becoming one of the archetypes in the four houses of the gods, but sometimes a lone unaligned actor. | ||
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Curia''': Council of church leaders who set Cannon law, interpret doctrine, appoint bishops, archbishops, and elect the Arch Prior of the Church | '''Curia''': Council of church leaders who set Cannon law, interpret doctrine, appoint bishops, archbishops, and elect the Arch Prior of the Church | ||
'''Frankalmoin''': [http://en.wikipedia.org/wiki/Frankalmoin], land tenure by which a ecclesiastical body holds land. This is the law under which the Church gains estates and becomes a ridiculously large landowner. | '''Frankalmoin''': [http://en.wikipedia.org/wiki/Frankalmoin], land tenure by which a ecclesiastical body holds land. This is the law under which the Church gains estates and becomes a ridiculously large landowner. | ||
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[[GURPS: Church and State]] | [[GURPS: Church and State]] | ||
[[Category: GURPS Church and State]] |
Latest revision as of 03:17, 10 September 2010
Adept: One who has a magical power or skill that is not spell casting.
Arch Prior: Elected by and from the Curia to lead the Church for a term of life. Can be impeached.
Ascendant: A mortal who has ascended to a higher state of being; often becoming one of the archetypes in the four houses of the gods, but sometimes a lone unaligned actor.
Curia: Council of church leaders who set Cannon law, interpret doctrine, appoint bishops, archbishops, and elect the Arch Prior of the Church
Frankalmoin: [1], land tenure by which a ecclesiastical body holds land. This is the law under which the Church gains estates and becomes a ridiculously large landowner.
Knights Service: The obligation of service to land holders to provide knights or men-at-arms to their lord [2]. Can be paid out in some cases by paying the Knights Fee [3] or Scutage [4] instead.
Man-at-arms: A professional soldier of some standing, usually with land of his own, wealthy and skilled enough to own and fight from a horse. Status 1 or 2 if particularly wealthy or with good land. Often with some minor talent.
Methuselah: A mortal who has dramatically extended his life through magic or divine intervention. (At least four spells or elixirs allow this, and a mage of Talent often turns his endeavors to pursuing this in their later years.)
Minor Talent: A person with magery, and some skill as well in an area requiring magery (spells, imbuements, powers, etc). Usually grants status 1 and can demand certain social perquisites such as increased dowry, law rights, etc.
Sergeant-at-arms: A professional soldier of some minor standing, usually status 1. Normally fights on foot. If he gains enough wealth and skills to buy a horse and fight from horseback, he likely will be considered a Man-at-arms.
Serjeanty [5]: An obligation by a freeman to his lord above that of Socage, but below Knights Service, which obligates the Vassal to a specified service. Often soldier duties (thus sergeant at arms), but also includes the level of enfeoffment found with verderers [6], reeves, heralds and such.
Socage: The obligation of a yeoman (freeman) without status owes his lord [7]; usually just a set fee. Lowest of the vassal obligations (not including serfs).
Talent: A person of significant magical talent (magery or imbuement level 3, or other significant talent)
Tenant-in-chief: A vassal directly under a lord, usually reserved for the tenants in chief of the sovereign owing fealty directly to the King; equivalent to the "Lords of the Realm" or the "Peerage".
Thane: A sworn man. A professional soldier and a freeman (yeoman) usually enfeoffed[8] to a knight or lord. Men and Sergeant at arms are Thanes.
Traditions: Seven schools of thought to pursuing magic. Thaumotology must specialize in a given tradition. The traditions mark the magical theory as that tradition understands it. (see GURPS: Church and State Magic