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'''Dwarven  gear''':  Human bronze-smiths can fashion heavy but effective medium (+2) scale armour.  Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting).  Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer.
 
'''Dwarven  gear''':  Human bronze-smiths can fashion heavy but effective medium (+2) scale armour.  Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting).  Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer.
 
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'''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans Belong to a caste, see below, or are  casteless (no hindrances or edges). Crude human heavy armour is too heavy for adventuring.  <br/>
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'''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans can choose theri caste, or elect to be casteless (no hindrances or edges). Crude human heavy armour is too heavy for adventuring.  <br/>
 
''CHIEFTAN CASTE'': <br/>
 
''CHIEFTAN CASTE'': <br/>
 
'''Martial upbringing''': start with d6 in fight, intimidate, taunt  and ride/drive. <br/>
 
'''Martial upbringing''': start with d6 in fight, intimidate, taunt  and ride/drive. <br/>

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