Ixidor92
Game master
Islen:
Alignment: Chaotic Good
Description:Islen is one of the three large human nations that lie upon the continent Theresa. However, while it is true that the majority of the population is human, Islen is better known as a nation of many races. Where the other two human nations are most assuredly human in nature, Islen is a melting pot of cultures and peoples. It is also best known as a hub for adventurers. The primary forces of the economy in Islen are what adventurers bring in and the many guilds that support them. Many nations have mixed opinions on Islen's structure, built on the many random exploits of adventurers, but very few have an outright hostile nation with the state. As many a nation has needed the aid of adventurers at some point, and Islen is known as the unofficial home of all adventurers, few are willing to cut themselves off from the unreliable yet powerful source of power that is adventurers.
Government: Islen is governed at it's core by a ruling monarchy. The king is not chosen by blood however, but rather from a council composed of nine noble families. Often, a king will step down before his death, and put forth a candidate of his own. Usually this candidate takes the throne (though there have been exceptions in the past). The laws of Islen are usually seen as less strict than other nations, but for regular residents of Islen this is not seen as a bad thing. With a large majority of the population being adventurers, keeping too tight a hold on them would only serve to cause tension. The laws essentially are meant to loosely hold back the many powers of adventurers without removing their freedom to go about their business. Barring common sense laws such as respecting basic human rights and respecting business transactions, Islen has the following notable rules.
-Fights are prohibited in public areas. If two or more persons must decide a debate through strength of arms, they can settle it in one of the arenas. For the sake of expediency, an official may preside over a one-on-one duel in the streets, to ensure that no innocent bystanders are brought into the scuffle. Apart from the fact they may not fight to the death, all rules are decided by the two combatants. This rule is to prevent adventurers with a short temper from going at it in the streets, but still allowing them to get the fight out of their systems. It is worth noting that several pubs are the scenes of bar fights in Islen. While technically against the law, enforcement usually leaves these alone as long as the staff don't complain and the fight stays inside the establishment.
-Guilds of any description will serve their patrons in the order they have arrived and received orders. It does not matter whether one adventurer needs a new longbow and one has brought a chunk of adamantine to forge into a blade. If the rookie adventurer came first, he will be served first. This law is a necessity to prevent less experienced and weaker adventurers from being completely thrown by the wayside. In the wake of so many adventurers, many levels of experience become apparent. If guilds worked for the difficult and time-consuming processes asked for by the most experienced adventurers as they came, then no one else would ever have their requests fulfilled.
-No one may refuse to offer their services to another on the basis of race, faith, profession, or similar. An elven mage cannot refuse a half-orc's request for a spell on the basis that he is a half-orc for example. They either offer their services to everybody, or nobody
Current ruler: Kuvat Ynadon. A half elf of 80 years, Ynadon has ruled the land of Islen since he was chosen by the last king 15 years ago. His rule has been relatively short by the standards of many races, but he has been fair, and many have hope in him to lead them through the current crisis.
Population: Islen has a variable population, but on average, more than half the nation is populated by adventurers. Many adventurers consider Islen their home nation, as a place to find refuge when not delving into tombs or fighting dragons. The other residents of Islen are usually either part of the nobility or workers in the many guilds throughout the area. Those left are the rare farmers or those who don't mind the boisterous attitude of many adventurers.
Capital: The capital of Islen is the sprawling city of Aoen. This city has a raised tier in the center, where the royal families live and do business, but otherwise the city sprawls around with a radius of about 1.5 miles. There are three separate arenas in the city, at least one representative hall for every guild in the nation, and dozens of taverns. Along the streets lie many vendors both professional and not, eager to sell their wares to the many adventurers traveling through the city. There is also one temple dedicated to every non-evil deity in the city. Most temples function like guild halls, offering healing and blessings to those who ask, especially if they share faith.
Services: Every kind of service is readily available in Islen, you merely need to know where to look.
Resources: Islen's greatest resource is it's great wealth of diverse services. With such a large host of guilds and adventurers constantly pushing the economy, the fluctuations even out. More to the point, if someone needs to find something, there is no better place on the continent. If you can't find it in Islen, then you can find an adventurer willing to retrieve it for coin or glory, or a guild hall that can supply it.
Forces: Islen has one of the smallest official forces of all the great nations. They are little more than a peace-keeping core. These are generally men and women who grew up in Islen, but had no desire to join one of the guilds or go off and take to adventure. They also include adventurers who for some reason or another retired from the adventuring life. This core never numbers more than several hundred. However, few underestimate Islen, as it has an unofficial force of immeasurable power. With the backing of guilds, Islen is able to mobilize a fairly sizable force of adventurers at any point, which while unpredictable, are EXTREMELY effective. The recent demon invasion was the first attack Islen had to endure in the last three and a half centuries because of this fact.
Alignment: Chaotic Good
Description:Islen is one of the three large human nations that lie upon the continent Theresa. However, while it is true that the majority of the population is human, Islen is better known as a nation of many races. Where the other two human nations are most assuredly human in nature, Islen is a melting pot of cultures and peoples. It is also best known as a hub for adventurers. The primary forces of the economy in Islen are what adventurers bring in and the many guilds that support them. Many nations have mixed opinions on Islen's structure, built on the many random exploits of adventurers, but very few have an outright hostile nation with the state. As many a nation has needed the aid of adventurers at some point, and Islen is known as the unofficial home of all adventurers, few are willing to cut themselves off from the unreliable yet powerful source of power that is adventurers.
Government: Islen is governed at it's core by a ruling monarchy. The king is not chosen by blood however, but rather from a council composed of nine noble families. Often, a king will step down before his death, and put forth a candidate of his own. Usually this candidate takes the throne (though there have been exceptions in the past). The laws of Islen are usually seen as less strict than other nations, but for regular residents of Islen this is not seen as a bad thing. With a large majority of the population being adventurers, keeping too tight a hold on them would only serve to cause tension. The laws essentially are meant to loosely hold back the many powers of adventurers without removing their freedom to go about their business. Barring common sense laws such as respecting basic human rights and respecting business transactions, Islen has the following notable rules.
-Fights are prohibited in public areas. If two or more persons must decide a debate through strength of arms, they can settle it in one of the arenas. For the sake of expediency, an official may preside over a one-on-one duel in the streets, to ensure that no innocent bystanders are brought into the scuffle. Apart from the fact they may not fight to the death, all rules are decided by the two combatants. This rule is to prevent adventurers with a short temper from going at it in the streets, but still allowing them to get the fight out of their systems. It is worth noting that several pubs are the scenes of bar fights in Islen. While technically against the law, enforcement usually leaves these alone as long as the staff don't complain and the fight stays inside the establishment.
-Guilds of any description will serve their patrons in the order they have arrived and received orders. It does not matter whether one adventurer needs a new longbow and one has brought a chunk of adamantine to forge into a blade. If the rookie adventurer came first, he will be served first. This law is a necessity to prevent less experienced and weaker adventurers from being completely thrown by the wayside. In the wake of so many adventurers, many levels of experience become apparent. If guilds worked for the difficult and time-consuming processes asked for by the most experienced adventurers as they came, then no one else would ever have their requests fulfilled.
-No one may refuse to offer their services to another on the basis of race, faith, profession, or similar. An elven mage cannot refuse a half-orc's request for a spell on the basis that he is a half-orc for example. They either offer their services to everybody, or nobody
Current ruler: Kuvat Ynadon. A half elf of 80 years, Ynadon has ruled the land of Islen since he was chosen by the last king 15 years ago. His rule has been relatively short by the standards of many races, but he has been fair, and many have hope in him to lead them through the current crisis.
Population: Islen has a variable population, but on average, more than half the nation is populated by adventurers. Many adventurers consider Islen their home nation, as a place to find refuge when not delving into tombs or fighting dragons. The other residents of Islen are usually either part of the nobility or workers in the many guilds throughout the area. Those left are the rare farmers or those who don't mind the boisterous attitude of many adventurers.
Capital: The capital of Islen is the sprawling city of Aoen. This city has a raised tier in the center, where the royal families live and do business, but otherwise the city sprawls around with a radius of about 1.5 miles. There are three separate arenas in the city, at least one representative hall for every guild in the nation, and dozens of taverns. Along the streets lie many vendors both professional and not, eager to sell their wares to the many adventurers traveling through the city. There is also one temple dedicated to every non-evil deity in the city. Most temples function like guild halls, offering healing and blessings to those who ask, especially if they share faith.
Services: Every kind of service is readily available in Islen, you merely need to know where to look.
Resources: Islen's greatest resource is it's great wealth of diverse services. With such a large host of guilds and adventurers constantly pushing the economy, the fluctuations even out. More to the point, if someone needs to find something, there is no better place on the continent. If you can't find it in Islen, then you can find an adventurer willing to retrieve it for coin or glory, or a guild hall that can supply it.
Forces: Islen has one of the smallest official forces of all the great nations. They are little more than a peace-keeping core. These are generally men and women who grew up in Islen, but had no desire to join one of the guilds or go off and take to adventure. They also include adventurers who for some reason or another retired from the adventuring life. This core never numbers more than several hundred. However, few underestimate Islen, as it has an unofficial force of immeasurable power. With the backing of guilds, Islen is able to mobilize a fairly sizable force of adventurers at any point, which while unpredictable, are EXTREMELY effective. The recent demon invasion was the first attack Islen had to endure in the last three and a half centuries because of this fact.
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