The Queendom Of Zeltenia


Zeltenia was founded in 4712 during the month of Neth. The charter was written to the new Baroness Terra Achillea Sigismund after her group successfully defeated a bandit plaguing the area known as the Stag Lord. This effort took approximately four months, during which time Terra's group (Terra, Luc, Garot, Persaver, Aurellia, and Kirklance) made significant headway in exploring and taming the environs near Oleg's Trading Post. Other significant accomplishments included rendering the Sootscale tribe into a non-threat and destroying a Mite nest.

The capital city of Jindark was founded on the site of the Stag Lord's fort, which was itself built upon the foundation of some ancient building. The castle was built in the Egorian style of architecture, and many of the major buildings follow suit. The castle itself formed the backbone of the new city and it has since added several other key structures.

Daily Life in Zeltenia

Zeltenia is a place of order in a land of chaos. While the laws are harsh and strict, it is actually a nice place to live, provided that one decides to follow the rules and stay out of trouble. Criminals and rebels are dealt with harshly, but the lands are patrolled and kept safe, and there is adequate food and shelter for those who work for a living. Zeltenia is a major economic hub in and around the Greenbelt, and it is ripe with opportunities for those who would seek their fortune there. Those who wish to simply lead a quiet life tilling a field can make a good living as farmers, selling their produce in Jindark and Ruskayah (who in turn, export a fraction of it elsewhere). There is at least one active mine for those who wish to work it, and those who are skilled with a weapon can earn solid pay by serving as a militiamen, city guardsman, or ranger in the wilderness patrol.

Most of the inhabitants are hunters, trappers, and people from Brevoy. It is a safe haven for those who wish to escape the petty tyranny of Pitax, the strife of Brevoy, the endless revolution in Galt, and the chaos and squalor of the wilderness. Presently, most are welcome in Zeltenia provided they obey the law, which includes a variety of common sense rules plus a healthy number of laws to quell dissent. Sedition is a crime that can result in punishments ranging from fines to execution, depending upon the severity of the offense. Many other crimes have penalties on the harsher side of what many other established nations do.

The legal system is a nightmare for those used to 21st century American morals, but not all that unusual for many medieval societies. Minor crimes are judged by magistrates who are given authority by the government to determine guilt or innocence for lesser crimes such as petty theft, minor seditious offenses, and failure to acquire the proper permit. Justice for significant crimes is dispensed by Luc (the current Magister), or if a large number of criminals appear at once (or Luc is otherwise busy), Terra. Trials are held in private and guilt or innocence is determined solely by the judge. Those who wish to testify are allowed in to the trial on a case by case basis. Because Zeltenia is a developing nation, many times the magistrates will offer a deal to those who are guilty of lesser offenses — a healthy number of hours of community service, providing the young colony with additional labor. This offer is often accepted by criminals, as the labor is usually the lesser of two punishments.

Those coming from lawless or relaxed lands may be surprised by the considerable amount of red tape involved in gaining the various permits required by the government, but many people consider the hassle a reasonable price for economic success. Houses, shops, marriage, the use of magic of any kind, and land grants for farmland are all common permits that the government issues for a fee. Being caught without the proper papers typically results in a hefty fine the first time and greater punishments for repeat offenders.

Cultural Norms


Being homeless (or more accurately, a vagrant) is illegal in Zeltenia. Those who are accused of such are required to either leave Zeltenia or live in workhouses performing labor required by the state until such a time when they can rejoin society as a useful and productive member. The accommodations in these places are spartan, and the food is plain, but still usually better than sleeping on the street and eating grass.


The penalties for infidelity vary. If no marriage contract is in place for the parties involved, then it is not a crime; marriage is not a requirement for sex in Zeltenia. Marriage contracts have listed penalties chosen by those involved in the contract at the time of marriage for infidelity. While "no penalty" is not unheard of, typically the punishment is the option of divorce with the majority (often as high as 90-95%) of the holdings going to the wronged party or parties.

While monogamous relationships are the most common, polyamorous ones exist as well. Despite strict laws and an abundance of red tape, Zeltenia is not overly concerned with who you are fucking unless you are violating some other law or otherwise causing a disturbance (public indecency, etc).


A complex legal system exists for many types of marriage. Navigating the red tape can be difficult if you are seeking anything besides the "standard" marriage between two people. Sex is not an issue as long as the proper permits are acquired and the fees paid; the law has no reason to care whether your marriage is heterosexual or homosexual.

Many options are available for the Zeltenian looking to get hitched, including marriages involving more than two people or the adding of "concubines" who have limited legal recourse should divorce be filed (to name a few options). Once again, consulting a lawyer is wise in these cases. There are even lawyers that specialize in marriage and divorce law who will be more than happy to help you for a modest fee.


Orphans are housed at state-run orphanages and not permitted to wander the streets. These places instill a sense of civic duty, reward obedience to the state, and train older children in useful trades in order to prepare them for a life in service to their nation. For the latter part, many orphans are encouraged to become soldiers, guards, or other employees of the state. Terra is held up as a heroic figure, and she sometimes visits these places personally.


While the law does not specifically refer to "slavery," there is an Indentured Servitude system which is barely a step away from it. This status is often reserved for criminals, who sometimes wind up in servitude to the target of their transgressions (minor crimes against the state are often punished by community service). More rarely, some willing enter into Indentured Service in order to pay for something that they normally could not afford (as expected, many regret this choice in the long run).

Travelers who have slaves with them and wish to travel to Zeltenia must register them at the Town Hall, at which point they will be (per the law) considered Indentured Servants Of Indefinite Duration.


No special virtue is placed on virginity.

Notable Cities and Locations


The capital city of Jindark is quite the trade hub, considering that it is only four years old. An economic powerhouse, it has brought the light of civilization into a land that was once home to a scarce few trappers and hunters. The population of Jindark has exploded over the last year and it has become a major economic trade hub. One can buy quite a number of powerful magic items there, along with a slew of lesser ones.

Daskania (formerly Varnhold)

Originally founded by Maegar Varn, the people of Daskania were captured by the ersatz Vordakai. Leaderless after being rescued, the people of Daskania welcomed the protection of Zeltenia. Daskania is temporarily governed by Ervil Pendrod.

Fort Taljin

A fortress built to the southeast of Jindark to act as a barrier in case of attack. Unlike most of the other cities in Zeltenia, it has little in the way of economic resources and focuses almost entirely on defense and militaristic endeavors.


City of the monkeymen. Aurellia and the elves have been working with the monkeymen to introduce and cultivate civilization. Their hard work has paid off as the monkeymen's territory was annexed by Zeltenia.

Ruskayah (formerly Oleg's Trading Post)

Originally the site of Oleg's Trading Post (the place that the original party used during their campaign against the Stag Lord), this place has now been developed into a town in its own right. Ruskayah is governed on the local level by Oleg. It is on the road to the capital city Jindark, so it sees a lot of traffic. Recently, a castle and garrison were built there, and city walls have been erected for defense.


A town originally built by an independent, Tatzlford has decided to allow Zeltenia to claim it. Sitting on what was previously a tatzlford nest at a river ford (where the tatzylwyrms were killed by the party), it serves as the first line of defense for attacks from the west, it's defenses having been built up considerably since it was first added to the queendom.

Ruined Temple to Erastil

An ancient temple in the forests of the Greenbelt. Jhod originally asked the party to find and clear it, which they did. While technically not part of the kingdom yet, it may well one day be the site of a city centered around the temple.

Back to Kingmaker

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License