Humans

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Revision as of 04:21, 28 June 2007 by Blottonoir (talk) (Triadus)
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Humans are not natives of Gaeis and were not created by the Eshu. Two millennia ago the founders of the human bloodlines walked through a portal onto Gaeis and have called it home ever since. Most humans (unless they are an extremely rare Porter or bastard child) are related somehow to one of these eleven bloodlines of Prias, though the purity of the bloodlines has thinned considerably, of course. Humans do not have nearly as strong a tie to the land as the other races and are free to move around and adapt to different regions as they wish. They are sturdy, diverse and numerous as a people. The eleven bloodlines spread, as humans are wont to do, over the entirety of Gaeis' breadth and established or settled in what are now known as the Thirteen Nations: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Azaza, Donya, and Te'Nebra. It is not uncommon for a human to use the name of a nation, or a derivitive, as a middle name.

Nations

Triadus

The house of Triadus is synonymous with the blood of dragons, and by extention, with magic. Triadans are all very well versed in the arcane, if they aren’t magi at all. They are some of the most excellent magi in all the world of Gaeis. The large portion of the human stock marked and chosen to be magi comes from this area and as such, they esteem themselves very highly in that regard.

Appearance: Triadans vary greatly in their features as many ex-students of the magic school settle in the area. This brings a constant presence of other cultures into at least part of the country. Triadan skin tone ranges from fair-skinned in the north to an olive tone in the south, typically with brown hair. Triadans of all walks of life wear long garments: coats with tails, dresses down to the ankle, straight-hanging robes, long, divided riding coats. In honor of the Cloaks that the magi receive, most commoners abstain from wearing them, though robes are commonplace. On the southern spur of the Triadan peninsula, where it is warmest, this style persists, though with much thinner, looser fabrics than in the north, and the styles are usually worn with low necklines or open shirts.

Personality: Triadans come from a land where magi are respected and admired. They tend to look upon citizens of other nations as misguided and simple.

Society: In Triadus, those who are born with the Mark are the most respected members of society. Even those who do not perform well in the Colleges are given a wide berth and a good measure of respect, simply for having the Mark.

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Auspicious Occupations: Archmagi, Professor, Teacher, Magi, Alchemist, Apothecary, Smiths, Seekers.

Solossans

The Solossans are known by few, for they are a quiet and unobtrusive people. They are a fairer race, having mostly dark hair and pale complexions. The Solossans are devoted to the study of the stars, suns and moons: Astronomy and Astrology. They are a very tightly knit bloodline, relying heavily on the concepts of fraternity and liberty and have suffered persecution at the hands of the Jargans for a many years.

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  • Economy: Glass.
  • Auspicious Occupations: Glassblower, Astrologer, Astronomer, Cartographer.

Jeridi

Jeridon is the self-declared "house of light." The Jargans are an overwhelmingly oppressive people that believe that might makes right. They wage an eons-old war with the Solossans,with whom they share a border in the north and see them as inferior and bothersome. Jargans are blonde haired, blue eyed; tall and proud. Many of them claim to be descendants of the first kingdom of Prias, but these claims may be unfounded.

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  • Economy: Candles and lanterns.
  • Auspicious Occupations: Judge, Executioner, Militia.

Da'kori

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  • Auspicious Occupations: Tribal Chieftain, Totemic Shaman.

Halvmiri

The people of Halvmir are a nearly extinct house, constantly in hiding and perpetually on the run. They have no real homeland and no real alliances besides those that might keep them alive. They are hunted by an unknown predator. Someone or something wishes them all dead, though whom and for what reason have yet to be found.

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  • Economy: Ex-stonemasons.
  • Auspicious Occupations: Halvmiri do their best to remain non-auspicious.

Queli

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  • Economy: Herbs, Mushrooms, Fruit, Vegetables.
  • Auspicious Occupations: Gardener, Botanist, Diplomat.

The humans of Qaeld made a pact long ago with the Sidhe whose forests bordered their kingdom. They are sly, woodsy folk and know quite a bit about the land. Many if not all of them take Sidhe as a second language.

Rodans

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Egundans

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  • Economy: Fish, Seafood,
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Cadwallers

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  • Economy: Wooden products, furniture,

Donyans

  • Appearance: Donyan law states that no man, woman or child may wear a garment, jewel, or adornment of any color but black, white or grey. Furthermore, all citizens of Donya engage in the dyeing of their hair to black. This ensures that Donyan appearance and dress, while still running the gamut from plain to fancy, is totally bereft of color.
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The practice of hair dyeing is becoming more and more infrequent over the years as fewer and fewer

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  • Economy: Black dye, grey dye and bleaches. Onyx, opals and diamonds are highly sought after by the ruling class, since they are precious and hold no color of their own.
  • Auspicious Occupations: Anything in the Queen's Employ, Tailors/Dressmakers.

Azaza

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Azaza (the word is used to describe both the people and the nation) have skin the color of dark, aged wood and straight, pitch-black hair.

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  • Economy: Potent liquors.

Auspicious Occupations: Shipwrights, Brewers, Cartographers.

Bossi

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Tenebrans

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Some of the best casket and tomb-makers. The Shells seek shells to inhabit.

  • Auspicious occupations: Mortician, Doctor, Scientist, Professor, Gardener.

Powers

On Checks, humans from the following areas gain the following benefits

  • Solossans: +2 Navigation or Knowledge (Astronomy)
  • Da’kori: +2 Vitality or Lore (Wilderness)
  • Halvmiri: +2 Disguise or Hide
  • Triadus: +2 Knowledge (Magic) or Focus
  • Queli: +2 Knowledge (Plants amd Fungi) or Spot
  • Rodans: +2 Negotiate or Discern
  • Egundians: +2 Knowledge (Meteorology) or Swim
  • Cadwallers: +2 Knowledge (Military Tactics) or Athletics
  • Donyans: +2 Seduce or Knowledge (Royalty)
  • Jerids: +2 Intimidate or Knowledge (Chemisty)
  • Azaza: +2 Taunt or Sleight of Hand
  • Bossi: +2 Animal Control or Ride
  • Tenebrans: +2 Knowledge (Medicine) or Disable

The Max Caps for all humans is normal.