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HUMAN

Civilised Human (Light)

Keywords (Three): Ancient Greek, Roman, Persian, Thracian, Victorian-period, Industrial Revolution, Napoleonic, Regency
Keywords (Maesian): Saxon, Norse, Viking, Ancient Scandinavian
Keywords (Dacian): Byzantium, Babylonian, Bedouin, Desert tribes, Sahara, Syrian, Acadian, Ancient Egyptian
Keywords (Entu): Tribal African, Khwe, Baka, Xhosa, Zulu
Alignment: These Human types are Light. However, you can choose to be from these countries and still make Dark characters – these are just mostly Light.

Appearance: As Humans usually look. As Humans have already gone through an Industrial Revolution and are fast approaching such a time again, waistcoats, jackets and similar are suggested more males, whereas for females it is suggested corsets, empire-line dresses and such. Dacians typically have the golden skin of a Middle-eastern whereas Entumen have much darker skin.

Regions: Civilised Humans from Thracia, Illyria, Macedonia, Getae, Dacia and Maesia.

Society: The countries of Thracia, Illyria, Macedonia and Maesia form a conglomerate country known as the ‘Three’. The Three is the most advanced technological-wise out of all the Human countries and it willingly accepts Dwarrow and Trolls, who usually choose to settle in the Three and become Light aligned. The Three has close connections with the Halflings, Hob and the Sithi. The Three, like our society has an upper class, a middle class and a lower class, though the gap between lower class and upper class is much wider. It has the most stable economy of the Human lands, and even provides wide tuition for those that follow its laws – it does this by dividing areas of study Guilds. Guilds are open to all and usually charge a membership fee. However, the Three is disadvantaged to an extent because of the Articles of Industry that ban the use of technology powered by Human hands, fire, steam or the Fae.
Dacia is now allied with the Three after centuries of long struggles, usually for control of waters and exploration. It is a country of deserts, and the people there normally typically sleep at day and move at night. There are two main factions in Dacia: the Rishidhun who travel about as nomads and follow the Old Religion and those of the Khandish that follow S’kor and prefer to stay in cities that draw upon vast water reservoirs underground. The Rishidhun and the Khandish typically engage each other in skirmishes over control of the water – a situation that the Three refuses to intervene in and thus it maintains friendship with both sides of the argument.
The Entumen come for Getae and are a tribal culture that is quite advanced despite the barriers placed on them because if the swamps that cover Getae from side to side. Their huts tend to be made on stilts so that when the Wet comes they will not be washed away. Entu are not generally nomadic, though it can takes days to hunt for food in the swamps. Entumen tribes operate a ‘caste’ system: builders, hunters, farmers, trappers, each given a social ranking via their deeds and their importance to the tribe.

Government: The Three is governed in two steps: the Senate and Parliament. Parliament is made of representatives of the people and of the Guilds, and they influence and pass laws. Senate is a closed council of guild-leaders and elected Members of Parliament, no more than six – they are the ones that actually govern overall.
Dacia has not formal government for the Rishidhun as each tribe is independent, though each tribe will staunchly follow the Rules of the Sand. For the Khandish there is the Church of the First Fire, from which the Cult of S’kor is controlled.
Entu have no formal government and each tribe is independent.

Religion: The official religion of the Three is the Church of Six, though a few still follow the Seven-As-One which has a much stronger following in Illyria.
Maesians follow the Maesiangods.
There are two main religions of Dacia: the Old Religion and the Cult of S’Kor.
Enumen believe in the Dream Gods, though it is not often this is described as an organised religion.

Technology: The Three has developed far enough to have made clockwork technology – it is not unknown for pocket watches and the like to be found on a member of the Three – though Maesians distrust clockwork and advanced technology of all forms. The Three has gone so far as to have developed clockwork weaponry. Consider it in a Victorian age.
Dacia is just emerging into a Renaissance, because of the sectarian conflicts, though it imports much technology from the Thracian continent.
Getae is also moving into a Renaissance, though it does so reluctantly. They understand clockwork and much technology but have shunned it for a long time because of the devastation wrought during the Guild War 2,500 years ago. Some Entu have immigrated to the Thracian continent for the freedom of the wild, dangerous swamps of the Getae continent.

Names: Thracian names are typically Thracian and Byzantine sounding. Illyrian names tend to sound like ancient Greek names. Macedonian names tend to sound like ancient Roman names. Entumen names tend to be Phoenician and Carpathian sounding. Dacian names tend to sound Assyrian and Persian. Maesian names are typically Nordic.
Languages: Common (Light). Dacians also speak Dacian and Entu also speak Entu.
Ages: Human can be a maximum of 60 years old.
Natural Resistance: None.
Min Phys Rep: Late 18th Century to Victorian age clothing for Thracians, Macedonians and Illyrians.
For Maesians, simple tunics of Saxon style is appropriate – their fashion has never been a major part of their society.
For Entu from Getae use tribal African clothing styles.
Dacians will often look like any of the real-world desert tribes with strong mixes of Persian and Ancient Egyptian cultures – Bedouin is a good starting point.

Bonuses: Humans have a total of 25 points to generate from, not the usual 20. Once they achieve a minimum of 3 skills in a given skill area they gain a -1 to further skills in that area.
Racial Penalties or Restrictions: Humans cannot take Natural Armour.

Barbaric Human (Dark)

Keywords: Barbarians, Viking, Beserker, peasant, cave-man
Alignment: These Human types are Dark. However, you can choose to be from these countries and still make Light characters – these are just mostly Dark.

Appearance: As Humans usually look. Humans from Infernum (Infernia) are poor people, and their clothing is often stained and shabby. First Men would dress typically like a Saxon.

Regions: First Men Humans come from the Northron Wastes. Infernia come for deep Infernum.

Society: First Men also operate out of tribes, like Maesians, but groups of tribes are lead together rather than over a given area of land. Each First Man tribe group is dedicated to one of the gods of the Old Ways and each god has a Law associated with it. An example might be Aegir, the god of the oceans has the Law of Iron which states that a man can only have what he takes from another – called ‘paying the iron price’. Like Maesians, First Men that perform great deeds gain a title that they are called by in common parlance: “the Reaper”; “Shieldbreaker”; “Four Toes” – such warriors are often feared and are seen as great heroes. The First Men tribes all try desperately to please the gods for those First Men that are weak are often quickly taken by the ‘Norn’ – this is where the name Norn comes from, the ‘deciders of fate’. For this reason, crippled or weak young are often sacrificed early to spare the Norn taking them later in life (as well as the rest of the family that resides with them and encourages weakness). Not all physical deformity is a weakness and some tribes encourage those less able physically to take up magickal arts to allow their survival. The other time the Norn come is when a tribe disobeys the gods or suffers from hubris – for then the ‘Valkyr’ come, pale slayers that choose and take the bodies of the slain after slaughtering a whole village – taking of perhaps the weakest or perhaps the strongest, never to be seen or heard of again.
Many of the Humans from Infernum in recent years have taken to worship ‘The Deep’, said to be ancient spirit of the forest. A few have turned to the Shadow Lord, and others yet to the Darkened One. All three types are like to wear dark colours and paint visible skin in finger and hand markings of black or dark or even bloody pigments. It is not entirely unknown for the Infernia to eat the dead – even raw- from which they never seen to suffer any affliction.

Government: First Men tribes are lead by Law Speakers that teach the Old Ways, by Karls and Kinekarls that rally the troops and by tribal chieftains. It’s quite common for tribes for a similar Law or god to join together and choose a king (or they take the position) over the tribal band – ‘Aegir’s Hand’ or ‘the Iron King’. It’s also therefore not entirely uncommon for tribes to fight each other to prove their strength and capture families of a tribe might well be turned into slaves or converted to the new Law – though all First Men accept that the god of their tribe is not the One True God.

Religion: The official religion of the First Men is the Old Ways, whereas the religion of the Infernia is that of The Other, in all its various guises and names.

Technology: Of both types of Human their technology tends to be extremely primitive. For the First Men, mostly because the Norn keep them there and for the Infernia mainly because they are very primitive because of their broken, crazed minds. As such, for both types their technological level is at something approaching the end of the Dark Ages. They might end up with technology from the other lands, but it quickly crumbles without the knowledge to maintain it – except by the artificers of the Arc Grid.

Names: First Men names sound Saxon or Norse. Infernia names can come from all over the world, though they’re often too crazed to speak much.
Languages: Common (Dark). Some Infernia might speak Common (Light) instead – many will often only know a few words of either.
Ages: Human can be a maximum of 60 years old.
Natural Resistance: None.
Min Phys Rep: Nordic style clothing (First Men) or ragged and stained clothing (Infernia).

Bonuses: Humans have a total of 25 points to generate from, not the usual 20. Once they achieve a minimum of 3 skills in a given skill area they gain a -1 to further skills in that area.
Racial Penalties or Restrictions: Humans cannot take Natural Armour. Both First Men and Infernia are restricted technological-wise and all clock-work weaponry must first pass a check by C&C.

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011