The Major Countries for the Story
o Food and clothing
o Use children beyond heir to marry other nobles to create alliances.
o Not known for having social calls
Seldom balls, feasts or such gatherings
o Militaristic set of laws
o Capital Punishment
Dont care about cruel and unusual punishment.
o Complex hierarchy
Final word in EVERYTHING, usually consults council but can easily override them.
Advisement and petitioners of the King/Queen
Multiracial, consists of Dwarves, Elves, Gnomes, etc.
Barons or Dukes
Higher level nobles, typically commanders and generals in the army
Usually houses lesser nobles and knights
Commanders and soldiers of rank in combat
Nobles are the policy enforcers
Servant to knight/ knight errant
Laborers and fabricators
Hard labor/construction crews (typically criminal element)
Entire government based on militaristic structure.
o Rank and file is easy to figure out.
o Progression is facilitated quickly and easily.
Freedom of religion
o No set religion to satiate multiracial council
o Materials (ore, wool, etc.)
o Debate and political maneuvering
o Open state
Surround selves with allies by hosting grand balls and social gatherings.
o New laws are written and re written as needed.
Taxes are adjusted fairly as necessity demands depending on year.
o Capitalistic mindset.
o Royal family has the most say.
They can technically override anything
Need to appease the circle and senate or face a coup
If a coup is staged, The Circle takes control until the Senate finds a candidate family and then decides whether or not they are worthy.
Current noble family is well liked.
o Senate acts as legislation
Can make life very difficult for the royal family
People can petition the senate
They must have a spokesperson to do so
They dont always agree with The Circle
o The Circle
Checks over laws written by the Senate to make sure they are ethical in terms of the seven divines of the Path of Light.
Existentially the Circle is the executive branch. They also form the main force of the Arlonian military.
Mostly consistent of Templars blessed by the Circle.
o This religious fervor makes them fearless in combat.
Believers of the Path of Light
o Faith is mandatory
o Everyone needs to eat
o Open state
Sells food to everyone, small farmland country supplies 80 percent of food to entirety of continent.
Aim is to grow the largest crops possible.
Research is done to make crop yield higher. (Basic Punnett square knowledge)
o 7 clans of traditionalist families (extended family included)
Interchange in clans for mixed genetics.
o Clan father (Radthr) is head of clan
Radthrs meet semiannually and discuss clan business
Chieftain (Lead Radthr) is elected.
Militia based force of able men.
o Militaristic might is minor as they spend more time farming then training.
Believers of the Path of Light
o Faith is STRONGLY encouraged though not technically mandatory.
The major religion
PATH OF LIGHT
The general belief is similar to the threefold law. The essential Idea is that when you hurt someone, it comes back unto you three fold. Adversely, if you do kindness on your brethren it will be returned to you thrice.
If you practice Humility in that which you strive for, it will be yours.
If you have Patience, goodness will visit you.
If you show Kindness, it is infectious.
Show Diligence in your works and you shall receive the goal.
Show charity in abundance and you will never starve.
Be Chaste in your pursuits and a heart will be won.
Show Temperance in your dealings, and you will always have friends.
THE SEVEN DIVINES
Theanna is the goddess of humility. She stands for modesty and selflessness. Showing respect to others and courtesy in all actions. It is about thinking of others more then you consider your own self. Her many clerics are singers of those who do grand things.
Thymrial is representative of the spirit of patience. Control over oneself through moderation, she seeks to end all conflicts through peace. She never resorts to violence, as she views it as disgusting and unclean. She believes all things can be solved through conversation and compromise. Her clerics believe in discussion and debate. They exonerate Thymrial through advisement to others and settling disputes.
Dalen is the God of Kindness. He shows that helping others for the sake of helping others is the best thing you can do. Being full of smiles and kind words makes kindness spread. Dalens clerics act selflessly and usually run clinics throughout Travos.
Faldir is the Diligent God, stalwart and true. He is the ever vigilant guardian of the other divines. He holds to his tenants with the steadfastness and strength of a mountain. His clerics are typically Templars and warriors of the church. They protect the other holdings of the church.
Charity is representative of love. Lyrissa believes in loving all you meet and in being charitable with your feelings. While she believes that lying to make someone happy is wrong, it is fallacy to not share what you feel. According to her teachings you should be benevolent towards everyone, and strong enough to tell someone when they are wrong. Her clerics usually act as consultants in the way of love and marry those that love each other.
Talrund the Chaste is the very example of what people should do before and even after marriage. People should abstain from sexual conduct until the appropriate time. Beyond that they should practice cleanliness and hygiene whenever possible. Clerics of this god craft chastity belts (male and female) As well as run shops with hygiene care materials.
Stalsei is the Judge of the gods he helps settle disputes for all matters aside from love. He is mindfulness of self and others. According to him Respect to one another and moderation or even abstinence from self-gratification is of dire importance. One should keep an impartial eye and a level head in ones actions. His clerics tend to be judges and sages of the world. They also make up The Circle in Arlonia.
The Creed of Dawn
The Creed of Dawn was established by the 13 King of Arlonia, dedicated to find traitors and those who abuse their power. They are not loyal to the Royal Family, Senate, or Church, instead they are loyal to the country. They are the key to coming dawn and their mission is to garuntee that Arlonia remain Prosperous and Fair. In regards even the Church isn't above their gaze if the Creed should deem them to be corrupt and leading the people and the country to ruin.
Their ode is "Absolute power corrupts Absolutely." Despite this they have a couple of spies inside the council trying to lure snakes into the open. They are also clerics and guards, when it comes to the royal family they are everywhere.
While the group is independent and have spies they are not a secret order. The majority of their order is made up of Seekers and Sages. Each bearing the mark of the Order somewhere on their person. These men and women are generally regarded and treat the same as a knight would be.
The Order recruits those that show great skill and a high moral standing. They do not shun away those who come from other lands though once apart of the Order you are loyal only to the peace and safety of Arlonia. Most follow the path of light but it's not required to be a member.
The people of Arlonia are granted magic through use of runes, a power that was said to be created in the old world. Their true origins are unknown but their uses are evident. There are runes for almost anything that can be imagined, though there are powers rarer then others. In general runes are separated between common, master, and true.
Common runes are the most common and weakest, they range from anything from elements to granting a bit more strength. In General even a child could easily master their use, as they tend to be gentler in nature.
Are rare, though there are a great number, and most high guards and commanders possess one they are much more powerful. Just as the name suggest it takes a strong will and a strong mind to wield them but with that success comes great rewards. Their fire burns stronger, they gain strength of a Elephant as opposed to an ox. They can bring someone from the brink of death and make them seem as if they were never on death's door.
Otherwise known as the Runes of the gods are almost entirely unknown. These are the runes that grant power over the world itself. As far as anyone knows there are only 30 of them. Each unique and powerful as they are dangerous. Some come with a high price to posses, killing the user, or taking the user's mind from him. If you come across a true rune you may find the strength of a god, but it is said to be a cursed fate. Death is never far from the surfacing of a true rune.