Encyclopedia Kemen: Game Rules
 

 

 


RACES AND CULTURES

 

Kemen Home Page

Game Rules Title Page

Character Development

 

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).

Magic, Priest, ect: Spell casting is limited to the SHAMANS  and RANGERS and the rare SEER.

Common Impressions:  There are few impressions because most of the world does not know of their existence.     Wood sprites, wild men, even a tribe of children are all folk tales that touch upon the Dwaelings.

 

 

GM Note:  The following write up can be adjusted for other Easterling Peoples, especially those from the Caravan Cities of Keleft and Quasari east of the Outlands.

 

 

THE MEN OF KEMEN

 

THE ALLEMANNI

                The following listings represent the heirs to the once great Allemanni Empire,  more of a culture and a group of dialects than a pure ethnic group.   They inhabit the lands that made up the Empire that spread out from Rel Alla.   The eight hundred years since the collapse of the Allemanni and subsequent invasions has created a variety of languages.     The original tongue Ancient Allemanni is not listed here as that culture is now gone except in the Tyrolach incarnation.    The desert city, the southern most extension of the Allemanni continues the old ways, in both language and religion, though even here outside influences has reshaped the culture.

 

ANCIENT ALLEMANNI

Language:  Ancient Allemanni is the source language for all of the Allemanni dialects spoken along the shores of the Dunrach Sea.  During the Allemanni period, the language was the common tongue that united the empire.   Today, primarily scholars, monks, and those who study the past crafts of the period use the language.  All of the following Allemanni dialects make use of the Allemanni Alphabet system.   Knowledge of Ancient Allemanni provides allows all other Allemanni Dialects (Lv 2).  However, it is really the common tongue of the republic of Lamon in the north.  In addition to Anct. Allemanni the Lamonese also gain Sindar (Lv 3) and Dwarvish (Lv 2). 

 

ADWICKAN

                The eastern lands of the High Empire are made up of the Lands of North and South Adwick and the eastern states of Setford and Bridy.   The Adwickans are fairly removed from the old Allemanni influences that have shaped the rest of the Empire.  

                The Wickans ancestors to these people migrated to the lands of the Allemanni several hundred years after the Empire fell.   The Wars and plagues that ravaged the Allemanni left many regions under populated and undefended.  The Adwickans moved into the areas known as Patareah and Gruenlaw.     Mainly an autonomous region inhabited by the mystical Hohemanni, they were forced to retreat to their ancestral lands were they remain today. The Wickans built a mighty kingdom that arose during the same time as the

PHYSICAL CHARACTER

Build:  They are rather stocky and strong.  They average 180 lbs for men and 130 for women.

Coloring:  Fair complicated, even ruddy, their hair ranges from blonde to dark, though black is rare.  Their eyes are colored blue or green.

Endurance:  They have average endurance.

Height: They are average, males at about 6'0" and females, 5'5".

Lifespan:  60-85 years.

Resistance:  Average

Special Abilities:  None.

 

CULTURE

Clothing and Decoration:   Since wool is one of their main industries, almost everyone from peasant to lord wears wool.  They use a variety of colors, and ornament stitching.   Greens, browns and natural colors are still the most common.   The men wear their hair long and curly and their beards either long or in mustache form.   The women keep their hair up in braids and under the "Harpet" a cloth headdress.    Women favor jewelry, with men wearing only rings and pins.

Arms and Weapons:    The most notable Adwickan weapon is the famous Long Bow, made from the springy yew trees that are common there.   Few archers can match the inhabitants shot for shot.   Mercenary bands find service the world over.    These Longbow men use hand axes and falchions.   Adwickan Knights use Longswords and Maces.   Most feudal restrictions apply.   Women are not trained for war.   Chain and Jazeraint Leather is the common armor.  The shields are usually round.

Fears and Inabilities:   They are a very insular and conservative people and distrustful of outsiders.   Sudden change and brash behavior is considered lowly.

Lifestyle:   While a feudal land, Adwickans have settled the countryside using freeholder farmers.  These "Yeomen" are the backbone of Adwickan society and its army of Longbowmen.   Nobles are few and merchants relegated to the towns.   Though the free farmers are begetting village tradesmen.    The major industries are sheep, timber, cattle and grain.   Their cottage weavers are a major source of cloth for the High Empire.   

                The old Shire system of government is a hold over form the days of the Wicken Kingdom.  They answer to the present Dukes of North and South Adwick.

Marriage Pattern:  Like all Caldensian they are monogamous and the line passes through the father.

Religion:   Caldensian.

Demeanor:    They are very business savvy and can even be dour.   They are very intolerant towards Dwarves and Boggs.   There is an ongoing Province wide expulsion order in both North and South Adwick against Dwarves.

Language:  Adwickan is a dialect of Allemanni.  While, many words are different, the base remains the same.  This language is spoken throughout both Adwicks into parts of Bridy and around Guildwort in the Outlands.  Adwickan (Lv 5), Bridian (Lv 3), Kronish  (Lv 2) and all other Allemanni Dialects (Lv 1).   All of the following Allemanni dialects make use of the Allemanni Alphabet system.  This is true even for Ancient Allemanni.

Magic, Priest, ect:     Standard.   Like all in the High Empire, most non-priest spell casters are quiet hedge wizards and cunning folk.

Common Impressions:   Shepherds and merchants.   They are thought to be crude and uncultured.  But their longbowmen serves lords the world over.

 

BRIDIAN

                The Bridy Culture encompasses both the human and halfling inhabitants of the region.  For the  Halfling or Dunden physical characteristics see “Bridian Dunden” above.    Below we concentrate on the humans.  

                Bridy is a low-lying area, much of its farmland is reclaimed from the sea.   Snag behind its dikes and canals, the inhabitants have built prosperous villages and towns.   The area also includes the foothills north of the      River.

Known as shrewd and industrious, their traders have built strong and enduring companies. But the industry the land is best known for is weaving and clothe making.  While they produce some flax and wool, most is imported from all over the Dunrach, including silks from the Jewel Cities.   Only Terrofon rivals the Bridian cloth dyers as well.

PHYSICAL CHARACTERISTICS

Build:   They are of average height and weight, though the prosperous are known for their healthy girth.

Coloring:  Fair skinned and light hair. Red heads are also found among the  Bridians.  They also have light blue to gray eyes.

Endurance:  They have average endurance.

Height:   They are average, males at about 6'1" and females, 5'5".

Lifespan:  60-85 years.

Resistance:  Average

Special Abilities:  None.

 

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 leather sole boots.  Their f   Decoration is simple and reserved.  Often the ornamentation is limited to finely carved silver and gold buttons.

 

Arms and Weapons:  In Bridy the standard feudal arms are the norm.   Most men, called a Ficler, wear a long curved knife, it makes a vicious cut.

Fears and Inabilities:   They seem to fear little, but the sea monsters of the deep, which they use to frighten children.

Lifestyle:   The land is a feudal one, with nobles living in scattered manors.   The few towns are free towns led by Brugars, and their councils of Guildsmen.   The economy is based on wool production, fishing, and the large weaving cottage industry.    For this they import from all over, especially the Adwicks.

Marriage Pattern:  Like all Caldensians they are monogamous and the line passes through the father.

Religion:   Caldensian.

Demeanor:    Good natured and generous with their neighbors they can be wary of outsiders.  Both large and small Bridians get along well.  

Language:  Bridian is a form of Adwickan, a dialect of Allemanni.  Many words differ, and most of these come from the Dunden people.  Bridian (Lv 5), Adwickan (Lv 3), and all other Allemanni Dialects (Lv 1).

Magic, Priest, ect: Standard.   Like all in the High Empire, most non-priest spell casters are quiet hedge wizards and cunning folk.

Common Impressions:   The Bridy most people know is the land of canals and fat happy merchants.  But the those encountered outside their lands are tough traders, sailors and adventurers.   “A Bridy Ship will sail to the ends of the world for a spice never tasted.”

 

ELTZEN

PHYSICAL CHARACTER

Build:  They are of average build.

Coloring:   Light skinned to the west and north while a darker tan along the coast.  Hair and Eye color vary broadly.

Endurance:  Average.

Height:  They are average, males at about 6'0" and females, 5'5".

Lifespan:  65-85 years.

Resistance:  Average

Special Abilities:  None.

 

CULTURE

Clothing and Decoration:  Eltzen fashion sets the tone for much of the High Empire.   The cities of Raidon and Ramdon each have their own clothing styles, which change every season.   At present, short tunics with full sleeves and multi-colored tight hose.   Shoes are long and pointed.  Hats broad.   The peasants dress like the poor the world over.    Ornamentation is traditionally plant and animal forms, both literally represented and abstract.

Arms and Weapons: The rapier was developed here, but most feudal warriors prefer the long sword.   Armor is chain with small plates attached in strategic areas.   The missile weapon of choice is the crossbow.  Eltz was the traditional home of the Allemanni Empire’s Eltzen Dragoons, a fire throwing regiment of soldiers.  Today they still use a chemical based fire that burns even on water.

Fears and Inabilities:  Nothing unusual.

Lifestyle:  Craftsmen inhabit a feudal society, the towns and cities and the countryside is cultivated with grains and grapes.   Wine and grain are the major exports, along with fine woven tapestries from the two large cities.

Marriage Pattern:  Monogamous.  The line passes through the male; women are not very liberated in Eltz.

Religion:  Caldensian, though the Firedancers, a heresy that stresses the cleansing of the soul has recently emerged.

Demeanor:   Eltzens are known as haughty and proud.  They look down on the rest of the Empire as being uncivilized and uncultured.   Since they have been around since the Allemanni Age, they revere the ancient.   They also think of themselves as great lovers and players of the game of politics, the later is at least true.

Language:  Eltzen is an Allemanni Dialect.   Only Eltz and the Lordship of the Isles speak this language.  Eltzen (Lv 5), Seiner (Lv 3), All other Allemanni Dialects (Lv 2). 

Magic, Priest, ect: Normal

Common Impressions:  A man from Eltz is rude and proud, but he offers a hospitality fit for a king. 

 

ISLANDER

PHYSICAL CHARACTER

Build:  Thin to medium, men weigh 180, and women 110 lbs.

Coloring:  They have olive to light tan skin.  Their eyes are green and brown and their hair is dark and curly.  The women often put henna in their hair making it a reddish orange.

Endurance:  Normal.

Height:  Medium to tall, 6’2” for men and 5’8” for women.

Lifespan:  Average, 60-80 years.

Resistance:  Normal.

Special Abilities:  They are well known seamen and accustomed to the hot sun of the Dunrach Sea.

CULTURE

Clothing and Decoration: Clothing varies, but men usually wear a knee length short pant, with or without stockings.  A short Tunic and short cape tops off the attire.  Men also wear a small cylindrical hat.  Women wear loose blouses and full skirts.  A longer cape and wide brimmed hat, often white is also worn.   Jewelry varies.  Both sexes wear an ornate dagger called a DANNELO, used in duals, assignations, and suicides.   They are very passionate people.

Arms and Weapons:  In addition to the Dannelo they favor short swords, rapiers among the young, and the curved broadsword/cutlass.  Armor is usually metal and leather scale; their shields are small bucklers.

Fears and Inabilities: Normal.

Lifestyle:  The Islanders inhabit the isles of the Dunrach south of the High Empire.  Augora and Anconia are the two largest.    Rich in vineyards, olive trees and citrus orchards, the isles are dry and warm.   They also herd goats, sheep and some cattle.   Horses are rare, nobles have them, and the mule and llama are the major beasts of burden.

Marriage Pattern:  Monogamous, though extramarital relationships are more accepted here than in other places of the High Empire, increasing the use of the Dannelo.  The line passes through the male.

Religion:   Caldensian.   There is little Heresy; some Blackstonians attracted to the early Caldes sites.   The Cult of Astellus is said to still survive among some of the old families.   Early Ji Hassa invasions have left some of the Southern religion as well.

Demeanor:     Fiery and Passionate.

Language:  Eltzen is an Allemanni Dialect.   Only Eltz and the Lordship of the Isles speak this language.  Eltzen (Lv 5), Seiner (Lv 3), All other Allemanni Dialects (Lv 2).  Note on the Isles they also have Ji-Hassa (Lv 1).

Magic, Priest, ect: Standard.   Like all in the High Empire, most non-priest spell casters are quiet hedge wizards and cunning folk.   But they Islands also produce a large number of High Mages, those with a real talent and training.  The tolerant nature of the land with inhabitants from all over, has offered some protection from the excesses of the Church.  Also the mix of peoples from all over who have conquered and settled the Isles has contributed to the diversity.

Common Impressions: Rash, bold, and beautiful.   Few women are more alluring, fewer men more romantic.   The people of the Isles live with a high zest for life, one that overwhelms the sensibilities of most staid Caldensians.

 

KRONISH

The Eastern heirs to the Allemanni, the Kronish are a mix of cultures and ethnic groups that form the Outlands.    From the earliest invasions of men from east and west during the reign of the Galdor, to the later Arrissian Invasions, the people of the Outlands have always been intermingling.     As a language group, they are also a blend.  

PHYSICAL CHARACTER

Build:  Average.

Coloring:   Tend toward fair, with hair from blond to dark brown.  While most have blue or green eyes, some with Arrissian ancestry have golden almond shaped eyes.

Endurance:  Average

Height: Average

Lifespan: 60-80

Resistance:   Normal.

Special Abilities:  None.

CULTURE

Clothing and Decoration: Fashion varies from land to land.  In Eye they favor somber clothes, black and dark colors.   Though the young often wear bright colors.    Lantilans wear stockings and medium length tunics and capes.    

Arms and Weapons:  Most weapons are the same as those found in the High Empire.   The Kronish of the north favor Longbows while the south favor crossbows.  Eastern and southern weapons are also used by many of the inhabitants.   Armor is primarily leather and chain.   The practice of metal plates reinforcing the chainmail has not arrived from Eltz.

Fears and Inabilities:  A deep dread of Invasion from the east.  The scars of the Arrisians are still felt.

Lifestyle:

Marriage Pattern:  Monogamous.   The line traces through the father.

Religion:  Caldensian is the dominant religion. But since the Outlands are a crossroads, many other belief systems are found here.   The Llynerian myths as well as the Eastern gods are often followed.   Even the four old gods of the Allemanni are still encountered in imagery and study.  Like most Caldensian lands, the common folk still hold onto some of the old ways.   Heresies are also found among this ethnic group.  Especially the Blackstonian movement and some Varanasi believers in the New Prophet of Moredon.

Demeanor:  

Language:  The Allemanni dialect of Kronish is the eastern most branch of the language.  It blends many Llynerian words along with some eastern and Ji-Hassan ones as well.  A melting pot for words, Kronish (Lv 5) offers Llynerian (Lv 1), Ji-Hassa (Lv 1), and Adwickan (Lv3).   All other Allemanni Dialects, (Lv 1).

Magic, Priest, ect:  A wide range of spell casters is found in the Outlands, due to the religious and academic tolerance of the Republic of Eye.

Common Impressions:  These people have been on the edge of civilization for too long.   They ignore the Empire, the Church, and common decency.    While folks

Fear the mages that are said to live among them in Eye, their traders are the one to rob you.

 

RHUDELLEN

The hills in the center of the High Empire are inhabited by the Rhudellans, an ethnic group of that was around during the early days of the Allemanni Empire.  While swallowed up by their powerful neighbor, they have always maintained an independent culture.   Life in the valleys and hills has made them great hill fighters.  The old goddess Watomei became Dalna, who still has a giant festival there. Their culture stretches north into the Lake Kingdoms and as far as Gallon Bay on the Ceoltric.   Most of the Rhudellens who have settled the east have done so during the High Empire's early expansion.  Of all of the Allemanni, they get along well with the Balagoth who often must travel through their lands to avoid the Adwicks.

PHYSICAL CHARACTER

Build:  Of average build, they range from stocky to wiry.

Coloring:  The have fair skin, with a high amount of freckles.   Their hair is fair to brown, and the Rhudellan’s eyes are usually green and brown.   They wear their hair and beards long and full.  People claim that keep their hens hidden within these fat beards.

Endurance:  Great walkers, they can travel 50% longer than the average Allemanni.

Height: The men stand at 5’10” and the women at 5’4”.

 

Lifespan: 60-70 years.

Resistance:  Average.

Special Abilities:   They are great mountain men.  They gain a +20 to all rock climbing.  They also are known for their miners and metal workers.  

 

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:  Despite being an Allemanni dialect, only among this small ethnic minority speaks Rhudella.  It retains many of its pre-Allemanni words and has adopted several Bogg words as well.  Rhudella (Lv 5), Balagoth or Boggs (Lv 2), and all other Allemanni Dialects (Lv 1).

Magic, Priest, ect:

Common Impressions:

 

SIENIER

These populate the heartland of the High Empire.  Stretching from Salandy to the North March.

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:   These people populate the heartland of the High Empire.  Stretching from Salandy to the North March and into Newark, Seiner is the language is the mother tongue for Rel Alla, capital of the High Empire.  Seiner (Lv 5), Eltzen (Lv 3) All other Allemanni Dialects (Lv 2). 

Magic, Priest, ect:

Common Impressions:

 

TYROLANNI

The true heirs to the Alllemanni, they live in the southern city of Tyrolach.   They still speak the old tongue and worship the old gods.  Scholors of the classics often travel here to catch of glimpse of what was, but this is only a faded image.  Much has changed since the fall, the Ji-Hassan have greatly affected the culture, and these southern Allemanni were always removed from the heart of the empire.

PHYSICAL CHARACTER

Build:  Thin to medium, men weigh 180, and women 110 lbs.

Coloring:  They have olive to light tan skin.  Their eyes are green and brown and their hair is dark and curly.   A few maintain the fair skin and eyes of northern blood, but they are rare.

Endurance:  Normal.

Height:  Medium to tall, 6’2” for men and 5’8” for women.

Lifespan:  Average, 60-80 years.

Resistance:  Normal.

Special Abilities:  They are well known seamen and accustomed to the hot sun of the Dunrach Sea.   Since they look outward to the sea and the former lands of the Dunrach, they are not as fine a horsemen as their Ji-Hassa neighbors and subjects.

 

CULTURE

Clothing and Decoration: Black, red and gold are their favorite colors, especially since the gold and red are the battle colors for the god Sakor.  Usually made of fine silk, the clothes are dyed with the expensive red and gold colors from the Klammy Fish.  Gems and feathers richly adorn their costumes.

Arms and Weapons:  Only men carry arms, usually the old Allemanni short sword or the curved scimitar adopted from the Ji-Hassa.   Among the Tyrolach Marines, the scimitar is slightly straighter, more like a cutlass.  They  favor the Ji-Hassa bows;, made from wood, bone and sinew.   Armor is of the scale variety and the Tyrolach are known for the “Karma”, their ornate fish like scaled helms.  

Fears and Inabilities:  They fear the loss of their culture and still dwell on the past Allemanni-Tyrolach glories.   In spite of being a great naval power they are insular and wary of outsiders, especially their citizens.

Lifestyle: More rigid than the High Empire, the old rulers have created a strict castes system, with them at the top. 

Marriage Pattern:  Polygamous.  Men can have several wives as long as the can afford them.  If the families of the wives believe that they are not being taken care of , they can dissolve the marriage.

Religion:  The old Allemanni faith is very strong.  The Kuist as they are called, worship the Four New Gods, SAKOR, ILLIOR, DALNA, and ASTELLUS.  

Demeanor:   Haughty and Proud.

Language:  The Allemanni dialect, Umbarick is closest to Ancient Allemanni as any language outside of Lamon.  However, it has borrowed many terms from the Ji-Hassa invaders who swept up from the south and east.  Umbarick (Lv 5), Ji-Hassa (Lv 3), Ancient Allemanni (Lv 3), and all other Allemanni Dialects (Lv 1). 

Magic, Priest, ect:  A very tolerant atmosphere for magic users. 

 

 

WARKEN

The Warken are the descendents of the ferocious Warchigs who invaded the Allemanni lands during the Dark Ages.   Considered the most barbaric of the dark age conquerors, the Warchigs surprisingly became strong adherents to the Church.  Still thought to be a bit barbarian, they are among the faiths strongest defenders.     While the New University of Newark has become a major teaching center the people are still considered a rough violent people.   The Archbishop rules the land under a strict feudal system.   The “caste” of priest, warriors, and serfs, has changed little since the Warchigs road in off the S’krey plain.

 

PHYSICAL CHARACTER

Build:   Short and stout, they are known for their strength and endurance.

Coloring:  They have dark ruddy complexions with very curly dark hair.  Their eyebrows and beards are both full and bushy.   Their eyes are amber to brown.

Endurance:  Strong, they can ride for days without getting tired.   Their serfs work long in the summer days, and their priests are tireless as well.

Height: Not too tall, the men average 5’9” and the women 5’4”.

Lifespan: 60-75 years.

Resistance:  Average.

Special Abilities:  Fine horsemen.

 

CULTURE

Clothing and Decoration: Knee length tunics and loose fitting pants.

Arms and Weapons:

Fears and Inabilities: They fear magic of all known Caldensian types.  They believe it is the old blood magic they practiced before coming to the light.

Lifestyle:

Marriage Pattern:

Religion:   Very Orthodox Caldensian.  They follow their Archbishop almost exclusively.    A hold over from their Warlord tradition.

Demeanor:  

Language:

Magic, Priest, ect:

Common Impressions:

 

VALONESE

PHYSICAL CHARACTER

Build:  Tall and strong.  They average 225 lbs for men and 150 lbs for women.

Coloring:  Fair and ruddy complicated.  Their hair is usually blonde to a golden brown.   Their eyes are always blue or gray.

Endurance:   Very strong.   They can ride for hours, it is said that the Valonese can ride before they can walk.

Height:   Tall, men are about 6'5 and women are 5'10.

Lifespan:    About 75 years, since many are warriors, life spans are considerably shorter.

Resistance: Slightly more resistant to disease and poisons, as well as bad weather.

Special Abilities:  none.

 

CULTURE

Clothing and Decoration: They favor strong primary colors.  Blues, reds and greens are all popular.  Men wear pants or leggings and short tunics over linen shirts. 

Arms and Weapons:  All chivalric arms, especially the axe and sword.   Bow and lance are common as well.  Chainmail and leather are common. Just now some plate re enforced armor has arrived from the crusades.  While very traditional, they always keep up when it comes to warfare.

Fears and Inabilities:   They fear the forces of darkness, which for them includes all demons, faeries, infidels, heretics and almost everybody else.   They also fear magic and can be quite superstitious about it, preferring to trust in good steel and skill.

Lifestyle: Militaristic.   They live in a feudal culture that trains men from infancy in combat.  They love the world of Chivalry and are its greatest practitioners.  OF course they do this like their religion at an extreme.  The economy is feudal centered on the various fiefs.  Some freeholders work the land and provide Yeomen support but serfs tend most of the land.  Women may be involved in the business of the fiefs, but little respect is shown toward them by Valonese society.

Marriage Pattern:   Monogamous.  The line is passed down through the father.  Women actually have little clout and are seen a sources for the never-ending supply of boys that keeps the Valonese war machine supplied.    Bastards are more accepted than in the rest of the Empire, though they do not take the father's surname they do use his patronymic.

Religion:  Very Orthodox Caldensian.  They have changed their forefathers' love of a glorious death in battle for a glorious death for the faith.    Martyr Priest and zealous Crusaders arise from this fertile ground.    Other than this little is carried over from their pagan days.  They are also the most iconoclastic of the Caldensians, and one will never see a saint's icon in this northern land.   They revere symbols of the saints but not images.  There is a small group of Cultist that worship the “Three Daughters of Winter” a cruel group of gods held over from their pagan days.

Demeanor:  Loud, Boisterous and very religious.  They hold honor as the highest virtue, especially that found in war.

Language:  Valonese is a mix of Skyan and Allemanni.  While they diverged from the northern tribes early on, there are still many similarities.   Some Highland words appear due to proximity to this region.  Valonese (Lv 5), Skyan (Lv 2), Armeniak (Lv 1), and all other Allemanni Dialects (Lv 1).

Magic, Priest, ect:  CHANNELERS and ESSENCE USERS.  

 

 

THE OTHER RACES OF MEN

 

THE ARRISIANS

                The Horsetribes of the East, the Arrisians make up a collection of tribes and clans that have reigned over the world east of the Deadlands.  They have built mighty empires on the farther shores of the Beryl Sea, as well as having threatened the known world for centuries.   The majority of these peoples live the simple life of nomads.   The clans keep sheep, cattle, and goats along with the large herds of horses that define their culture.   They have bred horses larger than their counterparts of the S’Kree Steppes due to the Arrisians mix use of Light and Heavy Calvary.   Not all the clans though are committed to life on the grasslands, some live either as coastal fishermen and traders or in the forest country where they are skillful hunters.  However, almost all Arrisians are drawn to the nomadic way of life.

                There have been several Arrisian Empires, and their culture seems very little changed since the Age of Legends when they rose in power along with the Dominion.    The last big incursion by the Arrisians was the invasion of the Outlands by Khanan Baykhul around 28 AF who led 360 Arms across the Nor Reach and destroyed the Kingdom of Kronland  and threatened the young High Empire.

 

PHYSICAL CHARACTER

Build:  They are of middleweight.  Some are stocky while others could be called wiry.

Coloring:  The have yellow skin, with ruddy faces from the sun and wind of the eastern steppes.   Both eye and hair color is black.   They usually wear mustaches and narrow beards.   Slaves and priest must keep their faces clean-shaven.

Endurance:  On horseback, the Arrisians have the greatest endurance.  It is said that when one chieftain could not sleep in his yurt’s blankets and rugs, he had to mount his pony just for a good night’s rest.   (+10 vs. exhaustion on horseback).

Height:  For all their ferocity, the Arrisians are quite small in stature.  Most are men average about 5’4” and the women 4’10”.  

Lifespan:  Due to habitat and lifestyle, the Arrisian life span is relatively short.  About 50-65 years.

Resistance:  Average, though the can endure most bad weather (+5%).

Special Abilities: A culture where the children ride before they can walk, breeds the finest horsemen.  All Arrisians start with +10% to Riding General Skill.   (This does not fall to other Easterlings).

 

CULTURE

Clothing and Decoration:  Clothing for men and women consist of a long sack like garment opening from top to bottom and fastening across the chest with trousers underneath, sometimes made of leather.   Women’s garments are more fitted to form than the men’s.   Clothing is often embroidered and colorful, especially during a feast time.   Boots are felt and soft leather.  In winter thick wool with sheepskin or fur coats and caps are worn.  The wealthy wear silk from the beyond the Beryl.  Khans, nobles, and other high officials wear an elaborate version of the common dress with more embroidery and jewels.  

Arms and Weapons:  The standard weapons are the short bone bow, the tulwar heavy blade, and the light lance.   The difference between the Light Troops of the Free Clans and the Heavy Khanate Shock Calvary is the size of the horse and the amount of armor.   Light horsemen wear only some leather, maybe lamented, and a small conical helm.   The Shock troops are protected by heavy lamellar armor of leather, steel and lacquer.  They also favor heavy decorative helms.   A few masters use the “Grass Blade” a long slightly curved single edge sword with a small guard.

Fears and Inabilities:  Very superstitious, they fear all spirits, especially the dark ones and those associated with storms.   Most are wary of vast expanses of water, as few are sailors.

Lifestyle:  Nomads who live in mobile camps, some even travel with great wagons that actually bear the yurts of the local Khans.   These are collected in a great camp or an “Ordu” and arranged by families’ groupings called “Ayil”.    The mobile tents are called “Ger”, the smaller spreading tents used by the warriors and herders. the “Maikhan”.    These tents are like homes with fine rugs on floors and walls, cushions, cook stations and jars of water and grain.

                Very Self sufficient, the Arrisian household produced almost every thing needed by the family, clan and tribe.  For this reason they are able to move quite freely.   Women occupy a fairly advantageous position in Arrisian society.   In all matters but hunting and war their counsel is sought.  They also raise the young tend the herds with the children and drive the wagons.

                Social organization is based on the patrilineal clan or “Obok”, which included both kin and the slaves and servants as well as entire lesser clans captured in raids.   The clan warriors are called the “Darkhan” and the minor nobles, the “Noyan”.   The leading noyan of a clan or tribe was the “Khan” and the leader of Khans, the “Khanan”.   A group of warriors or a brotherhood was the “arban” and it was to his arban and his khan that a fighter holds allegiance.  The rank of scribe is called “Noba” and is often attached to a Khan.    Laws are recognized within the obok are may be:

Crimes punishable by death included - Theft from an Arrisian, Adultery by a woman, Horse stealing,  Spying, Lying, Rape of wife/virgin, Murder.   Military offenses that carried capital punishment are desertion of an arban, desertion of a wounded arban brother, retreating before the call, turning aside to pillage, and disobedience in the field.   But a warrior is entitled to all loot taken,  winter is devoted to great hunts and training, and the call to service must be obeyed.

                Military structure is based on 10 warriors to an “arban”, 10 arban to a “jegun”(100), 10 jegun to “mingun” or “arm”(1000) and 10 arms to a “tuman”.   Most jegun will have 3 arban of heavy Calvary, with the rest light troopers.

Marriage Pattern:  Men may take more than one wife, and the heirs must marry the widows. Mothers tag along with their sons.   The clan traces its line through the father or uncle.   Brides cost a very his price.

Religion:  Originally Arrisian faith was similar to that of the other Easterling peoples.  Shamans interceded between the people and the spirits.   The dominant Arrisian clans have raised the “Dark Spirits”, especially those associated with Death, Darkness, and Destruction to become the leading spirits.   The Horse spirits are still strong, but most ancestor and home spirits have become relegated to the ger.   With this shift the Dark Shamans have become a very powerful force in Arrisian culture.  They command black magic that often requires blood sacrifice, of slave and other lesser peoples.    Vast gatherings occur on the new moons as well as other auspicious moments.  In addition, since they are very superstitious they distrust all other spell casters.

Funeral Rites:  They either build rock mounds for their leaders or raised piers to offer the dead to the ravens and vultures that they see as the servants of the Dark Spirits.

Demeanor:   Haughty and proud, the Arrisians see others as lesser peoples.  They call outsiders “Slaves” and except in trading situations are often aloof.  But if they see some bravery in a person, they will say he may be reborn as a “Free man”, an Arrisian.

Language:  Arrisian (5), Easterling Dialect (3).  Writing is rare except among the Noba.

Magic, Priest, etc....:  Arrisian shaman/priest are the primary spell casters.   While some serve the weakening spirits of tradition, over the last few centuries the Dark Shamans or “Dak” are the most feared and most recognized.    Other spell casters may include Cunning Folk (WITCHES) and the wandering Jacinth MONKS who sometimes travel through the lands.   Called the “Burning men” for their orange robes, the do not get along with the Dak for some reason.

Common Impressions:  Ferocious Barbarians.  They steal, rape, and burn.   Nothing else has ever come from these Easterlings.

 

 

THE BALAGOTH, BOGORATH           

 (slang.  Boggs)

“A Bogg will deal in anything but beware their price, it is never what it seems.”

                This race is made up of tribes and clans of nomads, who have wandered Kemen since as long as man has walked the earth.   Widely considered thieves, con artist, and fortunetellers, all of these are true.  They are also a very close-knit people, who have survived persecution and pogroms in many lands.

                Bogg history is long lost in the legends and tales of their nighttime songs.   All center on a Valley home that was lost to them.  Some stories speak of war and invasion, while others refer to exile for some crime.   Whatever the reason, all the tribes incorporate the search for the Valley into their nomadic lifestyle.

                Boggs are citizens of no country; they keep to themselves and rarely stay in any place over a year or two.  Even in the cities, the population is very transient.  Free of political power, they travel from realm to realm.   They make a living as craftsmen, healers, and entertainers.   As craftsmen they are well known as smiths and wood and ivory carvers.   The silverwork of the Boggs is well regarded.   As healers they have use a variety of herbs and charms.  Most of the potions of Bogg make are highly poisonous, even the medicinal ones.   If it doesn’t kill you, it will make you stronger.   Of course Bogg musicians and dancers are a mainstay of almost all fairies and celebrations.   The “Cirkus” of the Boggs brings such acts along with other sideshows to people all over the world.

 

GM Note: For a more detailed list of Balagoth/Bogoroth Clans see Appendix B. (The Bogg  BG  Supplement)

 

PHYSICAL CHARACTER

Build:   Not very large, they have average build, but are very agile and quick.

Coloring:   Hair is almost always black, except among children of mixed blood.   Their skin  tones range from a rich brown to olive.  Their large eyes are brown to amber.

Endurance:   While of average strength, they can travel almost effortlessly.  Life on the road and in camps is natural.

Height:   Average to short, males are about 5'9" and women 5'4".

Lifespan:    The danger of life on the road affects their lifespan the most, 60-80 years.

Resistance:  Normal, though weather seems to affect them less than most people.

Special Abilities:   Some spell use is found among most of the population.   While not always entire list, the ability to curse is found in Boggs of all ages and clans.

 

CULTURE

Clothing and Decoration:    They favor very bright and ornate clothes.   Embroidery is often very fine.  lots of jewelry and earrings are common for both sexes.

Arms and Weapons:   While not known as a militant race, the dagger and street brawl are used often.    Most use the weapons picked up during their travels.  Scimitars, bows, clubs are common.  Armor is rare.

Fears and Inabilities:   They see the world inhabitant by a multitude of spirits, both good and evil.  They appear very superstitious  as their daily lives are full of charms, rituals, and deals in efforts to placate these spirits.   Afraid of the laws of the clan, most Boggs have great disdain for the conventions of outsiders.  While they don't behave like criminals they do not see that the rules of the land has a hold on them.

Lifestyle:   Nomadic, these people only rarely live in towns, then usually close to the local dwarves.   The tribes and clans of the Boggs are scattered, most living in family groups that occasionally attend gather with the rest of their clan for marriages, memorials, fairs, and major decisions.   Whether it is the clan, tribe,  or family group, the wise women or "Babas" are the rulers.  A male chief known as the "Team Boss" runs the daily business of the group.     All the families of a tribe obey the dictates of the tribal Baba, and the tribes follow the clan's elders.

Marriage Pattern:  Monogamous, but infidelity is widely accepted.  The need for outside blood, means the women are known to be promiscuous.  The line passes though the female.

Religion:   Their veneration of the spirits begins with their ancestors and clan heroes and totems.  Then they honor a variety of spirits, many which change as they move from place to place.   The Baba Seers and soothsayers are the religious leaders.    They also believe in reincarnation.  They follow the wheel of fate, and as it cycles so does the soul.   While most are reborn within the clans

Funeral Rites:   As nomads, Boggs have had to become resourceful when it comes to burying their dead.   Wherever there is some form of settlement, they will have a burial ground.  But as they move about they are able to recognize past funeral sites from their tales and the trinkets and markers left behind.

Demeanor:   Proud, boastful, lively are all adjectives used for this vibrant people.   They live as if in a ballad, full of passion and romance.    Boggs are well known horse traders and any bargain will be in their favor.

Language:  Their language has changed little even with scattering of their people.  Balagoth   (Lv 5) is an oral tradition, with no alphabet.   They also speak any languages encountered in their travels and will often be able to write in it (Lv5).  They may also know some Khazad or dwarvish (Lv3).

Magic, Priest, ect:  Magic is a big part of their lives.  Most spell casters are from the Mentalist realm.  These are Seers, Layhealers, Bards and hybrid Shamans, Witches, Warlocks, and Beastmasters.  The females have the strongest incidence of magic.  Many have some mentalist "Gift", but the open use of the precognition area is proscribed to men.    Most Babas are from the Seer-Shaman Class.

Common Impressions:   Boggs are thieves and charlatans.   They move about because they abuse the hospitality of anywhere they stay for too long.  They seem to have some real seers among them, but these women are the most dangerous.  Evil eyes and curses mean only another Bogg can help you.

 

HIGHLANDERS

PHYSICAL CHARACTER

Build:  Slight, they can be both wiry and portly, depending on how prosperous.    They usually weigh 160 for men 120 for women.

Coloring:  Olive to tan complicated, they have green to brown eyes, and dark curly hair.  Their large round eyes are thought to be quite seductive.  But the hawk  nose is not.

Endurance:  Nothing special.

Height:  Not very tall 5'9" for males, 5'6" for females.

Lifespan: Average 60-75 years.

Resistance: None.

Special Abilities:  +10 Climbing if from the Highlands.

 

CULTURE

Clothing and Decoration: Bright solid colors.  Even women often wear pants and short tunics especially when traveling.   Jewelry is very ornate, with lots of precious stones.   Odd shaped hats are worn by both sexes and fashions seem to change daily regarding these.

Arms and Weapons:   Highlanders prefer their own form of the composite bow.   They also use falchions and scimitars.    Calvary is always light horse and well trained for mountain fighting.    The women can be as fierce as the men, all carry the long  "Bich'hua" or Scorpion Knife and all know archery.

Fears and Inabilities:

Lifestyle:   In the Highlands, they live as shepherds and simple valley farmers.  Little industry except mining. But in the Empire they are shrewd businessmen.  There are few communities that don't have a Highlander trader or merchant.   They often fill the vacuum left after the many Dwarves pogroms.   Music and hospitality are very big among the Highlanders, one reason why they are so involved in the Tavern and entertainment business.

Marriage Pattern:  Now monogamous, but before Caldensian influences they often had many wives.  The line passes though the mother.   Bastards are widely accepted.

Religion:   Highlanders have their own form of Caldensian Orthodoxy, brought to them by Saint

Demeanor:   Shrewed and clever.  Achievement and family are the twin interest of all Highlanders.

Language:   Armanaic.  It has its own alphabet and is unrelated to any other dialect.  The Armanaic alphabet evolved from the Allemanni but due to the language differences has re-assigned many of the letters and added some new ones to cover the additional vowel sounds.  Highlanders speak Armanaic (Lv 5), Valonese (Lv 1).  Most are illiterate, thus primarily members of the Arran Orthodox, the Highland Caldensian Church, use the Armanaic alphabet.

Magic, Priest, ect: Priest follow the Arran Orthodox Church.

Common Impressions:

 

THE HOHEMANNI

PHYSICAL CHARACTER

Build:   Strong of build, weighing well over 200 for men.  Even the women are big.

Coloring:    Very fair of skin, their hair is golden blonde to white.  The eye is light gray and cold.

Endurance:   Very strong.

Height:  As tall as they are strong.  Men average 6'4 and women 6'0.

Lifespan:  They would be long lived except for the mercenary occupation.

Resistance:  Slightly more resistant to disease and poisons, as well as bad weather.  

Special Abilities:   They have a higher incidence of small magical gifts, like many touched by the Elves it is often from the Mentalist realm.   It is said that they have a mental connection with those close to them, but this may just be an impression of their cultural unity.

 

CULTURE

Clothing and Decoration:   Hohemanni society has many rigid institutions regarding dress and appearance.   All children wear their hair cropped short, both boys and girls.  Only after "training" with the Elders are the males allowed to wear their clan knot.   Women wear their hair long, but usually tied in various ornate braids.   Clothing is often of neutral colors, especially gray, and unadorned.  Jewelry is simple and plain.  Their wealth is found in their weapons.

Arms and Weapons:  The Hohemanni being so large favor large hand weapons, especially two handed swords and axes.  They shun the bow as a coward’s tool, except in hunting.   Armor is often of fine steel rings, their livelihood of merc work exposes a great variety of weapons, armors, and fighting styles.  The Hohemanni have a very distinct unarmed combat system called "PAURAGON", the stone fist.

Fears and Inabilities:   They fear little, except the loss of their homeland and never seeing it again.

Lifestyle:   A tribal people, they have lived in their hills since before the rise of the Allemanni.  Isolated and shunning outsiders, small villages and free holdings  are scattered about.  Few clan chiefs have manors compared to the rest of the lands.   While they differ to their clan leaders,  there is little government, beyond the clan and the local mayor.    Those who leave the homeland live almost exclusively as mercenaries.  A practice that is said to go back to the wars with the Dominion.

Marriage Pattern:  Monogamous, the line being passed through the male or female.

Religion:   Hohemanni religion is rooted in their servitude to the "Ancient Ones", demi-gods who ruled over their ancestors.   They still claim they are watched over by these beings, which reside in the mountains above their homeland.   They believe in fate like most Northmen and in the glorious death in battle or in the service of their Lords.  Since the soul reside only in the head, they decapitate their own dead and return the head to the homeland and present it to the ancients.  This practice rankles all other Northmen, especially the Valonese.   Hohemanni Priests are Cleric/Bards

Demeanor:   A stoic face to the outside world and warm to his or her own kind.  They glory in the battle and their skill in arms and view cowardice as the ultimate shame.  Among outsiders, they are thought blunt and impolitic.   But still little fazes the Hohemanni.  They will clump together when they can for the pull of the Homeland is strong and is often in conflict with the need to seek death in battle.

Language:    A very old form of Skyan.   Some claim, they are descendents from the Inva or Proto-Skyans and thus related to the Skyans, Grovnans, and Valonese.  There is some Elvin in their vocabulary as well from contacts with Galdor.  Hohemanni (Lv 4), Adwickan (Lv 3), Skyan (Lv 3), Valonese (2), Grovnan (Lv 3), Galdoran (Lv 2), Allemanni Dialects (Lv 1).

Magic, Priest, ect:  Hohemanni magic is almost all Mentalist; SEERS, MENTALIST, and BARD/SKALDS. This trait often appears among human groups that have some Elvin blood.    There are some Channelers among them, usually their Priest (ANIMIST/CLERICS) and RANGERS.

Common Impressions:

 

THE JI-HAS

JI-HASSA

The Coastal inhabitants and villagers of the southern continent.   They are the vast majority of the Ji-Has people, but they live in the shadow of the urban and cultured Ji-Hassam and the Romantic Ji-Hassid nomads.    This said, they are a strong force behind the spread of their dualist religion.   The most fervent of believers, they distrust all Caldensians and foreigners.   

PHYSICAL CHARACTER

Build:  Short and of medium build, they men weigh  about 170 lbs, the women close to 100 lbs.

Coloring:  Like their neighbors they are dark skinned, usually light browns though some can be quite dark.    Their hair is black, though often tinted with henna to a reddish hue, while their eyes are brown to black.

Endurance:    Average.

Height:    Average height they stand about 6’0 for men and 5’5 for women.

Lifespan:  60-80 years.

Resistance:  Average, though more heat tolerant than most outlanders.

Special Abilities:  

 

CULTURE

Clothing and Decoration:   

Arms and Weapons: 

Fears and Inabilities: 

Lifestyle: 

Marriage Pattern: 

Religion: A dualist faith of all Ji - Hassa.   Less astrology that there city brethren, they favor mystical ascetics and dervishes as spiritual leaders.   They believe that death opens the way to paradise, but that purification of the body, ritual cremation is required.   They also espouse the teachings of the Four, the most holy of saints.

 

Funeral Practices:

Demeanor:    

Language:  The Ji-Hassa speak the same common language of Ji-Hassan as other brethren, the Ji-Hassid and Ji-Hassam.  Migrating from the south, the Ji-Hassa have adapted from a nomadic life to coastal and village life.  Ji-Hassan  has its own alphabet known for its flowing script.  Some have said that it the writing may have been borrowed from some Elfin traveler before the northern migration.  But they are only similar in style not in shape or design.  Ji-Hassan (Lv 5) and some may have Allemanni-Umbaric (2), Pahna (1).

Magic, Priest, ect: 

Common Impressions:  

 

THE JI-HASSID

                The desert nomads of the southern continent, they were the first of their kind to migrate north into the former lands of the God-King.   They inhabit the rocky and sandy waste between the southern cities, from the Jewel Cities west to Tyrolach.   It is believed that all Ji-Hassa were nomads like the Ji-Hassid, and the later's attitude would have you believe that they are the true peoples of Ji,

PHYSICAL CHARACTER

Build:   Most are small and wiry weighing 140 lbs for men and 100, for women.

Coloring:   Light to dark brown skin, darker due to the sun.  Black curly hair and very dark brown eyes.

Endurance:  Great in hot climates (+5%), but do poorly in the cold (-5%).

Height:     Males about 5’6”, females 5’0”.

Lifespan:  70-80 years

Resistance:      +10% vs. heat and fire attacks,  -10% vs. cold.

Special Abilities:   Living in the desert has attuned their eye to bright light and sun.  Great riders of both horse and camel (+5%).

CULTURE

Clothing and Decoration:    Long robes of white, brown and black are their practical wear.  Ceremonial dress is much more ornate often of red purple, blue and gold..  Caftans cover the head and long headdresses for the women.  Both sexes favor wearing their wealth in jewelry.

Arms and Weapons:  Long curved blades of Scimitar, Tulwar and Great Scimitar.  Curved daggers, Kantar, pear and lance.  The horn built composite bow is often fired from horseback.  Armor is light, though some wear a chain shirt, nothing and a conical helm.  Small buckler shields.

Fears and Inabilities:   None, except uncomfortable around lots of water.   They also respect and fear the Pahna.

Lifestyle:   Strong bonds exist between families and clans up to four spaces removed.   Tribal chieftains unite the clans.  Women are kept apart from the men in the daily life, tending the hearth and camp, while the men watch over the livestock and hunt.  Slavery is tolerated but very expensive.

Marriage Pattern:  Men can have several wives but cost of bride price is always high.  Lineage though the male line, daughters are sold into marriage early.

Religion: A simpler version of the dualist faith of all Ji - Hassa.   Less astrology that there city brethren, they favor mystical ascetics and dervishes as spiritual leaders.   They believe that death opens the way to paradise, but that purification of the body, ritual cremation is required.   They also espouse the teachings of the Four, the most holy of saints.

Demeanor:   Passionate, fiery, with hot tempers, they balance it with a strong sense of honor.  Tricks and pranks are a big part of daily life, as the land is so harsh.

Language:  Ji-Hassan (5) a fairly literate people.  Allemanni-Umbaric (2), Pahna (2).

Magic, Priest, ect:   Essence users are elemental MAGICIANS and ILLUSIONIST, NECROMANCES and WITCHES are the hybrids.   Ascetics and Dervishes (MYSTIC/CLERIC) are the channelers.

 

THE JI-HASSAM

 

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

THE KELMI

                They were one of the three Llynerian tribal nations that crossed into Vestlon during the Age of Migration.  The Kelmi have adopted the short horse of the S'Kree Nomads.   As a result their culture has become one that blends the spiritual sensibilities of the Llynerian with the nomad's love of his steed.  

 

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:  Ji-Hassan (Lv 5) and some may have Allemanni-Umbaric (3).

Magic, Priest, ect:

 

 

KOMPARIT

This  unusual race lived along the northern coast of the Dunrach.  The expansion of the Allemanni, forced them into the Praggu Marsh, where they are still found.   Other than living in a most inhospitable place, they are most known for their Healing Arts.    They are EMPATH HEALERS, by transferring the wound and illness to themselves, they then have the ability to heal themselves.    A very self-sacrificing practice, they were once very common healers throughout the Allemanni Empire and the following dark ages.  The Kompari’s reluctance to embrace the Caldensian faith, has limited their role in the High Empire.

PHYSICAL CHARACTER

Build:   The Kompari are very thin, men weigh 175 lbs, and the females 140 lbs.

Coloring:   They are very  pale, almost waxy in complexion.  Their hair is thin and pale, most men are bald.

Endurance: Exceptional, they are +10 to CON.

Height: Very Tall, the men average 6’4” and the women 6’2”.

Lifespan:   They are long lived, 80-100 yr.

Resistance:   Very resistance vs. disease.

Special Abilities:  See above for EMPATH HEALING.

 

CULTURE

Clothing and Decoration:   In the past their distinctive gray robes set their healers apart from others, today they wear more somber versions of the styles of the High Empire.  Still favoring gray,  the Komparit shun all ornamentation.  

Arms and Weapons:   Few Komparit can bear to use any form of weapon.   They have been known to use quarterstaffs and walking stick to defend themselves but even this would distress an empathic healer.

Fears and Inabilities:   The Komparit only fear violence or any assault on their senses.

Lifestyle:  They live in isolated family groups along the coast of the Dunrach.   A few are craftsmen, but most tend small plots, which they live off of as vegetarians.

Marriage Pattern:   They are monogamous with the line passing through either mother or father.

Religion: Ignored by the Church, they are considered Caldensian but the many Dalnist rituals and superstitions observed leads one to wonder how far they follow the Prophet.

Funeral Rites:  They shun any cremation, preferring burial in the ground with only a shroud.

Demeanor:  

Language:

Magic, Priest, ect:

 

THE LLYNERIANS  (Gali pl.  Gal sing.)

 

                These “Barbarians” have an intense culture, rich with art and music.  It is said that every Llynerian is a poet, and the musically of their language makes this easy to believe.  Both fierce in battle and steeped in romantics and mysticism, these people blend the best of barbarian and civilized culture.   Their long connection with the ancient elves has done more than enrich their folklore.  Language, music and magic all contain Elvin elements.   Even some of the inhabitants themselves, especially the royal families of the Kingdom of Blath Na Uisce have Eldar blood.

                The Gali are divided into High and Low Llynerians, this division is based on language and level of culture.  The Eight Kingdoms are ruled by High Llynerians, and except for the three most northern ones, inhabited by them. 

                The Llynerians moved into the realm of Galdor after the Great War, displacing the few Elves who survived and remained in the broken kingdom.  It has been suggested that they once inhabited the coast of the Beryl sea, and they do share some of the mystical elements with the horsemen who still ride those plains. For hundreds of years there was a steady encroachment by these eastern barbarians.   With each wave of human settlers the Galdorans removed themselves deeper into their realm, eventually passing into the shadow realms of faerie.

                The scattered clans prospered in the rich lands left by the Galdorans, the stronger clans formed kingdoms.  The original ten realms were united by the Ard Ri’ Llynerihcs or in Allemanni the High King Llynerius.  Hence the peoples name.

 

HIGH LLYNERIAN

                The most cultured of the Llynerians, the High clans inhabit

PHYSICAL CHARACTER

Build:   Average to stocky build.  Men are about 180 lbs, women are 130 lbs.

Coloring:   Fair skin is universal.  Their hair tends to be black or red with some dark brown and a few blondes.

Endurance:  Average.

Height:  They are average height, around 6’0”, 5’5” for women.

Lifespan:  60- 85 years.

Resistance:  Average.  Contact with the Elves enriched their magic making them more susceptible to magic ( -5% on magic RR).

Special Abilities:   Their increased openness to magic makes them have a 2% chance of spell ability.

 

CULTURE

Clothing and Decoration:  The cut of the clothes varies per realm, but most favor woolens and some fine linen.  Plaid patterns are almost universal, each clan havinbg their favorites.   Women wear long skirts, and men favor knee length kilts that can be used as cloaks against the rainy weather.  In the north men wear leggings.    The universal decoration is the torque, a necklace of twisted gold worn by men and women.   Slaves do not wear these items.   Pins, combs and bracelets are also worn by most.  All crafted items are very ornate with abstract organic designs, reminiscent of Elvin relics.

Arms and Weapons:   Iron and bronze weapons are found all over.   The favored blades are the “barbarian” long sword, the seax, and the Claymore ( a two handed weapon).   Battleaxes and clubs are also common.   Most also use the broad headed boar spear, except in Blath na Uisce, where the long and narrow bladed grass spear is used.    Little calvery is used, most riders will dismount before they attack.. Short bows and javelins make up the missiles.  Siege weapons not used as they are “dishonorable”.

Fears and Inabilities:  Very Superstitious, afraid of spirits, ghost, and loss of the soul.   They give a wide berth to Elvin sites.   Honor rules the Llynerian psyche, its loss is the highest failure.

Lifestyle:  Most live among isolated farmsteads and settlements.  TUATHS or clans unite these extended families.  Several Tuaths form a RUIRECH or  Kingdom, which unite again to create the Greater Kingdoms or COICEDAHS.   The ARD RI or High King rules over the eight Coicedahs. The five social classes are: Royalty (Coicedahs and Ruirechs), the Nobility (Tuath chiefs), the Aes Dana (Druids, Bards, and Scholars), Freemen, and thralls or slaves.

                Most people farm and/or work as craftsmen.  The artisans of the Eight Kingdoms are known all over Kemen for their skill and designs.   Poetry  and music play a major role in society.  Women are treated almost equally and are known to follow their men into battle.

Marriage Pattern: Monogamous, the line is traced through either male or female parent, depending upon rank.  Fosterage is very common, adding to the social ranking.

Religion:  Druidism dominates the eight Coicedahs.   This faith mixes a shaman/animist tradition with the religious orthodoxy of a priest class.   The family usually handles birth, wedding and burial rituals with the Druids involved in naming and community rites.   Reincarnation and the transcendence of the soul are strong beliefs.   The Druid performs divinations, purifications. and beseeches the gods and spirits for their blessings.

                Caldensian is slowly spreading through the land.  The Kingdom of Brefnei is primarily Caldensian, as are many Llynerians who live in the Paladyne and the Republic of Eye.

                The Bards have introduced a myth system based on the “elder gods”, loosely based on the Galdoran lords who ruled in the early days.    These myths are popular among the people, and even the Druids have had to include these gods into their rituals.

Demeanor:   Boasting, prideful, arrogant, emotional, passionate, fearless and poetic.  Even otherworldly can be used to describe the Llynerians.   They are led by their beliefs in myth and the spirits not by fear of death. 

Language:   High Llynerian has a northern and southern dialect, but both are very close.  Low Llynerian dialects vary from tribe to tribe. High Llynerian (Lv 4), Low Llynerian (Lv 2), Galdor (Lv 1).   The system of Writing is called the Ogam, which requires its own course of study.

Magic, Priest, ect...:  Spell casters belong to the AES DANA.   Priest are DRUIDS.  There are also  Brethem the judges (RUNEMASTERS),  Bairds (BARDS), Filids (SEERS), Guiddont (Women warrior mages), and Gwrach (WITCHES).

 

LOW LLYNERIAN

                These tribal people live in family units and even large clans on both sides of the Ceoltric Sea.  They are the barbarian brethren of their more organized kin in the Coecedahs.    Most are nomadic hunters and gatherers, though some have settled into farming.     Very fierce and frightening, they capture the imagination of the Allemanni in their descriptions of all Llynerians.  

CULTURE

Clothing and Decoration:    Rough wool and leathers.  Hides are common in the winter among the northern tribes.   Ornamentation is not as fine, but plundered jewelry and items traded for can make a chief look grand.   They often practice ritual scarring  and ornate tattoos.  Their hair is treated to spike up or even bleached white.  In battle they can appear very frightening.

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:  Low Llynerian Clan Dialiect (Lv 4), Low Llynerian (Lv 3), High Llynerian (Lv 2), Galdor (Lv 1). 

Magic, Priest, ect:

 

THE MELDARI

PHYSICAL CHARACTER

Build:  Short and Stocky, the men weigh 1

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

THE KNOANI

PHYSICAL CHARACTER

Build:  They are slightly smaller in stature than their Llynerian cousins.  Men average about 170 lbs and the women are closer to 110 lbs.

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

 

 

THE NORTHERN HORSETRIBES

(The HWODAR, The DAENLUN, The MURGRETT…)

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

THE PAHNA

The Black Demons of the Anvil, the hard high desert above Tyrolach.   While this is their ancestral home, many groups live a nomadic life traveling through out the southern desert.   Little is known about where these people came from, they claim to  have been born in The Void, another realm or reality.  If this is true, then they came to this land when the place was new, for they are mentioned in the early legends of the Elves.   The Pahna live by fighting, as masters of all forms of combat the sell their services as mercenaries and assassins.  Few hire them, for they are considered relentless and everyone remembers their destruction of the God-Kingdom.   Some slight, no longer remembered drew all of the Pahna to the land of Shoktar where they crept into the Heavenly City, and killed all of the Royal family and left with no one the wiser.   (The Royal Family of Shoktar numbered several thousand)

PHYSICAL CHARACTER

Build:  They are medium build, but very firm.   Weighing about 190 lbs for men and 160 lbs for women.

Coloring:  Their skin is black as night, almost blue in tint instead of a dark brown.   Their catlike eyes are golden.

Endurance:  Unmatched.

Height:  They are tall at 6’4” and 6’2”.

Lifespan:  They are very long-lived. Since the thirst for battle kills so many early, the war caste averages 35 and the priest 150 years.

Resistance:  Resistant to heat, disease, and mind attacks.

Special Abilities:

CULTURE

Clothing and Decoration:   The Pahna wear colors to match their caste.  The colors are Gold for Priest, Blue for family and black for Warrior.   Most wear a loose fitting pair of pants, a solid tunic and a shako and cloak/robe.   They manufacture and wear no ornaments.

Arms and Weapons:  All arms are open to the Pahna, though they favor a slightly curved long sword and dagger combo.  They also use various sticks and staffs, and a long bone backed bow that pulls like a long bow.    They never sell weapons and those found in outsider hands were collected from the dead in battle, a very hard thing to do.  They also wear only basic leather armor and do not use shields except versus missiles.   In unarmed combat they are unmatched.

Fears and Inabilities:  They fear nothing, not even a dragon or demon; both they have been known to bring down.

Lifestyle:  Pahna society is divided into three castes: Priest, Warrior, and Family. The caste a professional clan is paramount not blood.

Marriage Pattern: Not really known.   It appears all children are raised by the Blue caste, even those born in the other classes.   Lineage passes more through the teacher of the child than through parents.

Religion:  They worship the Void, the Nothing from which the born and to which they return.  Called SHONJIR, it molds all of their culture, though not well understood by outsiders.

Demeanor:     Quiet, pitiless, and unreadable.  What goes on inside in unknown.    They seem to take great joy in battle and honing their skills.  They also seem to enjoy the company of one another where they play a knife tossing game called “Shonjir”.

Language:  Their tongue is not like any other known.

Magic, Priest, ect:  Their Priest caste seems to be a METALISM class.   They do not show any ability for the other two realms.

 

 

ROBEENA

They are a rough Barbarian people who live north of the high empire.   They live in small clans scattered from the marshy coast of the Ceoltric Sea as far west as Ered Rowen.    They are hunter-gatherers and herders.  Few use horses in contrast to the S’Krey Horsemen who share some of the same area.

PHYSICAL CHARACTER

Build:   Big and broad in the back.

Coloring:  They are ruddy completed, with hair ranging from blond to dark brown.   They wear their hair

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

 

THE SKYANS

PHYSICAL CHARACTER

Build:  Tall and strong.  They average 225 lbs for men and 150 lbs for women.

Coloring:  Fair and ruddy complicated.  Their hair is usually gold and red.   The "Red Skyans" of Grovna come from clans where this feature predominates.  Their eyes are always blue or gray.

Endurance:   Very strong.   The harsh conditions of the northern seas breeds a tough people. 

Height:   Tall, men are about 6'5 and women are 5'10.

Lifespan:  Their harsh and violent life keeps lifespan short.   Otherwise 60-75 max.

Resistance:   Very resistant to the elements, and +5% vs. cold.

Special Abilities:   Skilled sailors and explorers in  their fine long ships.  They are strong swimmers and weak horsemen.

CULTURE

Clothing and Decoration:   Linen and/or woolen shirts with medium length pants or leggings. They favor strong primary colors for their cloaks.  Fur is necessary in winter months and fur trimming for nobles year round.   Women wear long skirts and do fine needlework during the winters.

Arms and Weapons:    They love the battle-axe.  Throwing axes come in second.   Swords, spears, and short bows fill out the army.  Most weapons average unless from the Dwarves or Elves of Edehldor and Lamon.

Fears and Inabilities:  They do not fear death just dishonor and dying of old age.  They believe their bodies should remain whole or they cannot enter the mead halls of the gods.

Lifestyle:  Violent.   Skyan society is a crazy quilt of clans and rivalries.  Rarely united except in war, they will come together for raids.  Personal feuds are the norm, thus the need for the Wergeld or the "Blood Money" system.   Most Skyans live on isolated farms where they raise animals, a few crops, and most often hunt in the sea or the forest. The terrain of fjords and lakes makes their lands difficult to travel through.

Marriage Pattern:  Monogamous, the line is passed through the father.  Their patranoms are based on their father and follow the "-son" and "-doter" forms.

Religion:   They worship a pantheon of gods.  Wooten "all father", Thor "Storm god", Frey, Fryse, Baldor, Sith, and many others.   Most strongholds will have a priest who watches the sacred circle of carved totems that represent these gods.   They feel that the gods either ignore man or try him endlessly.  Most of all they believe in the "Wyrds" or fate.  This actually is their highest order, controlling even the gods.   The believe wisdom comes from the "Wyrm" a dragon the makes up reality.  The "Whythe" are the forces of darkness and destruction, which too control the gods. (Think entropy).

Demeanor:   Boastful, loud and brave.  These traits lie at the core of the Skyan being.  

Language: There is some Elvin in their vocabulary as well from contacts with Edheldor.  Normally Skyan is an oral tradtion.  However, the few educated members of the culture use runes called the Futhark.   Skyan (Lv 5/4 ), Valonese (2), Grovnan (Lv 4), Hohemanni (Lv 2), Sindar (1) Khazud (Lv 1).

Magic, Priest, ect:    Magic is often tied to the fates or to battle.  Or both.  Skyan mages are usually Magicians, Runemages, Alchemist, Seers, and Skalds (Essence Bards),  Priest are a Sorcerer/Cleric mix.  The touch of the Whythe.

Common Impressions:   Brutal and Barbaric.

 

SUDD

                This Barbarian people inhabit the eastern slopes of Ered Romen or the Red Towers north of the Plains of S’Kree.   The twenty-six tribes of the Sudd range across much of the north.   Recently, they have become more closely tied to the theocracy of the Moredon Protectorate.    These tribes vary from a few hundred to over a thousand members.   Originally, from Llynerian stock, they were a part of the Northern passage of "Gals" who traveled to the north into the former Galdor region.  Unlike their brethern who settled the former Elvin lands, the Sudd along with the Noan and the Kelmi made their way along the northern shores of the Ceoltric Sea into Vestlon.  While the Noan settled along the coast near the Plains of Kuldi, the Kelmi and Sudd moved south and west.   The legendary Kelerynn led these migrations.   The Sudd traditionally meet annually at a tribal "moot" held  at the burial and tribal center of Khushan.  This is the one place never claimed by any one tribe and defended by all the tribes from invaders and treasure seekers.

 

PHYSICAL CHARACTER

Build:  Stocky and strong.   Weigh 190 for men and 150 lbs for women.

Coloring:  They are ruddy complicated.  Brown hair is worn long and the men are very hairy in the face.

Endurance:  Very good, they can run all day. 

Height:  They are average, standing at 5’8” and 5”0 respectively.

Lifespan:   50-65 years.

Resistance: Very resistant to the weather.

Special Abilities:  Keen trackers and hunters.  They shun the horse except as a beast of burden.

 

CULTURE

Clothing and Decoration:  Rough leathers and furs are the primary costume.  Both men and women wear pants and big shirts.   Head coverings are usually animal images.

Arms and Weapons: They use crude wood and stone weapons, or traded iron ones.  No armor but shields.

Fears and Inabilities:   They dislike horses and will hamstring them in battle.  The Horsetribes hunt the Sudd for sport sometimes.

Lifestyle:   Tribal communities made up of 6-12 families.

Marriage Pattern: Monogamous, maternal line.

Religion:  Shamanistic.

Funeral Rites:

Demeanor:  

Language:

Magic, Priest, ect:

 

THE TYR CORSAIRS

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Demeanor:  

Language:

Magic, Priest, ect:

 

 

VALONESE (see Allemanni Peoples)

PHYSICAL CHARACTER

Build:  Tall and strong.  They average 225 lbs for men and 150 lbs for women.

Coloring:  Fair and ruddy complicated.  Their hair is usually blonde to a golden brown.   Their eyes are always blue or gray.

Endurance:   Very strong.   They can ride for hours, it is said that the Valonese can ride before they can walk.

Height:   Tall, men are about 6'5 and women are 5'10.

Lifespan:    About 75 years, since many are warriors, life spans are considerably shorter.

Resistance: Slightly more resistant to disease and poisons, as well as bad weather.

Special Abilities:  none.

 

CULTURE

Clothing and Decoration: They favor strong primary colors.  Blues, reds and greens are all popular.  Men wear pants or leggings and short tunics over linen shirts. 

Arms and Weapons:  All chivalric arms, especially the axe and sword.   Bow and lance are common as well.  Chainmail and leather are common. Just now some plate re enforced armor has arrived from the crusades.  While very traditional, they always keep up when it comes to warfare.

Fears and Inabilities:   They fear the forces of darkness, which for them includes all demons, faeries, infidels, heretics and almost everybody else.   They also fear magic and can be quite superstitious about it, preferring to trust in good steel and skill.

Lifestyle: Militaristic.   They live in a feudal culture that trains men from infancy in combat.  They love the world of Chivalry and are its greatest practitioners.  OF course they do this like their religion at an extreme.  The economy is feudal centered on the various fiefs.  Some freeholders work the land and provide Yeomen support but serfs tend most of the land.  Women may be involved in the business of the fiefs, but little respect is shown toward them by Valonese society.

Marriage Pattern:   Monogamous.  The line is passed down through the father.  Women actually have little clout and are seen a sources for the never-ending supply of boys that keeps the Valonese war machine supplied.    Bastards are more accepted than in the rest of the Empire, though they do not take the father's surname they do use his patronymic.

Religion:  Very Orthodox Caldensian.  They have changed their forefathers' love of a glorious death in battle for a glorious death for the faith.    Martyr Priest and zealous Crusaders arise from this fertile ground.    Other than this little is carried over from their pagan days.  They are also the most iconoclastic of the Caldensians, and one will never see a saint's icon in this northern land.   They revere symbols of the saints but not images.  There is a small group of Cultist that worship the “Three Daughters of Winter” a cruel group of gods held over from their pagan days.

Demeanor:  Loud, Boisterous and very religious.  They hold honor as the highest virtue, especially that found in war.

Language:  Valonese is a mix of Skyan and Allemanni.  While they diverged from the northern tribes early on, there are still many similarities.   Some Highland words appear due to proximity to this region.  Valonese (Lv 5), Skyan (Lv 2), Armeniak (Lv 1), and all other Allemanni Dialects (Lv 1).

Magic, Priest, ect:  CHANNELERS and ESSENCE USERS.  

 

VEHDACKS

They are a dark-skinned race from the far east.  They often travel with the Arrissians.

PHYSICAL CHARACTER

Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

CULTURE

Clothing and Decoration:

Arms and Weapons:

Fears and Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

Funeral Rites:

Demeanor:  

Language:

Magic, Priest, ect: