Editing
The Motley Crew
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
='''The Different Folk of Land Ends'''= *Different breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others. *Folk of Illis *Valley/Sea folk(local)Golts or Gelts - Std *Mountain Folk: Gaults or Goltish (locals) - Std (From the Lees Plateau) *Wood folk: Gern or Cern (locals) - Std The above make up 80% of the population. *Sylvan folk: Bacchae or Woses. -2 Int, +2 Con and Cha (from the elder woods - Relics) *Elder Folk:Limnis. -3 Str, Siz, Con. +3 Int, Pow.(from the elder woods - Relics) *Andermen: -3 Siz.(from the Fells. Minor race.) *Helleas: -3 Str, Con. +3 Pow,Cha. (old slave race) *Islanders: Vanu or Piri : +2 Str and Siz. (from across the seas) *Bladhamers: -6 Siz, +3 Con. (old Servant race) *Goblins: Heabog or Snauk: -3 Str, Siz. +3 Dex. (from the Fells) *There are many non-human races or oddities in the area - generally creations of the great powers. '''Other well known folk of Lands End''' *Republic of the Lees is the formal title of the Leelander Republic. The population is mainly Goltish or Gaults, but there is a minor race of Fenlings along the coast of the Shallows. Fenlings -4 Siz, Str, +2 Con, Dex. Semi-Aquatic, excellent swimmers. *The Haut: Haut were a Powers idealised nomad guard. They still reside in the area sculpted for them before the Fall. These days, there are two breeds of Haut - the old Kloos or Dragon Haut and the New Clans, who make up 80% of the population. Old Haut: +1 Str, Siz, Con. New Clans: -2 Siz, +2 Con. All humans can still interbreed, so they are Races. Old Haut dont...they try to keep their bloodline pure. There are only 10 000 or so left. They are idealised nomadic barbarian horseman, not really fit for the practicalities of true steppe living. Everything about them is too big. Their mounts are too large, too hungry, their technology and weaponry require too much metal and they are large, not compact people. They have survived through acting as a warrior clan for the New Clans. The new Clans are survivors who came to the Haut for help and knowledge after the Fall. They are mainly local races, interbred with the now extinct plains folk and the few Haut who sire bastards. Most border cultures (Primitive peoples, desert nomads, border States) will be standard human. '''Raft People''' These encompass several closely related groups of people, with a shared heritage as an experiment from one of the more benevolent High Powers. They can be divided in two very broad groups, the settled ones and the semi-nomadic ones. The settled groups live on the islands and on small villages made up of a crazy maze of rafts, small boats and stilt homes. They are poor people but trade some with neigbouring lands, mostly various forms of fish and other sea food, sponges and pearls. Their economy has slowly improved over the last few decades. The nomadic groups follow different sholes of desired fish depending on the season. Small groups of a few families often band together but no groups would exceed more than two or three families. Once a year they all try to head back to their cousins for the great ceremonies and markets that are becoming increasingly important in keeping cultural continuity between the two groups. This is a time of trade, marriage negotiations, tall tales and so on. Both groups are peaceful, though the settled folks are becoming increasingly aware that they present a target for both slavers and raiders. Many of their barge towns have become too complex to easily untangle for a quick escape. They often have great stamina and peculiar powers related to their life style, such as being able to hold their breath far longer than most people, swimming deeper into the ocean and so on. Some say they can even communicate with dolphins and sing with whales. Some reportedly have finely scaled skin and webbed hands and feet, though that may just be rumours. '''The Shallow seas''' (Ill have to put that back on the map) receive the full blast of the warm Western current. The reef shown is coral and the sheltered areas teem with tropical marine life. The sea should be dotted with tiny islands, reefs, atolls, giant kelp beds, etc. These people hunt sharks and giant crabs in the shallows and whales along the continental shelf. '''The Folk of Seven Forms''' These are the generally accepted sentient 'Races' or cultures, according to accepted knowledge in Land Ends. All are considered to be rare and exotic, living for the most part away from humans. They are each associated with a Form rune and the man/folk rune. *The Shee. People of the Spirit. A range of large to small, light and subtle folk, long lived and tied to the Spirit Runes. *The Kin. People of the Folk/man rune. Humans in all their wondrous variety. *The Saurii. People of the Dragon. A range of giant to small, long lived hardy folk, tied to the Dragon Runes. *The Taurii. People of the Wild. A range of Large to small hybrid folk embodying beast and human forms. Tied to the Beast Runes. *The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant Runes. *The Dverger. People of the Land. A range of giant to small, strong and durable folk, long lived and tied to the Primal Runes. *The Nerii, People of the Waters. A range of colossal to small aquatic beings, tied to the Water Runes. They're not counted among the Six Forms because land dwellers don't usually have much interaction with them, lacking any common language or medium of communication, since air breathers can't speak in water and vice versa, just to begin with.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information