The people of Arambashia are ever changing, sporting diverse cultures and kingdoms. In Arambashia the people are governed under the rule of kings and overseen by noble lords. Those at the top of their culture are well off, able to access education and grow in status. Those at the bottom are kept down, prevented from rising about their station. The caste system is widely employed though some kingdoms have experimented outside its bounds.
Arambashians fear and despise those with psychic power and routinely treat such individuals with little mercy, brandishing them like witches; burned at the stake. Women hold few rights beyond household and duty to their husbands. The culture holds magic in high regard, and females posessing magical skill are prime candidates for pulling a family out of a particular caste. Arambashian's pride themselves in their many schools dedicated to the art. When hardship strikes they are ready to cut ties if it means self preservation.
The kingdoms of Arambashia began to band together at the beginning of the Lunidor era and have formed a lasting democratic body that serves as an oversight commity for all other kingdoms. Kingdoms are required to send a representative for their country who serves as the Speaker for 2 years in the Court of Voices, a rudimentary congress where delegates meet and set laws that all other kingdoms are to abide by. A kingdom does not need to participate in the Court, but they leave themselves open to being overtaken by the greater body. All kingdoms are required to devote 10% of their armies to the governing Court and contributions of gold to the Court can ensure that debated policies can become law. Corruption attempts are rooted out by the congress at large, but does not prevent it completely which is the reason for 2 year terms on representatives.
Culture and Relations
Arambashians come from diverse backgrounds due to the many kingdoms that make up the bulk of the country. In times of rest they are a very laid back and easy going people, easily humored and at ease with those from their own caste. Interaction becomes much more intense when moving outside of ones caste. Interacting outside of ones class requires a high level of formalities, and understanding of when to use them (Naltronians have difficulties with Arambashian formalities, resulting in many misunderstandings and unnecessary conflict, though the majority of Arambashians consider ignorance to be just as insulting as pouring wine on someone).
Despite their easy going attitudes, the people of Arambashia are a hard people who sway very little when a judgment is laid down upon a citizen. Their laws are extremely strict and are followed to the letter. The edict of a king is accepted as a decree from a god. Monarchs often claim blood kinship to one of the Pantheon, which in turn dictates the types of religions that are allowed within the kingdom.
Regarding Women in Arambashia
Women are not on equal footing with men in Arambashia, and are generally treated as possessions. More progressive kingdoms allow special privileges to some women, but in general a woman's purpose is to look good beside her man. The general populous of Arambashia believe that it is enough that a woman is the homemaker and child-bearer. Not all women believe that this should be the case, and there are some who have tried to speak and act out against the system. Most are regarded as harmless, though plenty have been imprisoned for a time to teach lessons. Most often a troublesome woman is deported from the country (and gladly accepted into Naltronian where she has rights), but some are sold as slaves,or permanently silenced.
Regarding Psychics in Arambashia
Arambashians also abhor psychics, and any born in the country are subjected to extreme difficulties in life, and usually death at the stake at an early age. They believe that psychics will one day try to enslave them as they have the people of Naltronia. Psychics brainwash their victims into believing everything they say, and can make you take your life simply by asking. Many prophets, false or otherwise, claim that Arambashia's end will come at the hands of a psion born deep within the borders of the country. The prophesies tend to vary in detail, but the child that will bring about their end will be a young girl with blazing blue eyes and the power to sway millions, ushering their doom. Some contest that the prophecy is little more than a tale to scare people, but their trust in the power of psychics was crushed long ago when they failed to warn people of the coming Days of Darkness.
Regarding Magic in Arambashia
Wizards and mages are generally regarded with awe and well respected regardless of caste status. Council activity within the country is a huge part of their their lives, allowing lower class families to ascend the status ladder if their son becomes a greater member of the council. This is mutually beneficial to the Council as well, who have tapped into the countries population seeking out and breeding individuals specifically for bolstering magi numbers.
Nobility and Class
Arambashia's caste system does lend toward some conflict between the classes, especially when dealing with a higher caste the ones own. Interaction between laborers and nobility for instance, is greatly frowned upon. A noble has had to take great lengths to attain their status, rising up the ranks through merit and deed, wealth, or birth right. Once ascended into a higher class, an individual can never look back, as it would shame their achievements. To look back, or interact on an equal level with a lower class is self demeaning, forcing one to stoop to a lower level to be on equal footing.
Status infringements are not taken lightly, which also attests to a higher class's dislike for lower class interaction. If caught lowering themselves for the sake of equality, a noble (or other high class caste member) can be stripped of their power and have their assets handed over to their next of kin. As a result, high society crime is common, but nobles must also take precautions not to have evidence point toward them, as the penalty for getting caught is usually ones life. For those who will not accept an honorable death after being caught, they are sold into slavery.
+2 to One Ability Score: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st levels.
- Seasoned by Hardship: The Aramish people are no strangers to hardship, but through it they have grown strong. Arambashians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
- Lucky: Arambashians gain a +1 racial bonus on all saving throws.
- Sociable: Arambashians must constantly observe social graces. When an Arambashian attempts to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).