Dhavaer
2007-04-28, 07:51 AM
Something I hammered out relating to humans in a campaign world. Elves will probably be next.
Humans
Humans are the most numerous of what are generally known as the ‘civilised’ races, although some among the elves and dwarves would argue that their prolific breeding and expansionistic tendencies disqualifies them from this grouping. The vast majority of this race are citizens of the Empire of Albion, which occupies a wide expanse of territory dominated by hills and plains, as well as outposts in more distant locales. Those who are not citizens of the Empire are usually outlaws or descended from outlaws, although there are occasional families who live in the lands of other races, most frequently dwarves and aventi.
Humans are unusual among intelligent races in that they are divided into two distinct phenotypes; the Daikini and the Askar. The origins of the divide are lost to history, except that the Askar originated in the south-west and the Daikini in the north-east. Whether one is a split off from the other, or both from some original race, is unknown. Askar are identifiable by their white skin, Daikini by their red hair. Askar have all colours of hair except red, with black being most common, Daikini have all shades of skin except white, with a dark olive being most common. Oddly, while Askar and Daikini breed perfectly, their colouration does not mix; any child of an Askar/Daikini union will appear to be one or the other. Daikini and Askar have eye colours ranging over the entire spectrum. Both are equally tall, heavy and long-lived.
Most of the Empire’s territory is comfortably temperate, and human clothing reflects this; being covering but not confining. Day to day wear for the commons is generally a pair of trousers or a skirt, cloth shoes and an armless vest held together across the front by cord. Wealthier humans generally wear more durable, comfortable and sometimes more complex clothes, but the general outfit remains mostly the same. Jewellery is quite common, going from a simple carving hung on a cord around the neck to a complex headdress of diamonds and silver wiring. Piercing is something either done a lot or not at all; with most having none and a few, mostly the wealthy, having more jewellery worn pierced than not. Tattooing is available from halfling troupes, although the halflings’ claims that the process is very painful and requires a full anaesthetic make many humans somewhat suspicious of their motives. A more common form of body decoration is scarification. Professionals of this art can be found even in smaller settlements, and it is quite inexpensive. Particular scars are symbols of membership of knightly orders, and these are often extremely complex to discourage forgery.
Humans are not religious in the sense that other races are. This is in part due to the Empire’s unwillingness to allow other organizations to maintain armies, thus greatly limiting the potential power of cults. For the most part, humans have replaced deity-worship with ancestor-worship, praising long-dead heroes. This is particularly common in the cities, where the most popular object of worship is Arcanis, the founder of the Empire. In more rural areas, some humans worship Ehlonna, Heironeius or Olidammara, depending on whether they are closest to elves, dwarves or gnomes respectively. Others have developed a vague animism, praising the sun, the rain and the earth for growing crops. Spirits of animals are often added to this, with cows, sheep and dogs being the most common recipients. Chickens, for some reason, are never honoured with a patron spirit.
The animal most associated with humans is the dog, followed closely by the griffon. Dogs are mostly used, of course, for hunting and guarding, although they are also used by farmers to control other animals such as sheep. Griffons are the archetypal mount for a human warrior, prized for their wings, strength and intelligence. However, the griffons’ hunger for horseflesh means that humans have never been able to successfully integrate equine cavalry into their society, and human-elf relations have many times grown tense after a griffon has snacked on an elf’s favourite mount. More agriculturally, cows, sheep and goats are the most common animals, not including the ubiquitous chicken, several of which are kept in every home even in urban areas. The vast saturation of chickens in human society has led to them being featured in many aphorisms, mostly in reference to their stupidity, tastiness or lack of brawn. It has also, at one point, caused the slaughter of a town when the chickens spontaneously grew to eight feet tall and began to breath poisonous gas, although the Order of the Silver Fist has made assurances that the taint causing the mutations has been wiped out.
Human society is divided into several ‘classes’, most notable among them being the nobles, the merchants, the artisans and the commons. The commons are made up of unskilled labourers and subsistence farmers, and are distinguished by their utter lack of wealth and influence. They do, however, receive at least a basic education in even esoteric subjects, and their living conditions have several times been improved after powerful individuals have risen from their numbers and demanded this of the nobility. As a result, commoners are extremely accepting of those who might otherwise be viewed as heavily armed miscreants, particularly if they show no sign of being from a high social class. Sorcerers are particularly likely to receive this treatment.
Artisans are skilled labourers and artists who have gained a wealthy patron. They have much better lives than commoners, and make enough money that with luck they could reach the ranks of the merchant class. They tend to be more appreciative of the social order, particularly as the commons serve as an example of how much worse things could be, and therefore are often suspicious of those who seem likely to upset things.
Merchants are those who are not noble, but who nonetheless can make a living without physical labour. They include some guildmasters, who are technically part of the artisan class but in practise spend all their time with administrative duties, and traders who move goods around the Empire. Traders are often very wealthy, but most of this wealth is invested in their business dealings. As a result, they are often willing to go to some lengths to protect their businesses, including hiring powerful individuals to trailblaze ahead of their caravans or hunt down bandits. While internally competitive, most merchants take a dim view of those who would rob from their colleagues.
The nobility are the rulers of the Empire, and control most of the means of production. Every mine, farm or sawmill has a noble patron who pays the workers and organises the distribution and transport of its goods. As this does not take nearly as long as producing the goods in the first place, nobles often have a great deal of free time. This time is most frequently spent either in political manoeuvrings or personal training. A great many nobles, particularly those unlikely to inherit anything of value, learn spellcraft or swordplay and join an Imperial Order, or even go adventuring themselves.
Family structure among humans is highly dependant upon social class, although all classes are matrilineal. The typical commons family consists of about half-a-dozen adults, their parents and their children, living in the one house. Houses take a great deal of time and effort to build, so the more people living together, the better.
Artisan families vary quite largely dependant on what exactly is the trade, and the size of the settlement they are located in. In smaller towns without guildhalls, most artisans generally live in the same building as their shop, and so families tend to be smaller, with only two or three adult members and their parents and children. In larger towns and cities, where goods are sold in a guildhall, families can be larger.
Merchants have the economic power and social freedom to do more or less what they wish. As many tend to travel frequently, but along a particular route, they are sometimes a temporary part of multiple other families.
Nobles have only slightly less freedom than merchants, although they tend to be much more sedentary. Harems are common among the more lascivious of the noble class, but others prefer not to have the distraction and live alone, devoting their time to their domain or to magical or martial studies.
Humans are on fairly good terms with the other intelligent races. The most obvious example are the gnomes, who are also citizens of the Empire and are welcome in human settlements, although most tend to keep to their own communities in the south-east. The typical human idea of a gnome is clever but impractical, due to their fondness for research into esoteric (or trivial, to many humans’ minds) areas of magic.
Halflings, despite not being legal citizens of the Empire, are permitted to freely travel and are therefore well-known to almost all humans. They are generally considered helpful and entertaining, but somewhat untrustworthy.
Elves do not live in the Empire, and are therefore less well known to humans. They are known to be proud and are often considered capricious but ultimately benevolent. Half-elves are generally thought to be full-blooded elves by those who do not know them personally.
Dwarves, like elves, do not live in the Empire, and are even more rarely seen due to the fact that their strongholds are virtually always under siege by the savage races. Among the merchants who trade with them, they are held to be highly honourable and martial, but are ruthless at the bargaining table.
Aventi are the least well known of the civilised races to humans, but also the most similar. Humans who have contact with the Aventi find them reassuringly or irritatingly similar to their own noble class.
Goliaths dwell within lands claimed by the Empire, but Legion patrols are rare in the high mountains and they are therefore mostly independent. Almost all goliaths within the Empire itself serve the Legion as heavy skirmishers.
Orcs, ogres and goblinoids are in a constant state of war with the Empire, and are therefore considered enemies, and little more. Half-orcs, even rarer than half-elves, are indistinguishable from full-blooded orcs to most humans. Ogres captured by the Legion are subjected to a mysterious process and transformed into berserkers, to be dropped into enemy strongpoints prior to an assault.
Hill giants are the only type of giant often found in the Empire, and are often hired by the Legion as living siege weapons.
Humans
Humans are the most numerous of what are generally known as the ‘civilised’ races, although some among the elves and dwarves would argue that their prolific breeding and expansionistic tendencies disqualifies them from this grouping. The vast majority of this race are citizens of the Empire of Albion, which occupies a wide expanse of territory dominated by hills and plains, as well as outposts in more distant locales. Those who are not citizens of the Empire are usually outlaws or descended from outlaws, although there are occasional families who live in the lands of other races, most frequently dwarves and aventi.
Humans are unusual among intelligent races in that they are divided into two distinct phenotypes; the Daikini and the Askar. The origins of the divide are lost to history, except that the Askar originated in the south-west and the Daikini in the north-east. Whether one is a split off from the other, or both from some original race, is unknown. Askar are identifiable by their white skin, Daikini by their red hair. Askar have all colours of hair except red, with black being most common, Daikini have all shades of skin except white, with a dark olive being most common. Oddly, while Askar and Daikini breed perfectly, their colouration does not mix; any child of an Askar/Daikini union will appear to be one or the other. Daikini and Askar have eye colours ranging over the entire spectrum. Both are equally tall, heavy and long-lived.
Most of the Empire’s territory is comfortably temperate, and human clothing reflects this; being covering but not confining. Day to day wear for the commons is generally a pair of trousers or a skirt, cloth shoes and an armless vest held together across the front by cord. Wealthier humans generally wear more durable, comfortable and sometimes more complex clothes, but the general outfit remains mostly the same. Jewellery is quite common, going from a simple carving hung on a cord around the neck to a complex headdress of diamonds and silver wiring. Piercing is something either done a lot or not at all; with most having none and a few, mostly the wealthy, having more jewellery worn pierced than not. Tattooing is available from halfling troupes, although the halflings’ claims that the process is very painful and requires a full anaesthetic make many humans somewhat suspicious of their motives. A more common form of body decoration is scarification. Professionals of this art can be found even in smaller settlements, and it is quite inexpensive. Particular scars are symbols of membership of knightly orders, and these are often extremely complex to discourage forgery.
Humans are not religious in the sense that other races are. This is in part due to the Empire’s unwillingness to allow other organizations to maintain armies, thus greatly limiting the potential power of cults. For the most part, humans have replaced deity-worship with ancestor-worship, praising long-dead heroes. This is particularly common in the cities, where the most popular object of worship is Arcanis, the founder of the Empire. In more rural areas, some humans worship Ehlonna, Heironeius or Olidammara, depending on whether they are closest to elves, dwarves or gnomes respectively. Others have developed a vague animism, praising the sun, the rain and the earth for growing crops. Spirits of animals are often added to this, with cows, sheep and dogs being the most common recipients. Chickens, for some reason, are never honoured with a patron spirit.
The animal most associated with humans is the dog, followed closely by the griffon. Dogs are mostly used, of course, for hunting and guarding, although they are also used by farmers to control other animals such as sheep. Griffons are the archetypal mount for a human warrior, prized for their wings, strength and intelligence. However, the griffons’ hunger for horseflesh means that humans have never been able to successfully integrate equine cavalry into their society, and human-elf relations have many times grown tense after a griffon has snacked on an elf’s favourite mount. More agriculturally, cows, sheep and goats are the most common animals, not including the ubiquitous chicken, several of which are kept in every home even in urban areas. The vast saturation of chickens in human society has led to them being featured in many aphorisms, mostly in reference to their stupidity, tastiness or lack of brawn. It has also, at one point, caused the slaughter of a town when the chickens spontaneously grew to eight feet tall and began to breath poisonous gas, although the Order of the Silver Fist has made assurances that the taint causing the mutations has been wiped out.
Human society is divided into several ‘classes’, most notable among them being the nobles, the merchants, the artisans and the commons. The commons are made up of unskilled labourers and subsistence farmers, and are distinguished by their utter lack of wealth and influence. They do, however, receive at least a basic education in even esoteric subjects, and their living conditions have several times been improved after powerful individuals have risen from their numbers and demanded this of the nobility. As a result, commoners are extremely accepting of those who might otherwise be viewed as heavily armed miscreants, particularly if they show no sign of being from a high social class. Sorcerers are particularly likely to receive this treatment.
Artisans are skilled labourers and artists who have gained a wealthy patron. They have much better lives than commoners, and make enough money that with luck they could reach the ranks of the merchant class. They tend to be more appreciative of the social order, particularly as the commons serve as an example of how much worse things could be, and therefore are often suspicious of those who seem likely to upset things.
Merchants are those who are not noble, but who nonetheless can make a living without physical labour. They include some guildmasters, who are technically part of the artisan class but in practise spend all their time with administrative duties, and traders who move goods around the Empire. Traders are often very wealthy, but most of this wealth is invested in their business dealings. As a result, they are often willing to go to some lengths to protect their businesses, including hiring powerful individuals to trailblaze ahead of their caravans or hunt down bandits. While internally competitive, most merchants take a dim view of those who would rob from their colleagues.
The nobility are the rulers of the Empire, and control most of the means of production. Every mine, farm or sawmill has a noble patron who pays the workers and organises the distribution and transport of its goods. As this does not take nearly as long as producing the goods in the first place, nobles often have a great deal of free time. This time is most frequently spent either in political manoeuvrings or personal training. A great many nobles, particularly those unlikely to inherit anything of value, learn spellcraft or swordplay and join an Imperial Order, or even go adventuring themselves.
Family structure among humans is highly dependant upon social class, although all classes are matrilineal. The typical commons family consists of about half-a-dozen adults, their parents and their children, living in the one house. Houses take a great deal of time and effort to build, so the more people living together, the better.
Artisan families vary quite largely dependant on what exactly is the trade, and the size of the settlement they are located in. In smaller towns without guildhalls, most artisans generally live in the same building as their shop, and so families tend to be smaller, with only two or three adult members and their parents and children. In larger towns and cities, where goods are sold in a guildhall, families can be larger.
Merchants have the economic power and social freedom to do more or less what they wish. As many tend to travel frequently, but along a particular route, they are sometimes a temporary part of multiple other families.
Nobles have only slightly less freedom than merchants, although they tend to be much more sedentary. Harems are common among the more lascivious of the noble class, but others prefer not to have the distraction and live alone, devoting their time to their domain or to magical or martial studies.
Humans are on fairly good terms with the other intelligent races. The most obvious example are the gnomes, who are also citizens of the Empire and are welcome in human settlements, although most tend to keep to their own communities in the south-east. The typical human idea of a gnome is clever but impractical, due to their fondness for research into esoteric (or trivial, to many humans’ minds) areas of magic.
Halflings, despite not being legal citizens of the Empire, are permitted to freely travel and are therefore well-known to almost all humans. They are generally considered helpful and entertaining, but somewhat untrustworthy.
Elves do not live in the Empire, and are therefore less well known to humans. They are known to be proud and are often considered capricious but ultimately benevolent. Half-elves are generally thought to be full-blooded elves by those who do not know them personally.
Dwarves, like elves, do not live in the Empire, and are even more rarely seen due to the fact that their strongholds are virtually always under siege by the savage races. Among the merchants who trade with them, they are held to be highly honourable and martial, but are ruthless at the bargaining table.
Aventi are the least well known of the civilised races to humans, but also the most similar. Humans who have contact with the Aventi find them reassuringly or irritatingly similar to their own noble class.
Goliaths dwell within lands claimed by the Empire, but Legion patrols are rare in the high mountains and they are therefore mostly independent. Almost all goliaths within the Empire itself serve the Legion as heavy skirmishers.
Orcs, ogres and goblinoids are in a constant state of war with the Empire, and are therefore considered enemies, and little more. Half-orcs, even rarer than half-elves, are indistinguishable from full-blooded orcs to most humans. Ogres captured by the Legion are subjected to a mysterious process and transformed into berserkers, to be dropped into enemy strongpoints prior to an assault.
Hill giants are the only type of giant often found in the Empire, and are often hired by the Legion as living siege weapons.