Player's Guide--Nations and Cultures

From Dawn of Hope
Revision as of 15:47, 9 April 2020 by Admiralbenbo (talk | contribs) (Created page with "For a guide to character creation, see Player's Guide--Character Creation. For a guide to planar cosmology, see Quick Planar Cosmology Guide For a guide to the Gods...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

For a guide to character creation, see Player's Guide--Character Creation.

For a guide to planar cosmology, see Quick Planar Cosmology Guide

For a guide to the Gods and their worship, see Religious Tenets of the Congregation.

Nations and Civilizations of Western Noefra

The Federated Nations Council Established in 204 AC through the actions of the Catalysts (a group of adventurers-turned-heroes), the FNC serves as an opportunity for the four nations (and one tribal group) that occupy Central-Western Noefra to communicate and solve problems peacefully. Each member nation has two representatives. The representatives from the Wind-walker Goblin Collective chair the council as neutral parties. It is headquartered at Fort Hope in the central plains along with the Adventurer's Guild.

The Adventurer's Guild and Adventurers

Main article: Adventurer's Guild Once a part of the Council Lands and composed of convicted criminals given a second chance, the Adventurer's Guild has been given to the FNC as the problem-solving arm of the council. Now a voluntary organization that draws from all the nations, it has taken responsibility for training adventurers and coordinating their efforts to respond to the needs of private citizens and governments alike. It maintains a training facility outside of Fort Hope as well as job boards and representatives in each of the larger towns and cities. Its members get special rates on adventuring goods as well as a centralized place to sell the loot from their adventures. For this service, the Guild takes a 10% cut of the sale of any adventuring item (already factored into the price). Adventurers are free-agents but are expected to respond to general mobilizations or other urgent calls for help.