![]() |
(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.
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.
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.
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)
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 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).
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.
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.”
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.
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.
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.
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:
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:
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.
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:
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 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.
(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.
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:
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 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 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.
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:
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:
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:
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:
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 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 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.
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:
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.
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:
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:
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.
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: