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RACES AND CULTURES

 

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THE DEMI-HUMANS

 

DWARVES

(Pl Khazad, sing. Khazad)

 

" No friend ever did a Dwarf favor, no  enemy a wrong,, without being repaid in full"

 

                The Dwarves are one of the oldest races on Kemen; and if their legends are true, then the oldest.   Descendents of the Seven Fathers, they claim to have been created by the God Mahal (the elves Valar Aulë), who created the children of the earth first, but let them sleep until the after the world was finished and the elves brought forth to tend the forest.

                Following their "awakening" the Seven Fathers founded seven tribes of Dwarves, who learned at the knee of Mahal the art of smithing, mining, and the love of fine craftsmanship.    Eventually, five of the seven tribes left to settle the world of Kemen.  The two who remained stand with their god, as Shield and Cup Bearer to Mahal.    The five who went out into the world founded the five great Kingdoms of Urighig,  Anzinbarr, Wot Karach, the House of Baazin's Dracostan,  and Kazuhzahar now known as Abagzahar. 

                Since then strife, plague, wars, and invasions have scattered the descendents of these people.   The far eastern realm of Urighig has passed to legend as has Wot Karach hidden from the world for the last 600 years.    Anzinbarr was destroyed in the Great War against the Dominion, its inhabitants scattered throughout the world.   Kazuhzahar fell to the forces of Darkness and is now called Abagzahar (The Land of Undying Memory or Revenge).    Only Dracostan still stands, its borders growing and shrinking with time in the high mountains of the South.

 

PHYSICAL CHARACTER

Build:   Short, stocky and exceptionally strong.

Coloring:  Black, red, brown hair.  Some blond hair is found in the north.    Fair to ruddy complexions.

Height:   3'5" to 4'8"  tall.

Lifespan:   200-400 years

Resistance:  Resistance against heat and cold.   +10 vs. Disease and Poison.  +30 vs. Essence and Mentalist magic.

Special Abilities:    Dwarves see well in extreme darkness.   They can see perfectly at 50' and fairly well at 100' in the dimmest light.    They can see or at least "sense" 10' in total darkness.   They also have exceptional navigating skills underground and in the dark.

 

CULTURE

Clothing and Decoration:   Beards on both men and women, often braided.   Long hair.  Heavy garb with hooded cloaks or caps and common.   Some Taboos prevent the shaving of the beard, cropping the hair close, or going outside without a head covering.   Jewelry common among all, women may wear dowry.    Dracostanni are very oriental, Abagzahar dwarves wear furs and rougher garb.

Weapons and Arms:   Most dwarves favor heavy hand arms such as swords, hammers and axes.   They also craft fine crossbows relishing in the mechanics of the winds and pulleys.   Their skill in smithing makes their arms and armor very prized.

Fears and Inabilities:  Open spaces, especially open water (except Northern Dwarves).  -20 on Swimming.  

Lifestyle:    Superb miners, stoneworkers and craftsmen.    They often live in close-knit communities,  always the outsider.    As most live in some form of exile, they are often sought after as skilled craftsmen.      Sadly many lands have strict laws regarding dwarves who hold tightly to their culture and religion.  Some must live in ghettos.  Women and children are protected and have little contact with the rest of the world.

Marriage Pattern:    Monogamous,  dwarves marry for life.   The line is traced through the male.

Religion:    The worship the god Mahal the Creator above all, though they recognize the other Valar as lesser deities.    The revere their ancestors, believing that they both watch over their descendents and are reincarnated back into their families.   Dwarves hold their souls as the most precious of things.  They know the Dark One as "The Worm" a great drake that eats away at the world and men's souls rotting all from within. 

Funeral Rites:  Since the dwarves are born of stone, they are usually buried in it.  Even where stone is rare they will try to line the grave with stone and rock.    If a mass grave is required they allow for the burning of the corpses, but dwarves will not allow themselves to be buried or burned in the same grave as a non-dwarve.

Demeanor:   Sober, quiet, possessive, suspicious, greedy, and tenacious.   They are none to be slow to anger and fearful in battle, though this is often forgotten in lands where they must live as exiles.    Their outsider status has made allies between dwarves and the nomadic Bogorath (Boggs).   

Language:   When in public Dwarves will always speak the language of the land at a Lv 5.  In private, they speak Khuzdul   Lv 5.  They also may know Sindar,  Balagoth, Skyan, Ji-Hassan, and many other languages learned in their travels.  For their alphabet, Dwarves use the rune script Angerthas.

Magic, Priest, ect:    Magic is not valued much by dwarves who prefer craft, strength, and good steel.  Still their are a few classes of spell casters found among them.     All are either Channelers or Hybrids.  Allowed professions - Clerics (Priest, Loremasters, Chanters),  Hybrid- Runemages (Mystics), Alchemist (Smyths).

Common Impression:  Dwarves are greedy, stingy, hairy and ugly creatures.  They fill the cities, taking good jobs from good men and act as if they are better.   Their pension for violent reactions make them dangerous.

 

ELVES 

(Quendi, Eldar)

 

                The Elves are known as the First Born, the oldest race on Kemen.   Born when the world was young, they are imbued more than any other race with the magic of creation.   The fairest and noblest of the races, they are the most tied to Kemen and the hand of fate.  As elves are the most magical of the major races,  humans often lump them in with Faerie, but this is a misnomer.  

                Physically they are much like many, but taller, more slender and with the finest features.  They are quick and agile, and lovers of all things beautiful, both natural and man made.   Elves do not have beards.  They live forever, but have very few children.   While a few have built mighty kingdoms, most live isolated in the wilds away from the other races and the affairs of the world.   It is often said that their immortality, is their greatest curse, as projects are begun and dropped at whim.    They may die, either from violence or as a result of weariness of the world.  As the world looses more and more of its magic, the elves seem to fade.   The resulting melancholy is this weariness, and they just pass away.    Since their souls are not like the other races, they pass to the Halls of Mandos to await the end of the world, never able to enter paradise.

                There are three main types of Elves in Kemen.   The Galdor, Sindar, and Sylvan (or Avari).     These groups are separate classes, cultures, and almost races.    The caste system of the Eldar is strong, though it is often denied.    The three types will be discussed separately below.

 

THE GALDORIN  (sing. Galdo)

                These are the noblest of the Elves.  They were the ones who founded the might Kingdoms of Galdor, their princes ruling mush of the world.    Their skill in craftsmanship rivaled the dwarves and their magic was rivaled only by the Dominion.  It was against this later foe that their greatest tragedy occurred.   During the Great War they led the forces of the Light against the Dominator and his Dreadlords, but in an act of desperation the brought forth "The Desecration" which destroyed both the forces of Darkness, and much of the known world.   The coastlines rose and fell and mountains crumbled.   In the end they had purged the world of many of the evils that had plagued it, and sealed the Dominator and many of his servants in the void.

 

 

PHYSICAL CHARACTER

Build:   Of all the Elves, the Galdor have the strongest build.   But still are slimmer then humans.

Coloring:    They have either black hair, or so fair its almost white.  Their eyes are gray and their skin is very fair.

Endurance:   Galdorans have great endurance, their magic seems to sustain them  Like all Elves, and they don't need much sleep, just a few hours of meditation.  This trance is very hard to awaken as if the time is preset.

Height:    Males average over 6'4", and females about 6' tall.

Lifespan:  They are immortal, only dying by violence, magic, and the "weariness"

Resistance:   Galdorans being close to magic are very susceptible.  They are almost entirely disease proof, and poisons must be strong.  Also, +20 vs., cold.

Special Abilities:    No race sees well outside at night than the Elves.  Under moonlight or starlight, their sight is as good as humans during the day.   With limited light they can see well up to 100'.  But they cannot see in total darkness.  They hear three times better than men, add +5 to Perception.  Galdor also are at +20 to all craftsman skills known.

 

CULTURE

Clothing and Decoration:    They favor rich clothing often of silk.  It is often very ornate with gemstones and gold worked in.   Fine jewelry is common.

Arms and Weapons:  They favor the might weapons of sword, axe, and spear.   Often mounted, they use a long bladed lance.   Helms and armor are very ornate.

Fears and Inabilities:   None.

Lifestyle:  Of all the elves, the Galdor built the greatest cities and citadels.  With the loss of their realm, they have founded princedoms among their lesser brethern in Lindor or faded into the shadow world of faerie.   The weight of The Desecration is always heavy and few can endure it long.

Marriage Pattern:    Monogamous and for life.   The line is passed down through either sex.

Religion:   The worship the Valar, especially Aulë, like the dwarves, and above all Varda, the giver of Light and creator of the stars.  They don't have official priest, but the Lords and rulers conduct worship and rites.

Funeral Rites:  Large cairns of stone and earth.  Often  the areas are considered holy sites.   Gems and fine works of craftsmanship are included in the graves.

Demeanor:  All Galdorans are of the most noble bearing and temperament.  This is often seen as prideful, and their acts support this.  Haughty and arrogant,   they are also the most passionate and inquisitive of their race.    They consider themselves the highest order among the races even their own.

Language:    The Galdor tongue is Quenya (Q. "The Speech") and they embrace it as their true tongue  (Lv 5).    They also know Sindarin (Lv 5), Sylvan (Lv 3) and some human tongues, though often archaic ones.   For their alphabet, the Galdor use the Elfin Tengwar script.  All elves use this script universally with just a few exceptions.  

Magic, Priest, ect:   Magic comes natural for the Galdorans more than for any other group.   For this reason almost all Arcane, Essence, Mentalist, and even some of the Channeling realm are open to them.

Common Ipression:  Though few men even know of the Galdor, except historians, among elves they are thought to be haughty and prideful.  In Lindor many of the Sindar speak out against the Galdor and the Republic of Lamon remembers the war when the High Elves betrayed them.

 

THE  SINDAR (sing. Sinda)

                These elves inhabit the non-Galdor lands of Edheldor and Lindor.   They followed their leaders into the northern lands away from men and the great conflicts.  Eventually the Great War caught up with them, but unlike the Galdor, they fared better. Since then they have slowly faded in their glory.  The arrival of the Galdor Princes into Lindor has damaged the relationships between all the elvin lands.   Originally welcomed as exiles, the haughty Princes began subjugating their Sindar brethern.   In Lindor and uneasy truce has existed for the last 700 years.  

                The outlaw group known as the "Creben", or Ravens, is an armed resistance that attempts to drive the Galdor from the Sindar lands, but they are small and more preoccupied with guarding Lindor from raids across the Iron Fang Mountains.  Other Lindor Sindar have joined with the men of the Northern Legion to build the state of Lamon, an unusual mountain fastness that unites men with elves and dwarves.   They guard the approaches of the Culdi Plain.

                The Sindar of Edheldor have ties with the men of Skye and the exiled dwarves of Abagzahar.  It is said the dwarven court rules from the Elvin lands. These are the most seafaring of all the Elves.  They have colonies on the northern tip of Olach and trade by sea with the Viking Skyans.

 

PHYSICAL CHARACTER

Build:   Slight and thin by mannish standards.

Coloring:  Fair of skin, almost white and as such many “White Foxes” call them.  Their eyes are pale blue, green or amethyst.  Hair color ranges from white to gold.

Endurance:  Same as Galdor.

Height:  As Galdor, above.

Lifespan:  As above.

Resistance:  Very susceptible to all kinds of magic.  As regards disease they are like the Galdor.  They are +15% vs. cold.

Special Abilities:  Their vision is the same as Galdor elves.  They have great skill with weapons and woodcraft.  Shipbuilding is an art in Edheldor.

 

CULTURE

Clothing and Decoration:  Subtle but well made.  They favor more neutral colors and patterns.  Spider silk is one of their more unusual fabrics, its moonstone glow cast an eerie glow with the Sindar's fair skin and hair.   Jewelry is similarly subtle, unlike the Galdor. Still all is of fine make.

Arms and Weapons:  They favor both the noble weapons of sword and axe of the Galdor and the bow and spear of the Sylvan brethern.  In Lindor their long lances and fiercely bred makes their attacks sudden and deadly.

Fears and Inabilities:  None

Lifestyle:   They are the most open and cooperative of all the elves, but this does not say much.  The Sindar are the most likely to have dealing with outsiders.  While they haven't built the great civilizations, they live in small towns and trading communities.   Sindar Lords often rule over the sylvan  elves in a given area.

Marriage Pattern:  Same as Galdor.

Religion:   Informal and personal.  They build communal shrines, often a consecrated grove, in their towns and sometimes isolated in the wilderness. They revere Eru "The One" and praise the Valar Varda as their patron.    They also recognize Ulmo of the waves.

Funeral Rites: Similar to the Galdorans, but the cairns are smaller and there is often less treasure.

Demeanor:   Of the three groups of Elves, they are the quietist and calmest.  Sometimes thought cold by other elves, they follow a subtler path and control their passions better than the Galdor and Sylvan elves.  When a passion is aroused it will burn forever.

Language:  They speak Sindar(5), a little Sylvan(4) and some may know Quenya(3).   They will also speak the mannish languages of their regions.   The Grey Elves primarily use Tengwar for their alphabet, but there are a few exceptions.  In Lindor, the Sindar often use Angerthas as a form of opposition to the Galdoran refugees who dominate their realm.  IN addition, in Lamon, Angerthas and the Allemanni alphabets are used.

Magic, Priest, ect:   Magic is a large part of the Sindar's being like with all elves.   Almost all have some spell access.   They train as Magicians, Illusionist, Runemasters, Alchemist, and Warlocks.   Their Warrior Mage is more of an Essence Ranger.  Priest are a bit different, rituals usually conducted by the Lords of a given community.

Common Impression: The Skyans see the Sindar as mighty beings, whose ships glide across the roughest seas and who's magic is unsurpassed.  Most Dwarves few the Edheldor Sindar favorably for the refuge offered the Abagzahar, while in the east dwarves for the war that lost Wot Karach remember all elves.   Men encountering any Sindar, will think them faeries or even demi-gods.

 

 

 

THE SYLVAN OR WOOD ELVES

PHYSICAL CHARACTER

Build:  As above.

Coloring:  Fair but more ruddy than the other elves.  Their hair is darker, often russet or brown.  Their eyes are the same pale color as the other elves.

Endurance:  As above.

Height:  Slightly smaller than their brethern.  Males stand at 6'0 and women at 5'8.

Lifespan: As above.

Resistance:  As above, but +10% vs. cold.

Special Abilities:  Natural musicians and woodsmen. Their tracking and stealth skills are unsurpassed.

CULTURE

Clothing and Decoration:    They favor rough spun cloth of natural colors; greens, browns, gray.  The cut is functional and they incorporate leather and furs.   Little or no jewelry.

Arms and Weapons:   They favor small hand arms and the bow, their specialty.  Sylvan elves will almost never travel by horseback, feeling they can move as fast on foot.  

Fears and Inabilities:  None.

Lifestyle:   Unstructured and rustic, Wood Elves live in isolated bands that roam about the primal forest of Kemen.  Sometimes they accept rule by their Sindar kin, but they never see it that way.  Fiercely independent, they clash most with the Galdor.  They also may battle those who try to move into their woods.  Music and trickery are their favorite pastimes.

Marriage Pattern:  As above.  It is said that they sometimes marry men.

Religion:   Very unstructured.  They revere the Vala Varda as giver of light and Orome the huntsman.   They also seem to be very connected with the fey world and nature’s spirits.

Funeral Rites:  They intern their dead in unmarked graves hidden away in the wilderness.  They may use an area near a sacred grove or magical place.   Sylvan elves almost never leave much of value, though a personal treasure may accompany.

Demeanor:   Fun-loving and mirthful, they can be brutal in their determination to protect their own.

Language:  Sylvan (4), Sindar (3), Quenya(2) and some regional mannish tongues.  Literacy is rare, but  not unknown, especially with the mannish languages.  Few use the serious Tengwar.

Magic, Priest, ECT:   While magic training is not as formalized among the Sylvan elves, they possess similar natural abilities.   Their mages are more often Enchanting Magicians, Illusionist, Warlocks , and Herbalist.    Their priests are similar to animist.  Bards are common.

Common Impressions:  Dark Brothers, the creatures of the wood that spy on travelers and harass those who live near their lands.  Raids are rare, but acts of sabotage and "tricks" played out by the wood elves leaves a bad taste in most men's mouths.   Other elves think them backward and uneducated.  Weak in magic they are seen as frivolous and childlike.

 

HALF ELVES

 

The rare union of Elf with human presents a unique cultural and ethnic problem. One of the few races that seem to be able to procreate, it is still a rare occurrence. This category is best divided into the direct children of such a pairing and the  descendents of such children.    The later still carries the blood and physical make up of their Elven heritage, but are often more integrated into society.

 

As regards the children of Human and Elvin parents, most follow the culture where they are raised.    All of the Half Elves of this type share physical and cultural characteristics of both their parental heritage.   While each case differs, leaning one way or the other, refer to the appropriate category among this list.

 

 

SERENGO

Are the descendents of Elven and human unions.  They live often isolated from normal human society due to their unique appearance and racial heritage.    The best example of this ethnic group is the found among the Royal Families of the Llynerian Kingdom Blath na’ Uisce.  They have kept their line fairly pure and culture very strong.  The odd feature of six fingers is often found among this brood.   Also the high amount of natural magical talent is also evident.    The stats below deal with the Serengo of Llynern.

 

PHYSICAL CHARACTER

Build:   They are very tall and slender, almost willowy.  Males weigh 180, females 140 lbs.   They have the unusual trait of six fingers.   It is a  sign of royalty in this land as opposed to the "no blemish" policy of most Llynerian Kingdoms.

Coloring:  Very fair, almost snow white in the complexion.  Their hair is light blonde to white.

Endurance:  Average

Height: They are taller than most humans, men 6’5 and women 6’0”.

Lifespan:  Very Long,  150-170 years

Resistance:  They are very resistant to weather, but weak against magic.

Special Abilities:  They often possess some magical gifts (MENTALIST).

 

CULTURE

Clothing and Decoration:   Very fine and elegant.  They tend to live more isolated from their subjects and dress very differently.

Arms and Weapons:  They favor the Cross-Longsword and the Long bladed Grass Spear.  The long bow is similar to the Elven model.  They also use axe and clubs.   Armor is either Leather or chain, often the interwoven kind.  Helmets are very ornate Great Helms.

Fears and Inabilities:  They fear things that are from the Outside and from the time of the Great War.  They also hold close to all things and places Elvish.

Lifestyle:   The Serengo in most cultures live slightly apart from their two heritages, often as nobles or priest.   Due to their long life spans and gift for magic, they stand out among most humans.   In Llynern they can also be found among the many Aes Dana professions.  (See “Llynerian” below)

Marriage Pattern:  Monogamous.   They try to marry among themselves, though these unions produce few children.   The lineage passes through either parent.

Religion:   They follow the Elven gods, though they may change the names and some of the stories.  In Llynern they also revere the Galdor Lords that held the lands before them.   It is a major source of the Bardic Movement.

Demeanor:   The Serengo are keenly aware of their difference.   Reflective and prideful at the same time, they combine either the best traits of their parents or the worse.

Language:   They still have many linguistic connections to the Elven language, names and phrases mainly.  Otherwise they speak the language of their region. They still have many linguistic connections to the Elven language, names and phrases mainly.  Otherwise they speak the language of their region.   Native Language (Lv 5), Elvish? (Lv2).

Magic, Priest, ect:  Most Serengo fall under the Mentalist realm with MENTALIST, LAY HEALERS, BARDS, WARLOCKS, and SEERS.   They do have Essence Users, ILLUSIONIST, MAGICIANS, RUNEMASTERS, and WITCHES.   Channelers are very rare and mainly found among the Hybrid spell classes.

Common Impressions:   Touched by the Fey, the Serengo are the changelings of legend.   They position in the world decreases as they Eldar fade and the need of a bridge vanishes.

 

HALFINGS

 

BRIDIAN DUNDEN

The Dunden are the little folk of the lowlands.    Since the earliest records, they have inhabited the region between the       River and the Dunrach Sea.   Their industrious nature has allowed them to reclaim much of the land with dikes and levies building prosperous hamlets and towns.

                They first stepped into history during the Great War against the Dominator, when this curious people were one of the few to answer the Galdoran request for allies.   A large army crossed the narrow isthmus and joined the fight.   Their slingers and archers were devastating against the forces of darkness, and many tales have survived among the Dunden of the heroes.   After this they faded from history, returning to their quiet fields and never really leaving.   This may have been the half-men’s one act of adventure.

                Little has changed since then.  As the Allemanni Empire expanded, the Dunden Halflings found themselves provincial subjects and since they caused little trouble and paid their taxes, they were left alone. Human settlers have moved into the region since then, but relations are good.   After the Empire split the region fell under the control of Terrofon and the Eastern Allemanni and later became the frontier holding  of the Kingdom of Adwick.   With the coming of Caldes the Bridians became Caldensian and joined the High Empire.

 

PHYSICAL CHARACTER

Build:  Short and Stout, they weigh around 100-135 lbs.  Their hands and feet are strong and quicker then they look.

Coloring:   Fair skinned, with hair ranging from ash blond to dark brown.

Endurance:  High. They have very high constitutions, and tire slowly.

Height:  Shorter than dwarves, at 3’ to 3’6”.

Lifespan:  They live longer then most humans, averaging 80-120 years.

Resistance:  Very resistant to Poison, illness and magic of all kinds.

Special Abilities:  Their quickness is legendary.    They can move as quietly as an elf and march longer than a dwarve.

 

CULTURE

Clothing and Decoration:   The Dunden of Bridy, where the same style of clothes as most of the Bridian residents, tall and small folk alike.   They seem to prefer, dark blues, greens and wine colored cloth, usually Adwickan wool.   Those in the lowlands wear carved wooden shoes while those in the hilly north prefer to go barefoot.   Decoration is simple and reserved.  Often the ornamentation is limited to finely carved silver and gold buttons.

Arms and Weapons:    Most Dunden are peaceful, weapons are usually limited to those used for hunting, short bows and slings.   The few hand arms are short bladed swords, spears and pole arms.  

Fears and Inabilities:   Dunden have few fears other than any threats to their peaceful lifestyles.    They avoid deep water but travel the rivers and canals of their homeland  easily.

Lifestyle:  They live quiet agricultural lives.   Whether in the hills or along the riverbanks, the Dunden farm the land and work as small craftsmen and traders.   

Marriage Pattern:   Monogamous, the line is passed down through the male, but the female initiates the union.   The few who become adventurers often are fleeing such married futures.

Religion:  While they are Caldensian, the old traditions linger.  In the early days the Bridians worshiped “Sameth” goddess of Bounty and her consort the god of Prosperity and Luck, “King Kole”.   Early images of Sameth portray her as halfling though with the Allemanni she takes on the aspect of Dalna and is seen full stature, though “Old” King Kole is still a halfling and seen with a mug of ale in his hand.  Both of their images are still common decoration among the now Caldensian Bridians.    Some festivals and traditions seem to incorporate the old rites of these two deities.   A few cunning folk seem to follow the old ways.  

Demeanor:   Industrious, sober, and very tied to their land. It is almost as if the adventurers all left at the time of the Great War.     

Language:   Dundiac is the racial tongue, though most only teach Bridian Allemanni, which incorporates many Dundiac elements.  In the Dunrach region, use local Allemanni dialects especially Bridian.  They also have Lv 2 with any other Dundiac based language.

Magic, Priest, ect:  Their high resistance to magic limits the Dunden’s access to spell casting.  Only Channelers and like hybrids are possible among this group.  They produce some Caldensian Priest. 

Common Impressions:  Quiet, peaceful, and boring.   They stick to themselves and rarely travel beyond their villages.   Easy marks outside Bridy, they could sell fire in hell if among their own.

 

NORTHERN TROLLS (BINDIXDUNDIX)

Found far to the north, it is said that these small people are related to the diminuative folk of Bridy.  But beyond their stature, the similarities are much harder to discern.  

 

PHYSICAL CHARACTER

Build:  Short and Stout, they weigh around 100-135 lbs.  Their hands and feet are strong and quicker then they look.

Coloring:   With tan skin worn by the harsh weather of the north they have brown to black hair.  Their eyes are black.   Like their relatives they do not have mush in the way of facial hair.

Endurance:  High. They have very high constitutions, and tire slowly.

Height:  Shorter than dwarves, at 3’ to 3’6”.

Lifespan:  They don’t live as long as other Halflings, averaging 50-90 years.

Resistance:  Very resistant to Poison, illness and magic of all kinds.

Special Abilities:  Their quickness is legendary.    They can move as quietly as an elf and march longer than a dwarve.  They also seem to be able to disappear into the white waste leaving no trace.

 

CULTURE

Clothing and Decoration:   The clothes of the Bindixdundix are warm and functional.  Made from furs and hides collected from the animals they hunt.   A few are know to raise reindeer, which also provide fine hides for clothing.   Decorated with embroidery and ornate shell and bone decoration.   Their jewelry is limited to similar carved ornaments and the abundant amber also found in the region.

Arms and Weapons:   They use short composite bows backed with bone, horn and sinew as well as slings for both hunting and defense.   They also used rough made clubs, axes, spears and bone knives.   Some metal blades are traded for, but they are rare.  The Bindixdundix seem to use spirit bound knives made by their Shamans and Hunt masters.   Armor is limited to small bucklers and the hides on their backs.

Fears and Inabilities:  They are fearless in battle.  It is said that a small party of Bindixdundix will take twice their number in Gargun, their major enemy along with the Troggs of the Ice Moors.    They do seem to fear all spirits, especially the formidable weather and natural ones.

Lifestyle:    The Bindixdundix live as hunter gatherers in small tribal units.   While some herd reindeer, most hunt along the ocean shore in the summer and move inland in the winter.   To forest homes deep in Vortigern.

Marriage Pattern:  Polygamous.   A woman can have several husbands, spending a season with one then with the other.   The line is passed down through the female.

Religion:  Animist, they worship the animal totems.   Their Shamans and Hunt masters intercede for them.  

Demeanor:   Both fierce and playful.   The few travelers who have spent time with them claim that they love practical jokes.   Some very dangerous.

Language:  Little in their language suggests Dundiac roots.  Some say the northern Halflings developed independently from their southern brethren.   They have no alphabet and maintain an oral tradition.  Some may know Skyan (Lv2) and make use of simple Skyan Runes.

Magic, Priest, ect:   Only Priest are the Animist/Shamans called HUNTMASTERS and SPIRITWALKERS.

Common Impressions: Wild creatures, closer to goblins then human. (A Skyan point of view)

 

DWAELING

The little men of the Eidwal Forest, the Dwaelings are a secretive and hidden tribe.   They are a secretive and hidden tribe.   Living deep in the woods behind a tangle of thorns and vines, the descendents of the Dunden Halflings who did not return to the lowlands of Bridy their heirs never left again.   left again.  .  Instead they became keepers of the southern tip of the great forest, one of the last of the original ancient woods that once covered the world.     The Dwaelings are distrustful of all outsiders   The Dwaelings are distrustful and few have ever encountered them  Boggs and few have ever encountered them. Balagoth travelers claim to have threaded the encountered them. Balagoth met and traded with these "“wild men"”.  Elves may visit as well, but few others.   s that once covered the world.

PHYSICAL CHARACTER

Build: They are thinner then their cousins weighing around 100-120 lbs.

Coloring:   Dwaeling hair ranges from ashen blonde to a dark brown. They also produce red heads.  Growling no facial hair, they are almost childlike in appearance.  Their eyes are brown.

Endurance:  High. 

Height: They seem shorter than their Bridian cousins.

Lifespan:

Resistance:  Like all of their kind, they have great resistance against disease, poison, and all magic.   

Special Abilities:  Born woodsmen, they are +10 Stalk/Hide and +10 Tracking.    They also have a natural affinity to their woods and gain another +5 if in the Eidwal Forest.

 

CULTURE

Clothing and Decoration: They wear earth tones made of wool, flax and leather.  Buckskin is common since the forest has plenty of wildlife.   furs and forest has plenty of wildlife.  Ornaments are made of bone, wood, and a few precious and semi precious metals and stones collected from the streams of the Eidwal.  Both men and women wear pants and short tunic tops.  The choice of furs and skins differ by sex.

Arms and Weapons: Unlike their farmer cousins in the High Empire, the woods folk are very militant.   Youths are trained in warfare and all serve among the land’s border guards.   Weapons are very low tech, with weapons made of stone and wood. Some traded blades from the elves and rough smithed Dwaeling ones are found among the older warriors.    Armor is limited to hide shields.

Fears and Inabilities: They are very afraid of the outside world and guard against any encroachment into their woods.   Since the Great War many dark creatures fled into the depths of the Eidwal, meaning that the small folk must be very vigilant against raids from the north and the migration of dangerous animals south.

Lifestyle: A tribal society, they live in small hamlets hidden in the woods.   Hunters and gatherers, they may tend small gardens but do not till large fields.   The Eidwal has abundant game and nuts as well as honey and fungi.  There is some domestication of dogs and a small deer like creature.

Marriage Pattern: Monogamous, the line passes through the mother.

Religion: They worship the "“Lady of the Forest"” a powerful nature spirit.  They also revere many smaller wood and nature spirits. A Priest Caste exists among all the tribes, providing male and female shamans.   This is the one group free of military service

Demeanor:   A mix of playfulness and wariness best describes the woods folk. 

Language: Descending from Ancient Dundiac, they are only a few similarities between the Dwaeling tongue and the Bridian dialect.   An oral tradition, they have no knowledge of writing, using pictographs for records.   They know Dwaeling (Lv4), and Bridian (Lv2).