Updated: 28 October 2005

Square Kilometres: 
3,177,500 sqkm
Comparative Size: 




Land Use: 
Natural Hazards: 
Racial & Ethnic Groups: 
Freedom of Religion
Social Alignment: 
Real World Inspiration: 
Colonial Americas
Democracy + Constitutional Monacrhy
Political Alignment: 
Current Leader: 
Legal System: 
Political Factions: 
Political Pressure: 
Diplomatic Relations
(Allies, Enemies): 
National Holidays: 

Updated: 15 May 2005

Alignment: The Sunterranse Federation is LAWFUL GOOD, with NEUTRALITY favoured amongst local magistrates and the Keepers. Under the law, killing a citizen/resident race is treated as murder, regardless of the status of the subject; in practice the ideal has not yet been perfected. Again, in determining most matters of criminal law, the local authorities take the lead. Law enforcement is similar to what we would see in a Hollywood Western - in a murder investigation, for example, who started the fight is as critical as the motive. For example, killing an unsanctioned Kobold in the sewers of Riot's Gate won't even get you a warning. Killing a half-orc in a bar-fight would result in an investigation (if you were caught); killing a Dwarven merchant to steal his purse will see you doing hard time or even facing a Death penalty. On the road, self defense is self defense… it's a jungle out there. Monsters are always fair game (so long as they are not "protected species.")
Borders: Even after 20 years of existence, the borders of the Federation do not mean that a central government exercises full sovereignty in this territory. Vast swaths remain wild and in thrall to monstrous denizens. To other emerging states, the borders are mostly a warning, usually effective, that this is the territory claimed by the Federation, and "the Federation will not tolerate interference of your agents in this territory." Of course, foreign agents are running all over the place. In essence, the borders mean a central government aspires to exercise sovereignty here, and virtually all local authorities still accept this. A great deal of authority rests at the local level.

All attempts to monitor and control citizenship so far have failed, and residence is equated with citizenship. Efforts are being made to develop some sort of counterfeit-proof ID. As it stands, there is a list of races who are to be treated as citizens and who therefore enjoy, at least in theory, the full protection of the law. It includes most civilized races as well as other sentients represented on the Council of Races. Protection for these races extends to the Federation as a whole, with some variation from province to province. Some races are granted special sanction in Sunterran territory, such as the occasional Lizardman or Kobold, but they take their lives into their own hands straying far from their official delegations. Killing a creature under sanction (such as a Kobold merchant) is a much less serious crime than killing one of the citizen races. The provincial capitals are constantly busy trying to figure out who lives where, and rely a great deal on local authorities. Virtually all of the provincial capitals have official entrances, and entrants must declare their business. That much is recorded.

Citizen Races: Clockworks, Dwarves, Elves, Gnomes, Gnomlings, Ogram's Goblins, Half-Elves, Half-Orcs, Hobbits, Horselords, Humans, Ogram's Orcs, Centaurs, Bauriaurs, various fey races, others to be decided by the Governing Council (i.e. the DM) as the game goes on. A knowledge check would be required to know whether or not a being you encounter qualifies as a "citizen"

Exceptions: Drow Elves, Feran Elves, Duergar

Freedom of Religion: There is Freedom of Religion in Sunterranse. Unique in the known world, all religions are sanctioned so long as they do not advocate "violence, destruction of private property, and mayhem" as a matter of worship (e.g. Erythnul, Hextor or Nerull), in which case they are "listed" and worship is restricted. Otherwise, people may worship whoever the wish… as a basic rule of thumb, however the state frowns upon citizen sacrifices.
Newspapers: All D&D characters are considered "literate"in 3.5ed. (except Barbarians) and politics is a big factor in life in this campaign world, and moveable type is a pretty basic invention, so there are newspapers. Gnomes and Hobbits brought the technology for moveable type with them from the Downelands (interestingly enough, it was invented by a Hobbit, rather than a Gnome). Most major cities have between one and three dailies or weeklies. Their quality varies greatly and most are only 2 or 4 pages in length. The top selling daily in Riot's Gate is The Portcullis. It is assumed that characters' general knowledge of what is going on in politics comes from reading the dailies. We do not need to roleplay "keeping up on the news," it would come form a general KNOWLEDGE skill check. Newspapers are no substitute for a GATHER INFORMATION skill check. After all, you would probably get more form actually hunting down and talking to reporters if you need to...
Security: Organized Crime and Vigilantism are major problems in the Federation, as are wandering monsters. Local authorities are at the front lines of both problems, though Federation Authorities in Riot's Gate are involved in this area as well at more than just the policy level, most visibly the Keepers, and the two critical Magical Societies, the Ebb and the Flow. The fact is, effective sovereign authority has not been exercised over most these lands for generations, if ever. Sanctioned Churches, some guilds and all of the major Merchant Houses all have an interest in maintaining security and staying on the good side of Federation Authorities, so they have been know to lend their own considerable strength to Federation Authorities when their interests coincide.

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