Difference between revisions of "Humans"

From NsdWiki
Jump to: navigation, search
(Adding races navigation)
Line 1: Line 1:
Humans are not natives of Gaeis and were not created by the EshuTwo 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 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 Regions: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Isles of Norr, 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.
+
Humans are not natives of Gaeis.  Uncounted ages ago the founders of the human bloodlines walked through a portal onto Gaeis and have called it home ever since.  Most humans are either related somehow to one of these original bloodlines, or have walked through a portal to Gaeis from somewhere else.  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 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 Regions: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Isles of Norr, 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==
 
==Nations==

Revision as of 16:19, 28 April 2008

Humans are not natives of Gaeis. Uncounted ages ago the founders of the human bloodlines walked through a portal onto Gaeis and have called it home ever since. Most humans are either related somehow to one of these original bloodlines, or have walked through a portal to Gaeis from somewhere else. 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 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 Regions: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Isles of Norr, 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 the survivors of the days of the Triadan Empire, which fell during their Civil War. Triadans are 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, or not, as some Triadans shun magic in the belief that it was magic which ruined their people.

  • Appearance: Triadans wear long, straight 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 are of two minds: they either love magic or they hate it. Either way, they respect its power. Their nation was torn apart by a Civil War which ended in mass sojourns to other nations, and many of their people went with the magi. The remaining few who stayed to eke out an existence in a land that is volatile and strange are both superstitious and a little odd.
  • Society: The Mark is the source of much debate in Triadus. The question is: will Seekers show up to claim the Marked? Whose Seekers? Is it better to send the child off? Even those who do not perform well in the Colleges are given a wide berth and a good measure of awe and suspicion, simply for having the Mark. If the Mark is detected early enough, the child is sent off to a College of the parents' choosing. Outside of the influence of magi, the Triadans band together for safety. Regardless of outlook, if threatened they will come together, though the vestiges of the ideological warfare which broke the nation apart in the first place is still evident.
  • Auspicious Occupations: Merchants, Militia, Hunter/Gatherers.


Solossans

The Solossans were driven off the Jeridi peninsula many years ago by their militaristic brethren. Whereas the Jeridi have come to embrace the sun as their symbol, the Solssans are bound to the night.

  • Appearance: It is considered a good omen for young persons and teens to develop streaks of grey or silver in their hair. Much Solossan clothing is stitched with a celestial theme. They prefer billowing clothing like robes and poofy dresses. The women wear their hair towered high in strange designs on the top of their head. Their clothes are often made from silks and soft cottons and furs.
  • Personality: Solossans are curious to a fault. They revere ingenuity and creativity in the sciences. They are calculating and logical. They revel in being mysterious and secretive.
  • Society: Solossans subscribe to Astrology. The movement of the stars and heavenly occurences portend omens, both good and bad. Solossan food is always prepared warm, consisting of much fried fish and meat, though they eat no avian creatures. Killing birds is thought to bring bad luck.
  • Auspicious Occupations: Glassblower, Astrologer, Astronomer, Cartographer.

Jeridi

The word Jeridon means "House of Light." They are revered as the world's best chandlers and lantermakers, as well as Alchemists (second only to the Colleges of Magic). The Jeridi wage a (sometimes not-so) cold war with the Solossans, with whom they share a border in the north and see them as inferior and bothersome. Many of them claim to be descendants of the first King Prias, but these claims may be unfounded.

Appearance: Jeridi believe that blonde hair is a mark of good judgment. There has never been a High Judge that was not blonde. Their skin is golden fair. Golden red or blonde hair is most common. They tend to dress in colors of white, yellow and blue. The women prefer pastel colors in their dresses.

Personality: Jeridi are singleminded. They can be extremely determined They are completely convinced of their pureblooded descent from the High King Prias, and of their right to rule in judgment over all nations. Jeridi move with an air of confidence and finality. Indecision and hesitation are not in the Jeridi vocabulary.

Society: Every able young man and woman of an age of 16 or older are eligible for the draft. Military service is highly esteemed amongst the Jeridi, and the notable nobility is compried almost entirely of current or ex-military persons of rank. Judgment on the battlefield, where innocent lives are at stake breeds competent judgment in everyday matters, and so the High Judge and his lessers are always picked from successful generals.

Auspicious Occupations: Judge, Executioner, Militia, Soldier, Candlemaker, Alchemist, Lanternmaker.

Da'kori

The Da'kori walked out of Daerod and into the desert years ago and have lived a semi-nomadic existence ever since. The Wicker Kings dodge and fight Zjenithi slavers, sell their services as warhosts, and raise exotic beasts under the rule of the brutal sun.

  • Appearance: Da'kori live with the sweltering heat and unyielding sun on a daily basis, and so their skin has gone anywhere from a creamy mocha or dusky color to a toasty, burnt umber. The sun has bleached and blonded their hair so that all Da'kori have fair hair: from golden blonde to stark white, even at young ages.
  • Personality: The Da'Kori have a twisted sense of humor. They deal with the prospect of slavery and death on a daily basis and smile grimly when confronted.
  • Society: While the Da'Kori have established gorgeous cities and palaces gilded in gold and ivory, the tribes and Kings continually move about. The cities in Da'kar were established as a respite from this nomadic lifestyle, but they are subject to laws not open to interpretation. No army may enter into a free city. It must be disbanded before any tribal soldier may enter.
  • 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.

  • Appearance:
  • Personality:
  • Society:
  • Auspicious Occupations: Halvmiri do their best to remain non-auspicious.

Queli

  • Appearance: Many Queli possess brilliant red hair. Queli do their best to blend in to the forest and integrate with the native Sidhe. The women and children adorn themselves with crowns of flowers and vines, and most cloaks, clothing and armor is made by attaching many seperate "leaves" of fabric or metal together in a leafy pattern.

Personality: Habitat: Society: All Queli are vegetarian. Adventures: 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

  • Appearance:
  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • Economy:


Egundans

  • Appearance:
  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • Economy: Fish, Seafood,
  • Auspicious Occupations:

Cadwallers

  • Appearance:
  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • 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, as no citizen may rival the Queen in beauty or presence. Furthermore, by royal decree, no citizen may grow their hair in any color but black, and never may it be longer than the Queen's. Because of this, all citizens of Donya engage in the cutting and dyeing of their hair to black, or shaving it completely. This ensures that Donyan appearance and dress, while still running the gamut from plain to fancy, is totally bereft of color.
  • Personality:
  • Habitat:
  • Society:

The practice of hair dyeing is becoming more and more infrequent over the years as fewer and fewer

  • Adventures:
  • 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

  • Appearance:

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.

  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • Economy: Potent liquors.

Auspicious Occupations: Shipwrights, Brewers, Cartographers.

Bossi

  • Appearance:
  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • Economy:
  • Auspicious Occupations:

Tenebrans

  • Appearance:
  • Personality:
  • Habitat:
  • Society:
  • Adventures:
  • Economy:

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.