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Aredel

Kingdoms - Dinasis

Climate: Average Seasons/Northern parts see hard winters
Known As: Dinasians
Primary Lang: Common, Dinasis
Capitol City: Baltak
Ruler: Grand Senator Halkir

People:

The people of Dinasis are the first modern kingdom ever to have a voice in selecting their own ruler. They are justifiably proud of their position. The notion that anyone could be ruler is empowering. In many Dinasians this has brought forth a great sense of ambition. In a few, this has turned to hubris. Sadly, most peasants remember the overly boastful and forget the humble. Still the Dinasians are respected as people who know how to get things done.

Brief History:

Dinasis was once a kingdom of mass chaos and confusion. It was clear that the royalty of Dinasis was corrupt and care very little for anything outside of their own personal wealth and gain. For thousands of years the royal families of Dinasis lived off their subjects like leeches, sucking them dry for anything and everything they could. About 150 years ago there was a revolt and a new system of ruling was put in place. Dinasis became the first and till this day, the only Republic in Aredel. For the last 100 years they have known nothing but peace. However, dispite the chaos and confusion the Dinasisians lived in for so long, they are experts at gathering intellegence and generally know just enough about everyone and everything that is going on in the world.

Culture:

Dinasian culture places value on the worth of a man and his potential. Noble blood is less important than a noble heart. Because of this they have made great strides in nearly all pursuits, because they are open to the best and brightest, rather than to the ancestral holders of position. This social mobility is at the root of the Dinasians success.

Ruling Structure:

The Repuclic of Dinasis is probably the most justly and evenly run kingdom in the world. With a Senate filled with elected representatives from all over Dinasis the people's voice is heard very well and very loud. The Grand Senator, choosen by the people of Dinasis every eight years oversees the every day dealings of the Senate and approves or dis-approves all of their decisions. There have been times that even though the Grand Senator has given a decree his dis-approval, the Senate has overriden his decision. A senator is choosen every ten years.

Economy:

Dinasians are traders, artists, and merchants. They succeed not by dominating in one area but by doing well in many. Their economy is rooted in diversity.

Sub Structure:

Dinasis is broken up into seven States, each with a Senator and a Sub-Senator presiding over them. The Senator spends most his time at the capital in Senate while his Sub-Senator takes care of his State. Each State also has a council of Represenatives that meet with the Sub-Senator to help run the daily needs of the State. The States have very open policies with each other and there is very little each State keeps from the other. Some say it is the open policies of the States that have kept the kingdom from falling into the chaos once again.

Technology:

Dinasians are not at the forefront in any one technology, but they are second or third in several and they are among the leaders at finding synergies, opportunities for one technology to compliment another.

Arts:

Dinasian art ranges from the very traditional to the avant-garde. There are many experimental art forms being developed within their borders, including a number of hybrid forms combining art and technology or two different media (like painted sculptures).

Fashion:

Dinasian fashion is well-developed and respected throughout Aredel. While the Bistalians have better colors and some better cloths, Dinasians are a close second at much lower prices.

Politics:

As a republic, the people of Dinasia are much more aware politically than those of most lands. They actively follow the career of senators and politicians. Some curry favor through gifts, bribes and favored treatment.

Orders & Groups:

Free Our Republic
The FOR works primarily as a political group trying to elect candidates friendly to their cause. They believe that the senate is controlled by a handful of puppetmasters who use their influence to have things done their way.

Religion:

Dinasians practice freedom of religion, so there is no state religion although most Dinasians at least pay lip service to Gret and many are devout followers. As long as they follow local laws, even evil temples are tolerated in Dinasis.

Current Status:

With the forming of the Council of Kingdoms and the withdrawl of Ithaky, Dinasis was choosen as the head Kingdom of the Council for it's birth. While there are no real internal problems, Dinasis has not seen war in over a century, and it's troops are well trained but not experienced. Currtently, they are preparing to send troops to Hikria to join with their forces before being divided amoung the other kingdoms in the council to help with the Amazon threat.

Playing a Dinasian Character:

Common Roles:

Leader: Many Dinasians are skilled at the art of leadership and are hoping to someday enter politics.

Spokesman: Among those groups wise enough to employ a spokesman, Dinasians are often selected.

Adventuring Archtypes:

Assimilatort: Dinasians are always looking for new ways to do things and are eager to see more of the world. These types of characters may be scientifically or artistically inclined.

Jack of All Trades: Dinasians learn a little about a lot as part of their normal course. They often possess useful non-combat skills.

Kid: Many Dinasians take up adventuring at a young age. They are often filled with a great sense of wonder at the world, even if they aren't strictly children anymore.

Roleplaying Hints:

You believe in order and that things should be done by those who are good at them or who are best suited to the task. You are unwilling to do things you aren't the best at if problems will likely ensue, but are quite willing to try new things when you have time.

Outlook on other Countries:

Dinasisians generally seem to have a pleasant outlook on all the other kingdoms and races on Aredel.

Creating a Dinasian Character:

Naming Conventions:

Dinasians usually have patronymic surnames. Some adventurers abandon these for colorful epithets which later become new surnames.

Ability Scores:

Dinasians gain neither bonus nor penalty to their ability scores.

Racial Abilities

Skills/Feats: (Considered trained in skills listed)

Skills:

+2 to any two Knowledge or Craft Skill
+2 Gather Information
+2 to Listen
+2 to Read Lips

Feats:

All Dinasisians gain Skill Focus with a craft or knowledge skill at 2nd level

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