Information is red is what is specifically required
for the Runesword (I) system
Information in blue is also particularly useful
I. Basic Kingdom Infomation
Kingdom Quote: Xal is a sparsely
populated mountainous region of assassins, miners, and hermits. An
enormous, intricate, never-mapped web of tunnels run through the mountains.
Xal is ruled by close-knit clans of associated families, each run
by a matriarch.
*Sub-Cultures:
- There exists within the larger culture-group of Xal two important
sub-groups.

*Occultists:
The first is a loosley affiliated group of individuals interested
in researching magic and "the occult". Xalians' superstious nature
keeps all but the most unusual of them from pursuing these subjects
themselves (hence the lack of spell-casting skills available at character
creation). Occultists instead tend to come from other lands, drawn
often by legends of knowledge brought up from the depths of Xal's
honeycombed underground, and are shunned by locals fearing what troubles
might be stirred-up. Occultists are most commonly hermits or live
on the outskirts of towns as pariahs.
* Fate: In the background of all crimes in Xal,
and some would say all of Eternia, can be seen fate. More correctly,
Fate. The Fate, or often simply called Fate, is an organized crime
syndicate consisting primarily of Xal's assassins. While the typical
trade of organized crime, such as extortion and the black market,
are run in order to generate revinue Fate's main objective is the
covert manipulation of businesses, clans and governments. This provides
them the opportunity to practise thier true profession: assasination.
At the higher levels of Fate this objective is pursued with religous
fanaticism. Each Fate training camp has at its center a secret shrine
and is run much like a monestary. To what black god these masters
of death pay homage is not known as noone who is not of the Fate has
lived long enough after entering thier shrines to share the tale.
Most of the different Fate schools offer training of subtley different
styles, and it is not known if this is due to clan affiliations, different
gods of death being worshipped, simple tradition or some combination
thereof.
What the Native Peoples Call Themselves:
Xals
Location: Northeastern corner of the Eternian
continent.
Size of Territory:
Language(s):
Inter-Kingdom Relations:
Border Countries/relations: Xalians are
a superstitous society, and as such look with fear and suspicion at
countries that foster and promote magical research. As they are the
primary source of Eternia's mineral resources they are very amenable
to trade and any region doing business with them. Thier geographic
isolation, especially in the western provinces, has bred a strong,
almost xenophobic, distrust of strangers. Relation with Jafra/emperor:
While sharing a border with the seat of power in Eternia, Xalians
tend to view Jafra and the Emporer with quiet distain. Some say this
is due to Xal's isolationist tendencies and others atribute it to
jealousy of Jafra's wealth and power. Jafra and the Emporer share
this feeling as well, seeing Xal as a backwater filled with greedy,
superstitious hillbillies. They are tolerated primarily because of
thier abundant mineral resources, and many believe that the Emporer
himself is fears the rumored horrors beneath Xal's mountains.
East - The Isles, Talanta
West - The Northlands
North - Unkown Lands
South - Jafra
Relation with Jafra/emperor: Xal and Jafra have an uneasy
goodwill toward each other, based primarily on trade. Xalians see
jafra as an outsider not to be trusted, and Jafrans see Xalians as
illiterate mountain folk easily dismissed.
Reputation/Stereotype: Most other countries view Xalians
as illiterate, backwoods folks who's chief good point is their metal
working skills. Those who know of the Fate and Xal's natively trained
assassins view them warily and with constant suspicion.
Physical Environment:
General Terrain: Xal consists mainly of
high mountains and coastal lands. The lowlands inbetween are more
often than not sparse scrubland. A majority of the coastal regions
are isolated from sea-going trade by barrier reefs. One notable exception
to this is The Far Reach, a large island at the northern tip of the
country. Because of this The Far Reach is a major trading center for
northern Eternia, exporting Xal's mineral resources and importing
all manner of goods.
"Common" Natural Disasters: Earthquakes
Other Notable Features/Concerns: Much of the coastal regions are innaccesible
by sea because of barrier reefs. Exceptions include the area of the
mainland to the west of The Far Reach. An enormous, intricate, never-mapped
web of tunnels run through the mountains.
II. Individual Citizens (Characters)
Physical/Racial Characteristics
Standard Game Stats:
Health: 35
Strength: 10
Agility: 19
Action Points (AP): 15
Will: 13
Body (size): medium
Special Resistances: (cold/fire/sharp,etc., with
% resisted)
Life Expectancy:
% mortality at:
infancy
childhood adolescence
young adult middle age
old age
(*should equal 100% for total
population)
Notable Skills/Occupations:
Typical (Stereotypic) Occupations:
Available Skills for Characters (at Creation):
(weapons) Axe,
Bow, Dagger, Staff, Sword
(magic)
(other)
Acrobatics, Amibex, Backstab, Critical Strike, Deflect Arrow, Evasion,
Fencing, Martial Arts, Pick Locks, Remove Traps, Perfect Hit
III. Social Issues
Standard (Character) Vice Scores:
Luna 18
Pride 17
Revel
19
Greed
19
Wrath
19
Lust 18
(higher number = worse weakness, average is 18)
Family Relations
Family unit: Xal is a matriarcal society, meaning that woms ars the
head of family and clan units and lineage is traced down through the
mother.
courtship and marriage: Marriages are typically
arrange by the parents in order to strengthen clan ties or gain some
political or economic benefit.
living arrangements: Newly married couples usually
leave thier parents' homes to start thier own, though it is not uncommon
to find an extended family living together.
fatherhood:
traditional responsibilities:
Fathers typically do not play a large part in child-raising, being
generally considered to ignorant or coarse to have much of value to
impart.
effect(s) on social status:
Ones father will typically not convey much in the way of social status
to daughters, though the opposite is true for sons.
motherhood:
traditional responsibilities:
Xalian mothers tend to teach and raise the children in thier household.
effect(s) on social status: Women who have several children are looked
up to as leaders and sages.
effect(s) on social status:
Women who have several children are looked up to as leaders and sages.
children
males:
traditional responsibilities: Men are usually assigned tasks related
to trade outside the village as well as tasks involving heavy manual
labor (such as farming or blacksmithing). Men also make-up the majority
of martial units, such as local militias, as such activities are generally
"beneath" women.
education: (formal, informal, and vocational)
birth order issues: (social value, birthright/inheritance, responsibility
to family members)
females:
traditional responsibilities: Xalian women tend to take on more political
roles in village and clan/family leadership than do men. In addition,
women often act as merchants within the village, leaving dealing with
"strangers" to men.
education: (formal, informal, and vocational)
birth order issues: (social value, birthright/inheritance, responsibility
to family members)
elderly:
what defines "old age": (actual age? generation?)
traditional responsibilities:
care of the infirm/senile: (responsibility of family? community? individual?)
widows: (revered and cared for? cast out? pitied? other?)
Social Castes / Groups:
types / basis (birthright,
wealth, education, religion, occupation, etc.)
For each Caste: social status
social responsibilities
possibilities/consequences
of crossing caste lines:
how rigid/formal are caste definitions?
can someone's caste change? how?
are mixed marriages permitted? probable?
Major Religion / Religions:
The majority of Xalians worship the gods common to Eternia. In addition,
many rural Xalian villages also pay homage to locally known, lesser
dieties associated with protection of homes and livestock and with
good harvests. These demi-gods are given offerings and prayers in
small house shrines There are also rumors of secret groups meeting
in the dead of night to worship Old Gods that existed long before
mankind. These tales are heard most often among the more isolated
coastal and mountain hamlets.
Diety / dieties:
Other super-natural beings: (angels, demons, spirits,
ghosts, Saints, ancestors, etc.)
Xal is generally known to be a region riddled with vast cavern and
tunnel systems. What is not known (with the exception of a handfull
of occult scholars) is that these cave system, at their deepest levels,
form an expansive underground network within which have developed
several distinct ecosystems and races of creatures. It is not known
whether this vast underground pre-date the human migration into Eternia
as told in legends, but there is evidence of a few races of sentient
creatures.
Role of magic in this society:
(namely, which schools/branches are available to characters)
Answers to the Big Questions:
where did we come from?
why are we here?
what happens after we die?
how much control do we
have of our own destiny? as individuals? as a people?
leadership/priesthood
priorities: (is the emphasis on rites/rituals?
proselyting/conversion? service? tithes/offerings?)
value system: (what is most important: honor, faith,
service, courage, honesty, cunning, wisdom, etc.)
taboos: (what is forbidden? how strong are the
taboos and what are perceived/actual consequences for violation of
such?)
rites/rituals
birth
initiation
marriage
death
(others: include frequency
as well as nature of ceremony)
holidays/holy days
festivals
Community Life
General Community Style: (towns/cities, small villages,
nomadic, etc.)
Types of dwellings and buildings: (individual homes;
communal living - by gender, family group, or whatever; apartment-like;
family compounds; etc.)
Most Common Means of Economic Support: (farm,
fish/hunt, forage, skilled labor, trade, military/religious service)(adding
a % of people/families supported by each general category might be
handy)
Other (less common) Occupations:
Local Money/Barter System:
Domestic Government:
Kingdom-Level Government system: (who holds ultimate authority?)
[Any figurehead/traditional but non-functional government positions?]
Local Government System: (who actually runs a town/village/clan/etc.?)
[Religious Influence on Government:]
Law Enforcement/Judicial:
Kingdom vs. Local:
[Religious Influence on Judicial:]
Definition and Consequences of Serious Crime:
(murder, sexual crimes,
battery, larceny, lying/fraud)
If detention is a possible punishment, how is this
handled?
Rights of Accuser and Accused? (and who has burden
of proof?)
How are "outsider" (non-resident) criminals handled?
If fugitive from another
Kingdom? (extradition?)
Miscellaneous "Color"
Arts:
What place does formal
"art for art's sake" have in this society?
What folk-arts exist? (folk
art = a practical item made beautiful - like a quilt, furniture, clothes,
pottery, or whatever)
(Note: this definition
of folk art is my own arbitrary decision for the purposes of this
document only. I have taken various college courses on the topic,
and the debate over what defines "folk art" versus "fine art" and
so on is complicated and seemingly endless....)
Are art objects a trade
item?
Foods:
Is this region known for
a particular culinary style? (describe it)
If so, how famous?
Is this region a supplier
of any rare foods/delicacies? (could be anything from truffles to
opium)
Clothing:
Standard Costume: (list
any difference in male/femal garb, etc.)
Any religious significance/relationship?
Function vs. Fashion: (likely
to be related to wealth)
Is the region known for
a particular clothing style?
Is Cloth or Clothing a
significant trade item?
Other Possible Considerations:
Agriculture:
Animal Husbandry:
Science/Magic:
Technology:
Communications:
Transportation:
Medicine: