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Species of Mithbar Humans

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Generic Traits of the Human Races Also Known As: Earthlings Species Bonus: Jack Of All Trades Able to branch out and learn faster than most Species, Humans find it easier to use new skills. As a result, they learn the first two dots of every primary skill at a reduced cost. The first dot costs 1 experience point instead of 2, while the second costs 2 experience points instead of 4 Species Weakness: Pretty Average No matter how much they try, the majority of Humans never manage to rise above the average ranks of nameless throngs. They need to pay an added cost to learn the last two dots of every primary skill. The fourth dot costs 9 points instead of 8, while the fifth costs 12 instead of 10. Species Averages Height: 1.9m for males, 1.7m for females Weight: 80kg for males, 60kg for females Lifespan: 100 years Physiology Appearance: Humans can be found in pretty much every skin tone, hair and eye colour, shape and size. The variety available is perhaps the greatest among all the Species. Homogeneous when in numbers, they are quite diverse individually. No two look alike and in the rare case they do, they go to great lengths to change that. The two genders display all the typical differences found in bipedal Species. Males tend to be stronger and bigger, while the females are more dexterous and graceful. Both genders often display a rather surprising resistance to pain and their stamina tends to surprise even them when the need arises.

As they grow older, they tend to wrinkle and shrink slightly, with hair changing colour. Elders tend to be feeble of body and mind, more so than those of other Species. Even someone at the peak of physical condition during their youth can be reduced to a crouched little creature in their old age with notable exceptions. Eating Habits: Omnivores by nature, Humans can digest most foodstuff, something they take advantage of in order to survive or simply entertain themselves. They are able to consume almost every kind of plant or animal in many forms, but prefer properly cooked and prepared meals. Some foodstuff are consumed raw. Eating customs vary from one community to the other, with variations so extreme one might even think they are observing completely different Races and Species. Most lean slightly towards meat-based dishes while a few prefer a vegetarian diet. Some communities have special dishes that have a cultural significance to them. Force Attunement: Rather average in the percentage of Attuned among them, Humans cover all five elemental forces equally. While rarely among the most powerful users, they make up for it with imagination and an urge to experiment. They show a predisposition for trying to combine the different elements. Population: As numerous as they are widespread, Humans are among the easier Species to bump into. While not as great in numbers as Insectoids or Reptilians they are among the most prolific Species and quite fast to reproduce. Unfortunately for them, the Second Sundering caused the death of more than two billions. All things considered, Humans are evenly distributed among all age groups, with young adults being the most numerous and, up until recently, elders were slightly less. While specific Races can go beyond the average age or even fall short, that is the most the vast majority of the Species can live.

The Five Human Races found in the Realm of Illusions

Species of Mithbar Humans

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Culture Arts & Entertainment: The different Human Races favour different arts. Some prefer dancing and singing, others go for painting and sculpting and there's an audience for every form of entertainment. Preference in games is as varied, with some favouring physical exercise and others challenging their minds instead. Daily Life: The specifics of daily life between Races may change, but the individuals are similar enough. Cosmetics aside, most of the Human Races are indistinguishable from the people found on Earth, from the smallest remote village to the largest metropolis. This similarity made recolonisation easier. Family Structure: Someone finding themselves on Mithbar from Earth would not be surprised by the state and form of Human families there. Single parents, shotgun weddings, two point five children and a dog, polygamy, anything went. The invasion of Earth changed little and Humans kept their social structure intact. Fashion & Dress: Following the trend of the Species in most things, Humans are quite diverse about what they wear. From walking around naked to having layers upon layers of clothes, they usually follow local customs, adapting them to their own tastes. Most prefer to dress practically, choosing the right outfit for the situation. History: Up until the appearance of Homo Sapiens, things happened as people on Earth think they did, with the slight difference of the other Species being present. Once that point was reached however, Human evolution was at the centre of everything that followed. The rise of humanity was responsible for the exodus to Mithbar. Language: Every language spoken on Earth could probably be heard on Mithbar as well, with a dialect based on Middle English serving as the common language of Humans. While other dialects form in many communities, the ones mostly used Region-wide are based on long dead languages of Earth's past. Medicine: Unsurprisingly, the level of knowledge in regards to the physical body and the attitude towards it vary from one Human to the next. Some people are ignorant of how the human body works almost to the point of superstition, while others display an amazing skill at understanding the inner workings. Religion: As one would expect, every religion found among the nations of Earth is represented in the other Human Races. There is no unifying belief, even among the members of a single Race, with individuals being anything from blind zealots to apathetic in regards to everything religious. Sexuality: Depending on the community and area, Humans can be anything from repressed and secretly depraved, to comfortably open and eager to experiment. While the majority identifies as heterosexual, bisexuals and homosexuals are present in significant percentages. Taboos and practices vary wildly. Technology: Always interested in new things and always fearing the unknown, Humans are torn when it comes to using new technology. The vast majority are more comfortable around simple technology, but those interested in more complicated technologies try to push the limit and find new and exciting ways of using them.

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Society Architecture: When it comes to building things Humans fall into two distinct categories, unimaginative and adventurous. The first group follows whatever is considered tried and true in their area, while the second tries constantly to come up with new ideas and ways to break uniformity. Calendar: Any deviations from the common calendar tend to be localised and specific to each community. Those Humans originally from Earth however tend to celebrate religious and secular holidays as if they were back home. Anniversaries like birthdays, namedays and national holidays are treated similar to the way they are on Earth, albeit heavily influenced by the different cultures of each Region. Economy: Education: The quality and specifics of education vary from one area to the next, with Humans covering the range between illiterate and academic. The majority is somewhere in the middle, following one of the many school systems available to at least learn the basics needed to survive in a modern civilised society ...for varying degrees of civilisation. Foreign Relations: Perhaps due to their past with other Species, Humans tend to see them with equal parts curiosity and distrust. Their attitude towards others can be anything from blatantly racist to painfully selfloathing with many Humans adopting customs of other Species. In general, the Species acts as a medium ground for others to come together and mingle. Government: Not having a universal government, Humans follow a number of systems in order to figure out who is in charge. While the various forms of democracy are the most popular, oligarchy,aristocracy and crowned rulers can all be found among Human societies. Pretty much every system ever used on Earth has been used on Mithbar as well at some point in time.

Legal System: Given their predisposition towards communities, it is no surprise that Humans have numerous laws in place to govern their lives. While not necessarily followed, they are viewed as a cornerstone of the community. Punishment varies from one area to the next but is usually within the idiosyncrasies and parametres common to the Region. War & Weapons: Regardless of their motivation, most Humans are able and eager to use every weapon available to the Races of their general shape. From crude clubs and stones to sophisticated ranged weapons, there is at least one group of Humans that has mastered the art of killing with it. Most only resort to violence to defend

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themselves, but many are those that need no such excuse to get violent. Factions: Not to break the trend, Humans are pretty spread when it comes to the Factions they follow as well. Every Faction in the realm can claim a good percentage of Humans among their ranks but they are not always the most fervent followers of the respective philosophy. If there is one thing all humans agree on is the need for community, even if it is one of hermits.

Avalon: Fidessa: Kwazulu: Sambala:

Death Factions: Chaos Factions: Balance Factions: Life Factions: Order Factions:

Settlements: Being the first to ever build villages and cities, they have a knack for settling down and taking the land as their own. From the smallest farm to the largest metropolis, Humans try to tame the world, a world they sometimes fear and often fail to understand. Using whatever their environment offers, their settlements can thrive under even the most dire circumstances.

Atlantis: Idurat: Saguenay: Kal Dhakhan: Ural Sibir: Arcadia: Taralsia:

Stereotypes
Eldar: Our greatest enemies or our staunchest allies... most of the time they are both. Never take their words at face value, it's a recipe for disaster. Elementals: Talk about alien mindsets... if you think the other species are odd, you have never met one of these guys. It's wise not to anger one, you'll live longer. Insectoids: You go talk to that bug, I'll be waiting for you over there... yeah, it's a room away, are you trying to insinuate something my friend? Reptilians: Never trust a serpent, at least with the others you know what to expect. Most of them are even more unpredictable than we are... and that's saying something.
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Force of Death - Eruhim Also Known As: Barbarians Racial Bonus: Steel Blood Perhaps due to their lifestyle or maybe their connection to the Force of Death, Eruhim are quite adept at killing. When using weapons, they gain an extra die. Racial Weakness: Dead Set Unmoving like the rocky mountains of their Region, the Eruhim need a miracle in order to change their ways. Any attempt to use new technologies suffers a penalty of one die. Racial Averages Height: Weight: Lifespan: Physiology Appearance: This breed of Humans is a strange one. Hardened by the desert, Eruhim look ragged and some say cold steel runs in their veins instead of warm blood. With black hair and steel cold, blue or gray eyes, they can intimidate most opponents. Generally considered attractive in a ragged way. As they age, their hair grays slightly but they retain their ragged good looks, even though most tend to gather a rather impressive number of scars over the years. Depending on the tribe they can be covered in tattoos and markings of rather intricate design. Eating Habits: Moving around during the day can be too hot even for the Eruhim, for that reason they wake up in the evening, eating a rich supper before they start their day. With water supplies low, palm wine is used instead, even by children. Smoked meat is served often, usually spicy. Showing little respect to the concept of utensils,

Eruhim prefer using their hands. When entertaining guests, they offer food and drink upon arrival, while everyone eats together regardless of rank and status. Force Attunement: Eruhim have a strange and turbulent relationship with the elemental forces. While practical in all other things, they will think twice before utilising such powers outside of forging. Those few that choose to master them, often become shamans that are feared and revered by their tribesmen. These men and women use their abilities to interact with the dead, bringing the wisdom of old to the tribes. Population: Like all Humans, they mature and age normally. Unlike them, they remain able to perform most tasks even in their late 80s. It is not surprising to see someone at that age still fighting next to their younger tribesmen. Though able to reach the age of 100, most don't make it to 65 due to internal dispute and their warlike lifestyle.

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Culture Arts & Entertainment: One will not find many artists among the Eruhim. A few individuals however choose to follow that path, either in their own free time or as their means of making a living. While most are considered lower than the warriors, storytellers in particular are venerated by all, as they are the keepers of history. Contests of all kinds are encouraged and some tribes often choose such means to solve their differences. Daily Life: Depending on the tribe, some are more open than others. People prefer to do things in mundane ways and avoid using their mastery of the elements. They appreciate physical strength and skill even in their opponents. Living by their own code of honor, Eruhim are true to their word and breaking it often leads to vendettas that last for generations. Family Structure: There is only one way for someone to rise among the ranks of an Eruhim tribe, to actually have something to offer. Skilled warriors and blacksmiths are valued above all others, with few exceptions, which makes them more likely to actually raise a family and leave offspring behind. Parents are expected to spend equal time with the household and the children, while living grandparents sometimes help. Fashion & Dress: At first glance, Eruhim dress in a manner similar to Arabs and desert dwellers on Earth. Under the light robes however, they are scantly dressed with skintight clothes and usually with at least one weapon close to their skin. During the night they switch to wool overcoats to keep the cold off. The various tribes decorate their clothes in different ways but all choose practicality and function over flashy or luxurious designs. History: Language: The dialect of the Eruhim has much in common with those commonly found in Northern Africa and the Middle East. Naming conventions follow similar trends but, as tradition is very important to them, the names of their ancestors are mentioned when someone is using their full name. Surprisingly enough, some tribes use dialects that have more in common with Gaelic. Medicine: With notable exceptions, Eruhim do not care much about the healing arts. Most only bother with them when treating the wounded after a battle and the more serious cases are only patched together roughly in order for them to be able to die in combat. There is a number of natural remedies for diseases and poisons but they are not always effective. Religion:

Sexuality: Technology:

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Society Architecture: There is a strange dichotomy regarding Eruhim buildings. Scattered throughout the desert are stone buildings decorated with arabesque flower motifs, left unused for centuries. Modern settlements look more like large tents but still remain low and close to the earth. Most of the buildings are easy to dismantle and relocate. Calendar: Like most desert folk, Eruhim measure time by passings between oases. They still follow the common calendar though and the first or third month of the season of Stone several tribes perform a ritual in the Oasis of Old to honour the dead and their King. Economy: Education: Each tribe is responsible for the education of its members. Eruhim are taught how to fight and deal with the desert since childhood. Literacy is not a priority with most, especially among the warriors, but those few that can read find hidden treasures and add to the lore kept by the tribe. Generally speaking, Eruhim are practically minded and value those skills that will help them survive, passing them on to their children. Foreign Relations: Being the dominant race of their Region, the desert people live in small settlements all over the wastelands. Sometimes they like to mingle with other races of similar beliefs and have a pact with both the Tekalad and the mysterious Shikintars. They do not trust others, especially those with radically different world views, but will not turn hostile without good reason. As expected, Races that rely on the Forces are not among their favourites. Government: Ruled by Conn, their King and current Guardian of Stone, Eruhim live in tribes that often are hostile to each other. Each tribe is ruled by a chief who is aided by a council of elders, though age itself is not really a prerequisite for someone to be a member. Council members are expected to be balanced between warriors and other society members in order to offer a more level-headed point of view.

Legal System: The King is the supreme judge but each tribe looks at their chief and elders to punish common crimes. Tribal law required all able to carry a weapon they are proficient in. While most tribes have a formal police force, every member is expected to enforce the rules when possible. Some tribes fall into thievery, but the punishment for such crimes is harsh and often final. War & Weapons: If it can be used to injure or kill someone, there are at least two tribes of Eruhim that specialise in it. By far the most proficient of all Races when it comes to war, the Eruhim draw upon the

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connection their King has to the elemental force of Death. There is always a skirmish somewhere and always a standing army, even without taking the numerous tribal warbands into consideration. Factions: Rather open-minded, Eruhim listen to those following a different path. That said, the vast majority of them follows Death and Order aligned Factions while some choose Life and Chaos ones. Ironically enough, Balance based Factions attract the smallest percentage of Eruhim. Generally speaking, tribes tend to gravitate around a single Faction, though there are exceptions.

Shapers of the Forge: Blood and Bones: Speakers of the Dead: The Great Desert Tribe: Hearth Guardians:

Settlements: There are numerous Eruhim villages and cities throughout the desert, some of them changing location as time goes by. The few fixed points however are very important to the Eruhim. Conn's palace on the Mountain of Glory overlooks a large city with numerous forges though none of them comes even close to the wonders that are created halfway across the Region, in Cirion Aerhir's hidden forge and the surrounding Eruhim guardian villages.

Atlantis: Idurat: Saguenay:

Stereotypes
Empyri: No law is sacred to them and nothing valuable is to be left unguarded when they are around. Few know how to enjoy life more than them however. Bantori: Simple at first glance and similar to us in many ways. When they are not a nuisance, they can be quite helpful as guides when we visit their lands. Sapiens: They say all of us came from them, if that is true I do not know whether to be glad or saddened by what I see in them. At least those we found on Earth are slightly different. Wampyri: I wonder if their heart still beats in their cold chest. They only see the facts and forget what is real, they will eagerly cut you open just to see what it feels like.
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Force of Chaos Empyri Also Known As: Scorched Racial Bonus: Cunning Having to think on their feet, Empyri either learn to think fast or they end up dead. Thanks to that, they gain two dice in all Wits based rolls that deal with improvisation. Racial Weakness: Rebellious Having a hard time following rules and restrictions, Empyri are compelled to rebel against society. For each week in a society, they get a penalty of one die to resist breaking the rules. Racial Averages Height: Weight: Lifespan: Physiology Appearance: Most Empyri are dark skinned, covering the range usually found in Africa or the south of Europe and Asia. Usually attractive by Human standards, most have exotic features. Their hair can either be black or in shades of red and orange, with a few blonds. Their eyes can be anything from black to a light hazel with a few rare individuals . As they get older the men lose hair while the women turn blond. With age comes a loss of strength and agility, which forces the Empyri to rely on their social and mental skills in order to survive. Tattoos and markings of any kind are common among them, especially the younger members of the Race. Eating Habits: Cheap ale and tavern food comprise almost the entirety of Empyri cuisine, or at least that is what other Races say. In reality, Empyri have a rich cuisine that utilises all the Region can provide, often

rivaling the dishes found in more forgiving parts of the realm. Bands of Empyri tend to eat together, with the older members being served first. Force Attunement: When it comes to the elemental forces, Empyri were the first Human Race to figure out how they can be used in everyday life. A superstitious lot, most still see the forces as magic, despite evidence to the contrary. Fire-based abilities are quite common, especially when it comes to their performances. Population: Following the same principles as most of the Races in the Region, Empyri tend to lead short but intense lives. Capable of living up to the age of 80, they rarely make it over 40 as they like getting into trouble. Kept in relatively low numbers due to their lifestyle, the rate of births is quite high nevertheless. Those few Empyri that manage to get old, can be quite formidable.

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Culture Arts & Entertainment: Many Empyri make a living as performers, entertaining others in one of the numerous taverns found in the Region. Dancers, musicians, singers and acrobats are most commonly found among them, all using their mastery of the elements to enhance their performance in one way or the other. Gambling is a close second as far as entertainment goes, often providing more of an income to the Empyri. Daily Life: More pleasant than most of the Races in the Region, Empyri are quite social but not always in a good way for others. They tend to be quite welcoming and the ones that give the Region its feel. Able to tap into all emotions available to Humans, they usually focus on the more intense, entertaining or simply dangerous ones. When Empyri don't spend their days trying to have fun and find a new mark to con, they look after their extensive families, keeping them safe from harm. Family Structure: While not always related by blood, a band of Empyri operates like an extended family. Children are protected by the harsh realities of the Region but they are still taught everything they need to survive. More often than not, the elders lead the band though they will let skill dictate who is in charge in the end. Fashion & Dress: Empyri have a strange sense of fashion, at least by the standards of most others. They prefer asymmetrical clothes that can be striking. They dress to impress or to misdirect but one can gauge their occupation and place in society if they are familiar with their culture. History: Language: The dialect of the Empyri seems to incorporate elements from Romanian, Russian, Romani and a few First Nation languages while it bears many similarities to the chatter often employed by those the British refer to as Pikeys. Fast paced and full of doublespeak, it can confuse even fluent speakers that were not born into it. Medicine: It's not that the Empyri have no skill in medicine, quite the contrary in fact, but unless you are family the price for such services can be quite steep. Most of the time, fire is used to cleanse and purify with lava lakes and rivers often serving as a dumping ground for those that cannot be cured. Insanity usually gets someone killed but many wealthy crime lords prefer the unstable to man their armies. Religion:

Sexuality: Technology: Technology on the other hand, is only used when it is practical or fun to do so.

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Society Architecture: Empyri buildings are elegant in design and practical in most ways. That said, they can be quite colourful, bright and obvious. While official buildings are quite unique and standing out easily, personal houses are more muted and indistinguishable from the rest, enhancing the usual deception of Empyri. Their caravans tend to be just as colourful and usually decorated with all sorts of charms and trinkets. Calendar: Using the common calendar and having adopted some holidays and rituals from Earth cultures, Empyri do not stand out in that aspect. The first two weeks of the Season of Fire however, this changes dramatically as Empyri settlements break into day long festivities and all Races are invited to join. Some argue that these events make for the bulk of Empyri income. Economy: Education: A rather superstitious lot, Empyri exchange blessings and good luck charms with one another before parting ways. This mindset is infused into them since childhood and before they reach adulthood most Empyri know more traditional curses and hexes than any other Human in the Realm. Surprisingly enough, many among them are well educated, especially when it comes to art and culture, even those of other Species. Foreign Relations: Others may not always agree with it, but Empyri like to mingle. Most often because this means more people to con, kill, use or abuse. They are often found in the company of other Races and it is not uncommon for interracial or even interspecies romance to blossom. Most of the time they are mercenaries however. Government: For such a diverse bunch one would expect Empyri to shun any form of hierarchy completely. That is far from the truth, as Empyri bands follow a very complicated system to establish the leader, with the Keeper of Chaos being accepted as supreme authority. This comes easier to them as he is the leader of the largest band of Empyri in the Region. Legal System: While they edge away from formal systems and legislation, Empyri have their own complicated code of honour that governs what they are and are not allowed to do, especially to each other. This code usually calls for swift justice and paying each crime in kind, often In ways that involve the whole band. War & Weapons: Empyri fall into two categories when it comes to fighting, with both encouraging using the environment against the enemy. The first one believes in stealth and trickery, striking unseen from the shadows or
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bringing death to their foes with ranged attacks. They prefer easily concealed weapons like small blades and poisoned darts. The second one believes in making a show of their victories. They are the ones most likely to use their mastery of elemental forces and explosives to get the job done. Flashy weapons like whips, axes, chains and spears are quite popular, as are gunpowder era firearms. Factions: Empyri believe in living for the moment, they usually do not think ahead more than absolutely necessary and make their choices based on the here and now. Most of them follow Chaos or Death aligned Factions, while a surprising percentage follows Balance and Order ones. Those that walk the path of the unaligned are almost equal in number to those following Life influenced Factions.

Ural Sibir:

Army of the Bloody Hand: League of Shadows: Tamers of Chaos: Firebringer Templars: Guild of the Crimson Knife:

Settlements: Empyri villages and cities follow circular layouts with areas for living spaced out between businesses and major buildings. Traveling bands arrange their wagons in a similar way, creating a wall to keep danger out. A phenomenon unique to the Empyri is that bands travel between settlements over time, which results in a constant flow of people, trading and exchanging ideas. Second only to Goblins, they boast the largest number of settlements in the Region.

Atlantis: Kal Dhakhan:

Stereotypes
Eruhim: Dreadfully boring most of the time but still the best bodyguards one can hope for. Befriend them when you can, avoid them if you know you'll make them angry. Bantori: Most of them make easy targets and that is good, most of them have nothing valuable for us to liberate from them. Good thing too, they often have deadly friends. Sapiens: Don't let their smiling faces and kind ways fool you, we are not so different. When their creature comforts are threatened, they can get pretty vicious. Wampyri: They have the most flashy toys, too bad their head is so far up their ass for them to enjoy them. At least they appreciate showmanship when they see it.
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Force of Balance Bantori Also Known As: Apemen Racial Bonus: Curious Monkey Always exploring and experimenting with their surroundings, Bantori are able to figure out things faster than most. As a result, any attempt to use an unfamiliar piece of equipment suffers no penalty. This does not extend to the use of weapons. Racial Weakness: Easily Distracted Bantori are not the most focused of Races For every five turns of extended action, a Bantor rolls Willpower with a cumulative penalty of one to continue without their attention drifting elsewhere. Racial Averages Height: Weight: Lifespan: Physiology Appearance: Shorter than most Humans, Bantori have shaggy brown or black hair and matching eyes, their arms are slightly longer, which gives them a rather ape-like appearance. Scantly clad, if at all, they don't have much use for shoes as they spend most of their time on the trees between houses. While their feet are shaped like those of other Humans, they are more agile and able to grab things. Males grow ape-like tails. Able to reach the age of 100, Bantori are no different than other Humans in that aspect. Where they differ is how fast they age. By the time they reach 60, most of them are practically unable to move on the trees as they could when younger. This means most of them stay at home and teach the younger ones. Eating Habits: Bantori are not very picky. As long as

something is plant or animal, it is edible for them. They can get very creative with things they find in their forests and jungles, favouring fruits and leaves marginally over meat. They have found new ways to combine what is provided by the land and some foodstuffs are used for recreational eating only. For some Races, eating is a private, solemn affair. That is not the case with the Bantori in the least. Whether they entertain guests or not, they eat in large groups and tend to discuss everyday issues loudly, using the food as an excuse for the company and entertainment. Force Attunement: Mastery of the Forces on the other hand, is used by al able to in every way imaginable from the simplest task to the most elaborate design. Population: Fairly numerous and constantly growing in numbers, Bantori have a more than healthy rate of birth that balances with the relatively high number of deaths caused by the natural curiosity and short attention span the Race displays. The majority of Bantori are young adults, with children being the age group with the greatest numbers after them.

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Culture Arts & Entertainment: Bantori like having fun, in fact they could spend a whole day doing just that. The more physical the activity, the better suited for the sensibility of the Bantori. Many of the training routines of the Forest Guard started as games among them, with parkour and dodgeball being the most popular by far. Bantori also enjoy singing and dancing but they get very excited about fireworks and illusions. Daily Life: A strange mix of curiosity and distrust for anything new. Bantori are pretty open among each other but rather distant and even cold to strangers, at least for a while. Protective of their young ones, they are running after them most of the time, trying to get them away from strangers. While every member of the community is expected to help with whatever needs to be done, it is not uncommon to walk into a Bantori village and find everyone asleep. Family Structure: Those familiar with groups of great apes have a starting point in order to understand how Bantori society works. Each community has a single leader, while strength dictates who is in charge when two or more groups of Bantori meet . More often than not, the contests end without any casualties. Fashion & Dress: True to their environment and lifestyle, Bantori don't care much about proper clothes. They use everything the land offers, including leather, bones, vines and various plants, to make their clothing and equipment. Not having a problem with walking around half naked, their clothes are utilitarian but only cover what is necessary. History: Language: At first, one is hard pressed to understand the Bantori have a language to begin with. Their words are mingled with grunts and cries but once someone listens past them, they will hear a dialect with elements of Southeast Asian tongues with a few First Nations words in it. Names are chosen based on what sounds good. Medicine: Just like most of the Races in the Region, Bantori focus on what is practical and sensible when it comes to medicine. While some are well versed in anatomy and proper medical science, most are herbalists and only bother with triage and first aid. Females especially are expected to know natural remedies and antidotes. Religion:

Technology: Looking at a Bantori settlement is enough to figure out how they treat technology. As long as a new gadget amuses them or makes their life easier, it spreads like wildfire among them. Primitive elevators, complex devices that would make Rube Goldberg proud and any number of traps are often used.

Sexuality:
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Society Architecture: Some say a Bantor can live his whole life without ever setting foot on the ground. To a point this is true, as they built their homes tree houses really on the great trees of the Region. Not as sophisticated as those of the Cuerryn, these huts are connected with rope bridges and if need be, can turn into treebound bunkers within minutes. The few buildings on the ground are of simpler design and just look like huts. Calendar: Bantori do not care much about the passage of time, all they care about is whether it is night or day. That said, they follow the common calendar in theory and will attend most of the celebrations on important dates, as it is an excuse to revel. Economy: Education: Always practical, they teach their children to survive the forest long before they learn how to read and write. Focus is given to herbalism and gathering of resources , while hunting and climbing are paramount. A few among the Bantori go against their instincts and become academics, mostly in fields where their natural affinity for physical exercise is welcome or necessary. It is not uncommon for Bantori to lead expeditions deep in the jungle to retrieve ancient knowledge. Foreign Relations: As a collective, the Bantori get along with most other Races, when it comes to the individual however they can be quite distrusting at first. They do not like those taler than them and it takes a while for them to warm up to such a stranger. Government: Age dictates one's place in the hierarchy of the Bantori as a Race. Ruled by a council of elders, the rest simply follow their lead without question. There is no other way to get in the council than to wait for one of the elders to die and even then, the rest must approve the new addition. Legal System: As laid back and easy going as the Bantori are, when it comes to crime and punishment they are quite brutal. While small stuff like minor theft and the occasional brawl are dealt with on an individual level, the Bantori are content to let the proper authorities deal with major crimes, as long as they get to pummel the offender in the end. War & Weapons: Regardless of what weapons they choose to use, the greatest asset in the arsenal of the Bantori is their surroundings. Able to move fast among the branches, they strike from multiple directions with attacks that may lack brute force but make up for it with accuracy and speed. Blowing darts, hatchets, spears and slings are among the favourite toys of the Bantori. A good percentage of them go for multiple weapons, some
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even using their tail for additional force. Factions: It only takes a brief glance at a Bantori community to find out they are spread among the Factions evenly. Many among them choose not to follow any Faction and there is little pressure for them to. Surprisingly enough, those Bantori that join a Faction tend to become focused on that aspect of their lives, often rising into prominence among the other members of their respective Faction.

Forest Guard: Savage Brotherhood: Silver Circle: The Hallowed Garden: Wardens of the Wild:

Settlements: With small and large villages spread throughout the forests and jungles of the Region, Bantori can be found everywhere. Their multilevel settlements provide ample living space with large round platforms around the main buildings. Usually close to the water, Bantori villages have a couple of hut on the ground.

Atlantis: Arcadia: Taralsia:

Stereotypes
Eruhim: Why so serious? Seriously... people die all the time, life goes on. At least we get to teach them how to have fun when they come visit. Empyri: They seem like fun, but not always. Not the best people to leave children with, at best they will teach them all the tricks you don't want them to know yet. Sapiens: Some of them are alright, others think they are somehow superior to us, more advanced. Let them have their fancy titles, they still can't survive the forest without us. Wampyri: They look at the details and forget the larger picture. If one of them invites you for a night of fun, politely decline and climb to the tallest branch you can find.
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Force of Life Sapiens Also Known As: Purebloods Racial Bonus: Specialist Able to focus on a task more than other Humans, Sapiens are often counted among the experts of certain fields. As a result, when a Sapiens learns the first two dots of a Secondary Skill, they pay a reduced cost. Racial Weakness: Social Creature More than other Humans, Sapiens build their lives around the community. When those bonds are missing however, they suffer for it. For each week they spend without someone to interact with, they suffer a penalty of 1 to all mental rolls. Racial Averages Height: Weight: Lifespan: Physiology Appearance: The average of average, Sapiens are not different from Humans in any other world, Earth included. Of average built, with varying hair and eye color, their looks allow them to go unnoticed in any mixed city. Because of their lack of something unique, they often go to extremes in appearance. With a lifespan of 100 years, Sapiens are average in this category as well. They age normally and by the time they reach the age of 85 all they can do is give advices to the young members of the community, with exceptions of course. Their aging follows the natural process seen in Humans on Earth. Eating Habits: There is nothing special about how or what Sapiens eat on Mithbar, not if one has seen them on Earth at least. While certain foods are replaced with

local delicacies, the general ideas remain the same and follow similar tastes. Eating customs vary from one settlement to the next but tend to follow modern Earthly customs with no great variations. Force Attunement: Those Sapiens that manage to tap onto the elemental forces on Earth hide it from others and are the source behind stories of psychokinetics and wizards. On the other hand, the elemental forces are rarely used for practical purposes other than healing, with recreation being the most usual outlet. Population: Fairly numerous and only growing in numbers, Sapiens display the same birth rates on both Mithbar and Earth. While they are far less on the former, they would still dominate the Region if not for the other Races and the natural dangers found there. The majority are adults, with children and elders in roughly the same percentage.

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Culture Arts & Entertainment: While they appreciate all arts to a point, the ones that captures their heart the most are acting and playwriting. There is at least one theatre in every major Sapiens city, where scenes from fictional or historical stories are recreated. Equally popular are the various tournaments held, reminiscent of medieval knightly contests with jousting, fighting championships and horse racing. Daily Life: Like their appearance, their character also varies from one individual to the next. The most versatile of races, they can be naively good or criminally evil. They have a natural curiosity but tend to fear anything different and sometimes try to destroy what they fear. Those coming from Earth seem completely out of place for the first few weeks of life on Mithbar but they eventually adapt to the new conditions and thrive among their fellow Sapiens, often rising to prominence. Family Structure: Sapiens on Mithbar are not very different than those on Earth, with one major difference in large cities. Extended families called Houses compete against each other to gain wealth and power. More often than not, they employ underhanded tactics to rise above the competition and destroy their opponents. Fashion & Dress: When it comes to fashion, each area has its own rules and customs, but generally speaking Sapiens tend to follow a mix of modern and medieval clothing, with the more elaborate outfits worn by those in positions of power in the community. All things considered, they are not that different from those on Earth and it may take someone a while to spot a newcomer in a crowd. Each of the great Houses however has their own symbols and colours that define the outfits worn by their members and subjects. Ceremonial garb tends to be of intricate design and fine make, using the most expensive material available. History: Language: Unsurprisingly enough, the dialect used by Sapiens most resembles English, with elements from Greek, Spanish, Italian and French. While the accent and idioms change depending on the area, the dialect is the one most easily understood by Earth Humans. Names tend to resemble those of all the above languages and follow medieval conventions of nobility for those of a suitable background though some of the great Houses use Arabic ones more often. Medicine: With healing powers in their disposal, most Sapiens on Mithbar do not bother with more than the absolutely necessary. The best healers among them however are the ones that understand how the body works and just how their powers affect that. Diseases are studied extensively and most pose no threat any more. Religion:

Sexuality: Technology: At first glance, Sapiens appear to be at a medieval level of technology, with alchemists and blacksmiths being the spearhead of scientific research. If one looks deeper, they will see the extensive use of steampunk designs for various devices.

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Society Architecture: In a peculiar case of diversity, Sapiens buildings follow trends found all over Earth, with quite a few designs unique to Mithbar. From the tall spires and minarets seen in Fidessa, to the fishing villages of the central islands, one can see a variety of styles. Marvels like the Taj Mahal and the simpler houses of Caribbean fishermen all have their place in Sapiens communities. Calendar: More so than any other Race, Sapiens follow both the common calendar of the Realm and the major calendars of Earth. While national holidays are only treated as anniversaries of the distant past, religious and secular holidays are celebrated with much fanfare and zest as if they were still relevant to life on Mithbar. Economy: Education: Most Sapiens learn among their peers from a young age, following a schooling system similar to those found on Earth. Around the age of fifteen, they get to choose one of three paths, scholar, soldier or craftsman. In each case, they enter different colleges or apprentice at the side of a master of their chosen field. The bond between apprentice and master often lasts a lifetime in one way or the other. Foreign Relations: One of the first Races to build cities, Sapiens are a social bunch. They like to mingle with other races, especially Elves even if they are somewhat awed by them. They try to stay away from Insectoids, Reptilians, Orcs and Goblinoids. Government: Ruled by the nobles of the Region and employing a rather democratic system in most cases, Sapiens have perhaps the best structured hierarchy in Mithbar. Even though nobility is hereditary, commoners can gain ranks in the government. Legal System: Similar to many systems found on Earth, Sapiens believe in the ability of the community to self regulate. When a crime is committed it is up to a jury and judge to decide the punishment. The judge always has final say and is someone well versed in the letter and spirit of the law. Local rulers often take part in the proceedings. War & Weapons: Of all the Races in the Realm, Sapiens are the ones that use the greatest range of different weapons. From the fishing hooks and spears used in the smallest village, to the impressive armour and weapons of the Grey Knights, there is no limit to what can be used to defend or injure. Shields and polearms seem to be preferred by those with more resources at their disposal.

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Factions: As adaptable as Sapiens are, it is no surprise that they can be found in every Faction out there. Even though Life and Order ones see a greater percentage of recruits, there is no type of Faction with no Sapiens among their ranks. Few choose not to follow any of them, but they are rare and far from average members of their Species. Those originally from Earth tend to follow Factions that are similar in feel to what they know.

Settlements: Claiming some of the oldest cities in the Realm, Sapiens have taken the creation of new settlements to an art form. Magnificent buildings and comfortable planning makes for some of the most pleasant cities to live in. Despite that, non-Humans often find themselves grouped together in the outer districts.

Atlantis: Avalon: Fidessa:

The Grey Knights: Eternal River Carnival: The Middle Road: Tempus Priesthood: The Everfrost Hermits:

Stereotypes
Eruhim: Stern and sturdy, you can always trust one of them to survive the harshest conditions and think nothing of it. I do not want to even think what they do to survive without water though. Empyri: Almost like us, the differences are subtle but crucial. Their passions know no bounds and in some cases, neither does their depravity. Only fun in small doses. Bantori: Primitive, it is sad to consider they represent our past. Despite their shortcomings they can be pleasant to have around and quite useful as guides in the woods. Wampyri: Cold and creepy, I'd rather not have to spend more time around them than I absolutely have to. They do understand structure and proper manners though.
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Force of Order Wampyri Also Known As: Undying Racial Bonus: Cold Logic Nurtured in a society based on cold logic and reason, Wampyri have learned to hide their emotions better than most. Because of that, they gain two extra dice when trying to hide their emotions from others. Racial Weakness: Sanguine In a strange twist, when a Wampyr tastes the blood of another, they become stronger and more Attuned. As a side effect however, they lose control of their emotions and can become quite unstable. Racial Averages Height: Weight: Lifespan: Physiology Appearance: With pale skin, crimson red eyes and an extra pair of prolonged fangs, Wampyri are rather creepy looking and don't mind that at all. By Human standards, most are considered quite attractive with exotic features and lean bodies. Hairstyles vary but they tend to let their nails grow slightly longer just for added shock. Quite different from other Humans, Wampyri age in a very peculiar manner. While their childhood and first two decades are pretty normal, their aging slows down to nearly a halt after that. Their hair turns grey gradually and they can look as old as 40 by the time they reach their first century of life. Eating Habits: Despite what their appearance hints at, Wampyri do not feed on blood, at least that is what they will claim around polite company. Most of them

favour the elaborate dishes found in the Region and go to great lengths to outdo each other with highly paid chefs and glamorous dinners. Many among them are vegetarians. Few among them have developed a taste for blood, but they tend to disappear mysteriously after their first few attempts to find a source. Nobody speaks of them and all information regarding their condition is carefully hidden by all but the most diligent scholars even though rumours still exist. Force Attunement: Taking their fascination with logic and science one step further, Wampyri treat the elemental forces as they treat any technology, they dissect it to the basics and seek to understand it. A large part of their native Force has a lot in common with fields of physics, so they study both equally from a young age. As a result, Wampyri are among the most technologically advanced Races in the Realm. Population: Low in numbers, Wampyri make up for it with longevity. For some reason, they are able to live up to the age of 200, which puts the majority of them just under a century old. Birth rates are relatively low and most couples only go for one or two children at most, keeping the overall population stable. Those Wampyri near the end of their lives withdraw from society and some say they spend their last years underground.

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Culture Arts & Entertainment: Learning to appreciate all forms of art when it comes to the technical details, they are taught all the masters and great works, study art history for years, but it is only with illusions and visual art that they truly feel the passion to create and explore. When it comes to painting, visual tricks or architecture designs, Wampyri artists have no peer. Daily Life: Wampyri have built a society based on logic and reason and as such there is no room for compassion if it gets in the way of what needs to be done. They do not shy away from hurting others if they feel it is necessary, but most prefer subtler means of persuasion and manipulation. Despite that, Wampyri are caring parents and will devote a lot of time to their children. Family Structure: Wampyri families group together in Colleges, extended groups with common roots and goals. Each College is ruled by a Primarch who dictates all the internal rules. Families are expected to raise and educate the children but College members help as needed. Fashion & Dress: As logical as the Wampyri are, most are not surprised by the geometric designs and clear lines they prefer in clothing. What surprises people is that the Wampyri have nothing against bold and revealing outfits that show off their figures. Generally speaking, their outfits would be considered archaic or gothic in style by most Earth dwellers. History: Language: The dialect of the Wampyri is equally disturbing and pleasing to most. With an archaic feel to it with elements of ancient Gemanic, Norse and Russian languages, their speech matches their looks. Their names tend to have distinct syllables but do not necessarily follow the languages the dialect resembles. In formal settings, they use a slightly different and even more archaic dialect. Medicine: Wampyri have a rather impressive knowledge of anatomy and biology. They are counted among the best doctors in the Region and there are few injuries or diseases they cannot treat. During their long lives they tend to master different fields of medicine. A rather disturbing fact about them is that they experiment often and their test subjects are not necessarily willing or alive when they are done with them. Religion:

Sexuality: Technology: Taking their fascination with logic and science one step further, Wampyri treat the elemental forces as they treat any technology, they dissect it to the basics and seek to understand it. A large part of their native Force has a lot in common with fields of physics, so they study both equally from a young age. As a result, Wampyri are among the most technologically advanced Races in the Realm.

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Society Architecture: One thing can be said about Wampyri architecture without doubt, it aims to impress. With bold lines and tall arches reminiscent of Gothic cathedrals, they often employ tricks of light and mastery over electromagnetism in order to design buildings that defy Earth standards of safety or physics. Painted windows and glowing surfaces and highlights make most of their structures seem a fusion of futuristic and archaic designs. They also value privacy and many private houses have hidden passages and secret rooms. Calendar: Wampyri follow the common calendar with no great deviations. Each College has their own special dates however and members are expected to celebrate them when possible. The Queen's birthday is also such a unique holiday, meant to remind them who is in charge. Economy: Education: Of all the Humans in the Realm, Wampyri are the ones that focus on proper education the most. From an early age, they enter a schooling system that never ends for some of them. From simple classes taught in most Earth schools to advanced and obscure fields like nuclear philosophy, Wampyri enjoy learning new things. Many among them have degrees in multiple fields and new discoveries are made daily, though not always shared with others. Foreign Relations: These Humans are often mistaken for cruel, so others don't really enjoy their company. Rumors say some of them keep Sapiens as pets and game. They have zero tolerance for those who go against them or fail to display some level of intelligence. Patient enough, they can bide their time if they can learn something new. Government: Ruled by a Queen and bound to follow her every word, the nation of the Wampyri, has a sophisticated bureaucratic network, that runs through their kingdom. They have a well organized network of spies and informers and keep a large number of slaves.

Legal System: With a rather elaborate system in place, not even the Queen is above the law. There are many lawyers among them and many ways to interpret the rules, but for the most part Wampyri law is quite clear and easy to comprehend. Punishment follows the norm for the Region in most cases. War & Weapons: True to their self image, Wampyri prefer elegant and effective weapons with simple lines and geometric designs. Many among them incorporate their mastery of the forces in the handling or even appearance of their weapons, to devastating results for their opponents. Since they use the Forces to shield

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themselves, their armour focuses more on design than covering the vital parts. Factions: Reason and logic govern everything, but no two Wampyri have the exact same experiences, thus it is possible for them to reach different conclusions. Because of that, Wampyri can be found in all Factions, with Order ones having considerably more numbers. Regardless of where they end up, they tend to climb up the hierarchy of the Faction faster than others, embracing the philosophy of said Faction.

Settlements: It comes as a surprise, but Wampyri cities are not always easy to spot. Their impressive buildings are often hidden behind walls of rock or under the floating mountains of the Region. Those that can be seen however, can make even the dullest piece of floating mountain look like an impenetrable fortress. At night, their cities look even more impressive.

Atlantis: Kwazulu: Sambala:

Enforcers of the Law: Looking Glass Society: Scions of Justice: Prismatic College: The High Bureaucracy:

Stereotypes
Eruhim: It is refreshing to find such practical people among barbarians, one can almost call them civilised. They fear no death or conflict and thus make excellent bodyguards. Empyri: Skilled performers and effective assassins. They are rather unpredictable and unreliable so they should only be used when absolutely necessary. Bantori: They say we come from creatures not much different than them. The fact they still resemble them and we don't is a clear sign of our superiority. Sapiens: Best used as servants and pets, some of them actually have skills we can utilise. Those sufficiently intelligent can even be trained as assistants.
The Five Human Races found in the Realm of Illusions

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