RPG Other Games Calendar Main Journal

Aredel

Kingdoms - Gri

Climate: Temprate Seasons
Known As: Grians
Primary Lang: Common, Grian
Capitol City: Kilrome
Ruler: King Tyneral

People:

The Grians are one of the best educated peoples in the world. As a result they are very open-minded and eager to learn about other cultures.

Brief History:

Gri is one of the smallest kingdoms in the world. Known mostly for their scholars and educational systems.

Culture:

Grian culture has its roots in the same culture as that of the Timor Plains. 1000 years ago, the southern lands of Timor were heavily hunted in winter, leaving the area badly deforested and lacking in game animals. The Grians were the first group of Timorians to realize they had overhunted. They took up residence and began to take care of the land. Over time, they became more agrarian and less nomadic.

Ruling Structure:

The is only one Royal Family in Gri, and they are loved and respected by the people of Gri. The Royal Family rewards their Knights by awarding them rulership of small areas of land. The Knights not only help rule the land with the Royal Family, but they also serve as protector of their lands.

Economy:

The economy of Gri is based on two key factors. First, their educational system, which allows them to educate children of nobles from many kingdoms. Second, their location. Ships travelling north or south between continents usually land at Gri where they are safe, welcome and only moderately taxed.

Sub Structure:

The Knightdoms (as some call them) are always changing. Since the King awards new Knights lands all the time, thus redrawing boundaries.

Technology:

Grians are inventors and developers of new ways to do things. They have many scientific academies where tomorrows advances are being developed already.

Arts:

Grians like things to be functional first, then beautiful. They are fond of complex geometric shapes and designs. Their maps are probably their most highly developed art form.

Fashion:

Grians generally stick with the traditional when it comes to clothing, though they are more fond of breeches than some other cultures.

Politics:

Grians enjoy a good debate, but their hearts are rarely won by drama; instead logic carries the day.

Orders & Groups:


Knights of Gri
Once a proud military order, the Knights are more men of intellect than action.

Religion:

Grians allow the worship of most every god there is, though the state religion follows the teachings of Kalvar most closely.

Current Status:

For the past two years Gri has been fighting with the barbarian tribes of the Timor Plains along their borders. The fighting is taking it's toll on Gri rather heavily.

Playing a Grian Character:

Common Roles:

Planner: Grians like to make and execute plans.

Expert: Grians are often experts on specific areas or fields encountered while adventuring.

Adventuring Archtypes:

Year Abroad: Some Grians find it helpful to include some time in other kingdoms as part of their studies. Most are students, a few are spies or adventurers.

Exile: Grians with unpopular opinions may exile themselves rather than face ridicule.

Roleplaying Hints:

There is a solution to every problem given enough time to think about it.

Outlook on other Countries:

Gri has a very open outlook on all the other kingdoms in the world, trying not to judge them to harshly before knowing them first.

Creating a Grian Character:

Naming Conventions:

Grians almost always have two names. The first is their name and the second identifies their school and progress. Those who didn't attend a school will name themselves after their guildhouse and ranking.

Ability Scores:

Grians recieve a +1 on their INT and take a penalty of -1 on their CON.

Racial Abilities:

Skills: +2 to all Int based checks

Feats: All Grians gain Skill Focus at 2nd level

Top of page Mail Main