Social Structures of Tear

 

Tear is more than just a single realm - it is an entire world, comprised of 11 major continents, with hundreds of states, dozens of factions, and populated by millions of people of many different species, cultures, languages, and religions. How all of these elements combine in different places, and in what measure, define the societal structures in which the player characters will be immersed, and in a world so expansive, players are sure to have questions.

How do people in different parts of the world communicate with one another? What rights do people have to move between regions and nations? Who builds roads and how are they paid for, maintained and protected? What are the laws, how are they enforced, and what happend to criminals? All of these questions contribute to the world, the story, and the fantasy the players are sharing.

The purpose of this section is to define the basic societal structures that operate across Tear so that the Director does not have to make them up on the spot. By empowering the Director to present a coherent world to the players, the players will be able them to make intentional decisions and choices for their characters, and will understand the potential consequences and repecussions of their actions.

Of course, many Directors and players love to create their own world and their own rules for how things behave. The material here is not intended to overrule the creativity and invention of Directors or players, but rather to support that creativity to whatever extent is desired so that your gaming group can concentrate on playing together.