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Tides of Darkness: Distant Hope

Human Kingdoms (WIP)

a part of “Tides of Darkness: Distant Hope”, a fictional universe by Saxious.

This is a D&D inspired game that will be using minimal dice rolling and be more focused on the player's roleplaying

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Tides of Darkness: Distant Hope”.
Discussions pertaining to roleplay on RPG.

Human Kingdoms (WIP)

Tips: 0.00 INK Postby Saxious on Thu Nov 14, 2013 8:35 am

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Decades has passed since War of Distrust, but now the surviving cultists has returned, this time, with an army at their back.
Hope is a distant thing these days... Distant, but not gone.



-Rules and Explanation-The World: Nations and Races
-Classes and Traits-Character Creation





*Note*
Non-human kingdoms are not included so it up to the player's imagination to fill in the gab of where they come from and how the culture is.



The World: Nations

Without Cities
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With Cities
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The Five Human Kingdoms


Zelar
“Loyalty is no mockery.”
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Overview


Zelar has a notorious reputation of not being open to change and new ideas. It is ruled by a strict Theocratic structure, ruled by the Pelor Temple, enslaving its citizens to whatever social class they were born into. The priests and clerics are the noblemen of the land and they enforce their will through manipulation of the Holy Texts and brute force for their personal "crusader" army.





Political and Social Standing


The Zelar Kingdom is the Radical's leader during political meetings. While they respect their Conservative opponents, they will take any opportunity to undermine and publicly question their decisions (a habit that has led to several humiliations of the Zelar Kingdom).
Currently, the Zelar Kingdom is the only nation attempting to stop the hordes of undead from entering the Realm. While their soldiers are fueled with faith, every loss they suffer only strengthens the aggressor.

The people of Zelar are largely illiterate. Most have been told that it is a passageway to heaven if they obey their masters' every whim, and the less they object, the kinder they will be treated in the afterlife. Witch Hunters roam the lands freely and have every right to execute whoever they condemn as a heretic or sorcerer.

Magic is forbidden on the pain of death, unless the Mage can present his/her papers from one of the Arcane Colleges, and it is not uncommon for Mages to be verbally harassed by the locals (though none would dare to physically challenge a Mage).





Faron
“Forever vigil, forever prepared.”
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Overview

The largest exporter of wood, Faron is known for being the origin of many dark tales to scare children. Heavily influenced by their neighbor, Zelar, Faron has kept their monarchy though openly display their religious devotion to Pelor.
Its land is scattered with isolated villages and farms that are rarely disturbed by the authorities, making it a popular hiding place for murderers, thieves, rouges wizards and witch hunters.
Known for their xenophobia and homogenous behavior, only the larger settlements are much less hostile towards strangers.

Political and Social Standing

A traditional ally of Zelar, Faron often backs their more religious “big brother” in times of diplomacy, though unlike Zelar, Faron knows that change is needed within their chaotic borders. Their diplomats often works as a voice of reason to Zelar and therefore the kingdom is seen as an important member in the diplomatic world.

The citizens of Faron are not known to trust outsiders. A suspicious people that live simple lives, they are often disturbed by monsters of the dark forest or witch hunters. The further away from Erasmubürg you travel the weaker the central authority becomes, and eventually the law is made and upheld of local sheriffs and would-be lords, all who quickly bow when presenting themselves before representatives of the royal family.

No concrete laws exists in regards to the usage of magic, those with legitimate papers can set up legal shops while those without are commonly found in small hamlets, often sought after by witch hunters.

So far, only a few northern noblemen have sent resources and soldiers to aid Zelar, despite the dire reports.





Dalora
“Blood, sweat and coins.”
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Overview

“Everything and everyone has a price.” That as perhaps the most accurate way to describe how the merchants carved out their own kingdom, suing the common language between all races: currency.
Unlike the four other kingdoms, a council of merchants and two generals rules Dalora.

Political and Social Standing

Ruled by a council instead of a traditional hierarchy, the Daloran Council has focused on its larger towns, often leading smaller and more independent villages to declare their allegiance with the nearby, therefore the unofficial border is from the Dal Highlands to the Dal Valley, while Sermon Port serves as a free port, it is watched closely by the council.

Dalora’s society is mainly run and governed by the people of wealth. People of nobility gain their titles through their wealth and influence on the council, and unlike the eastern kingdom, Dalora is known to be more open to other religions and so far they are the second kingdom to have official Arcane Universities.

The Council allows Witch Hunters access to their lands, however they do not allow the public burning/torturing of citizens, and all suspects must be handed over to the law enforces to be given a due legal process.




Naldorin
“Thus it was. Thus it shall be.”
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Overview

With a powerful devotion to its Monarchy, the royal family of Naldorin enjoys absolute power over their country which has served as a great advantage as it is has allowed Naldorin to swiftly and efficiently respond to external events, however it also means that the king and queen can make politicians wait for days, often causing the less patient noblemen to rethink their proposals.

Political and Social Standing

Being strongly centered around traditions, the Naldorin king has forced the Pelor Temple to become subject to any and every ruling, much to the displeasure of the Zelar leaders. Though, unlike its neighbors, Naldorin have adopted a much more radical strategy to deal with wizards and sorcerers; being banned from civilization, entire cities are built to keep these people away, though the people are never mistreated and are always fed.

Unlike the other human kingdoms, the Naldorin have banned witch hunters from entering their borders and their laws have been known to 4 the Pelor Temple, something that has caused a great political stir between Zelar and Naldorin, at the point where Dalora's borders have been the only reason the two kingdoms haven't declared open war against one another.

Yet despite the stubborn nature of the royal family, they known when petty rivalry should be set aside and send aid, and they are respected for that.

Marim
“Don't fear the progressive. Fear stubborn.”
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Overview

Perhaps the most forward thinking kingdom of them all. The queen of Marim have openly given up a large portion of her power and created the "Parliament", consisting of powerful merchants, military officers and representatives of her subjects. The kingdom is one of the few to have the Arcane Colleges, and eve more rare, the queen of Marim gave up the Forest of Dreams to the nomadic Älfar so they can have a home, only asking that the woodsmen be left alone and any problems are to be given to her

Political and Social Standing
"Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment."
~Buddha

Tip jar: the author of this post has received 0.00 INK in return for their work.

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Saxious
Member for 16 years
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