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Aredel

Kingdoms - The Timor Plains

Climate: Temperate
Known As: Timorians, Plainsmen (derisive)
Primary Lang: Common
Capitol City: None
Population:Estimated 40,000 - 60,000
Ruler: Chief Dunedain II

People:

The horsemen of the Timor Plains are among the most agressive riders in the known world. They are a nomadic people with few farms or permanent settlements. The people are well-educated in their own oral traditions but are not as knowledgeable about the outside world. They are shrewd traders.

Brief History:

The Timor Plains as a kingdom came into being more than 500 years ago when a loose coalition of tribes beat back an influx of Astolians. Later the same coalition pushed back the Mykyllians. This led to a declaration of peace between previously warring tribes and the kingdom was born.

Culture:

The Timorians are a nomadic people and their culture reflects their lifestyle. They do not like to own too many things and they do make many plans for the coming days. They live pretty much as their ancestors live and they are happy. They are not eager to embrace newer ideas, but will adopt them over time if they are useful. They have a great reverence for their ancestors, including their living elders.

Ruling Structure:

The country has a king and a number of chiefs. The king is technically called "First Chief", but to appease outsiders he is called King. He rules over a coalition of tribes. Most serious decisions are made at a council meeting held every two years or so, giving the Timorians a reputation for being slow to act. In practice, individual chiefs have broad rights to govern their own lands and so things are done fairly well.

Economy:

Timor exports a small number of horses. They do this more to appease their neighbors than out of any great need for gold or trade goods.

Sub Structure:

Timor is ruled in a paternal society. Family units are led by an elder who is part of a council. One member of the council is a chief for that village. Several villages make up a tribe. Several tribes make up the kingdom. At each level, the elders select a chief who is considered "first among equals". There are also clans which are members of the same family but from different villages or even tribes.

Technology:

Timorians are not averse to technology, but very little of it seems to apply to their way of life. They do use farspeakers and some of the other magical tools used in other kingdoms, but they aren't particularly taken with the new styles of armor and warfare used by other kingdoms.

Arts:

Though they make many useful and beautiful things, Timorians are not big fans of art for its own sake. They will have intricately decorated clothing and beautifully tooled saddles, but they would only rarely make a statue or a painting.

Fashion:

Timorian fashion leans toward utility. They have beautiful clothing, but it must also be functional. Ceremonial dress is almost unheard of among Timorians. Most clothing is made from animal hides. They trade for a limited amount of fabric.

Politics:

Timorians have a great deal of internal turmoil. While they have a central government of sorts, most decisions are made by tribal and village elders. Convincing elders to vote your way is both expected and accepted. They have little time for global politics.

Religion:

Timorians worship spirits of both ancestors and beasts. They believe in a vague reincarnation.

Current Status:

The Timorians have, unsurprisingly, not declared strongly in favor of any faction.

Playing a Timorian Character:

Common Roles:

Scout: Timorians have excellent outdoor skills and are good at finding survivable options.

Guide: Timorians have excellent outdoor skills and are good at finding things.

Thug: Because of their reputation for disliking outsiders, Timorians can often be used to intimidate people.

Adventuring Archtypes:

Done him Wrong: Some Timorians travel because they have been outcast by their tribe. This could be deserved or it could be part of some plot.

Elder Errand: Some elders seek more information on the outside. Others look for ways to get rid of rabble-rousers. Either could lead to a Timorian rider looking for information for his people.

Wanderer: Some Timorians get tired of life on the planes and head out looking for something better.

Roleplaying Hints:

You are proud of yourself, your people and your horse. You do not much like outsiders until they have proved themselves worthy. There is little point in owning things and scrabbling for gold is beneath you.

Outlook on other Countries:

Timorians believe most other countries are too concerned with making the land do what they want rather than living in harmony with the spirits

Creating a Timorian Character:

Naming Conventions:

Timorian names usually include at least one animal. Strong, wise and powerful animals are usually given to men and softer ones to women, but sometimes a woman will have a hard name or a man a soft one.

Ability Scores:

Timorians possess normal human attributes.

Racial Abilities:

Height: 64 + 2d8
Weight: 170 + 4d8
Age: 15+1d4

Timorians begin play with one combat-related riding feat for free. They also recieve a +2 bonus to all riding and animal handling skills.

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