RACES

RACES

The ANGSLOVAR

00013.jpg

ANGSLOVAR (forest elves) *
*Attributes: Dexterity +2, Wisdom +2
Skills: Language (Angslovar Elvish), Listen 2, Notice 2, (Survival 4 or Handle Animal 4)
Feats: Choose 2 (Attractive, Favored Opponent (Goblins or Orcs), Precise Shot, Tracking).
Super Senses 1 (Low Light Vision)
Weakness: Illiterate
Abilities 4 + Skills 2 (8 ranks) + Feats 2 + Powers 1 + Weakness -1 = 8 points

Weapon Damage Critical Range Cost
Angslovar Short Bow +3L 18-20 30’ 12ep / 100 gp_

Government, Society & Culture
The Angslovar Forest of the Northern reaches of Tellamore is the land of the Angslovar Elves who sometimes make their homes high in the trees of the forest. They are a semi-nomadic people with some Angslovar residing in small towns that are semi-permanent in nature. Towns may last for as little as a year or two at a time before moving onto another place. Their towns are designed to be hidden as the Angslovar are reclusive and to blend into the forest.

When not settled the Angslovar move in tribes throughout the forest and at times into the hills and onto the plains. Tribes are associated with animal totems. Their soldiers and hunters are considered formidable warriors and expert archers.

The government is a blend of democratic consensus and theocracy. While the rule by elders and counsel is officially subservient to the druidic order, it is surprising how little the order exercises its authority in day-to-day affairs. Tribal chiefs are considered the first among equals and lead the tribes by way guiding. It is common for Chiefs to be religious leaders.

While considered barbarians by many, the Angslovar do not see themselves that way. They consider themselves to be guardians of the forest and the natural order. Trade, herding sheep, farming and hunting are important to the Angslovar. Their woodcrafts, foods, medicines and bows are renowned. The Angslovar are excellent weavers, craftsmen and archers.

Tullamore officially views the Angslovar Forests as its territory. However, the government of Tullamore has never been able to maintain any control over the fiercely independent Angslovar. It follows then that there is considerable friction between the two ethnic groups.

Physical Description
Standing between 5’ and 5’5” adult Angslovar tend toward a slight build with darker hair that sometimes has a greenish or reddish tint. Their skin may be fair but it sometimes is a slightly greenish hue.

Language
The Angslovar speak a form of Elvish that is very similar to that of the Carum-Natal. The language is thought to possess magical or mystical power. While they have no written language, they are normally familiar with druidic runes and it is common for the Angslovar to recognize druidic runes.

Half-Ansglovar
Individual born of human and Angslovar parents are treated the same as full Anglovar if raised within Angslovar society.

CARUM-NATAL

High_Elf.jpg

*CARUM-NATAL (High elves) *
*Attributes: Dexterity +2; Intelligence +2
Skills: Language 1 (Elvish), Diplomacy 2, Notice 2. 4 ranks in knowledge skills.
Feats: Attractive
Super Senses 1 (Low Light Vision)
Weakness:
Abilities 4 + Skills 2 (8 ranks) + Feats 1 + Powers 1 + Weakness 0 = 8 points

Weapon Damage Critical Cost
Scimitar 3L 18-20 5 ep / 50 gp
Dagger 2L 19-20 3 ep / 20 gp
Elven Chainmail 5 protection / 5 ep / 400 gp*

Government, Society and Culture
The Elves of the Carum Forest refer to themselves as “Carum-Natal” or high elves. Within the Carum Forest are the seven cities established there by the seven houses of the Elven Lords. A divine emperor “may he live forever” rules the Carum-Natal with a very rigid and stratified feudal society.

The society of the Carum-Natal is extremely controlled with very little social movement between classes. The aristocracy is comprised of a divine emperor, seven houses with family lords at their head, who actually control the emperor, and a warrior aristocratic class. Beneath them is the merchant/artisan class. At the bottom rung of the social ladder are the majority who are commoners and peasants.

Duty and honor to the emperor, lord and family are central to the elvish way of life. The elves believe that honor is an attribute and once lost must be regained and that one must atone for his transgressions or those of his family.

Their society is closed to outsiders and they are not tolerant of human outsiders. Despite this they recognize that they must trade with humans if they are to survive. Trade between humans and the Carum-Natal is very controlled. The numbers of outsiders in a caravan, the number who enter a city, and where they can travel is always limited. Individuals are watched while within the territory and do not roam freely through the forest or immediate countryside. A writ must be obtained to travel within the forest.

Physical Description
Carum-Natal Elves stand between 5’ and 5’6” in height with slight builds. The color of their hair and eyes ranges widely and can be almost any color; brown, black, blond, or red and may even have a greenish tint. They do tend to be fair of complexion.

Language
The Carum-Natal speak a form of Elvish that is almost identical to the Elvish of the Angslovar. They consider their dialect to be superior to that of the Angslovar. The language is thought to possess magical or mystical power. All but the lowest class are literate within society.

Half Carum-Natal
Half Caram-Natal are usually raised in human society. In Coram-Natal society there is significant prejudice against half-elves. Human parents are normally prohibited from remaining in Caram-Natal society which is extremely Xenophobic.

The Devergar

Devergar3.png

DEVERGAR (Dwarves) *
*Attributes: Constitution 2, Charisma -2
Skills: Language 1 (Reginkunnir & Terronic), Intimidate 3; Craft 4 (chose one).
Feats: Favored Opponents (Giants, Goblins, Orcs or Trolls), Hardy, Steadfast
Density 2 (Continuous; Permanent; Innate) (
4 Strength)
Shrinking 2 (Continuous; Permanent; Innate) (-2 Strength)
Super Senses 2 (Infravision) (Direction Sense – underground)
Weakness: Disability (short) (-5 movement) -1
Abilities 0 + Skills 2 (8 ranks) + Feats 3 + Powers 12 + Weakness -1 = 16 points

Weapon Damage Critical Cost
War Axe 5L 19-20 7 EP/ 30 gp
Dwarven Scale Mail 4 protection 4 ep / 200 gp
_

Government, Society and Culture
The Devergar are organized into clans and strongly identify with their kinsmen. They recognize a clan chief as king: Ragnar Lothbrok of the Wagmunding clan. The king is a glorified chieftain who has considerable power over the clan chiefs of Nidavellir and clan chiefs generally yield to his authority. However, the king’s power is not absolute and he is defied at times.

The population of the Nidavellir is scattered throughout the Corrag Mountains and Torridon Hills. The capital, Gunnhilde, is the largest population center and a significant portion of the city, like Balder, Jelling and Gamla, is underground. The cities of Nidavellir cities are always walled and there are few small villages because of the dangers posed by the Mountain Orcs, Rock Trolls and Northern Giants.

Devergar society depends heavily on trade with its neighbors. It imports foodstuffs regularly but exports precious metals and stones. The Devergar are renowned for their craftsmanship in metal work and for jewelry. Mining is central to their economy.

The Devergar are a good natured group of individuals who enjoy the company of their own people. Outside of Devergar society they are rough around the edges and often seen as blunt, obnoxious, aggressive, rude and at times insolent.

The Devergar see themselves as carefree and direct. They have little time for cultural subtleties and nuanced conversation. Instead, Devergar “tell it like it is” (or at least like they see it) and will brook no nonsense or useless pleasantries outside of a royal court.

Much of their culture centers on mining and smith work. Devergar craftsmen are renowned throughout Tellamore for their craftsmanship and skill at metal work. Sheep, goats, and rams are herded. Agriculture is a science for the Devergar and they have adapted to the rugged terrain of the hills and mountains by creating terraced gardens and fields. It is difficult to grow things in the Corrag Mountains but the Devergar persevere. The Devergar are said to be brewers of fine beer, whiskey and vodka.

Physical Description
The Devergar are short in stature with males and females ranging between 4’ 0” and 4’ 6” in height. They are generally quite stout with large chests and very broad shoulders for their size. Both men and women wear their hair long and braids are very popular for both hair and beards. Devergar hair color ranges from dark brown to black with the occasional red haired the Devergar (who are believed to be god touched and hot tempered). They are fond of beards, braids, beads and other decorative crafts of all sorts.

Language
Reginkunnir is an ancient language with its own unique alphabet that is runic in nature. It is made up of symbols that are believed to be divine in origin to contain magical properties and powers. Runes are tattooed onto bodies, engraved into swords and armor and used to ward against evil.

Half-Devergar
Children born of two races are viewed no differently in Devergar society than full Devergar. A child adopted into Devergar society would be viewed as Devergar as well.

Devergar_Terraces.jpg
Devergar Agricultural Terraces

THE GENOMOS

Gnome2a.jpg

GENOMOS (Gnomes)
Attributes: Intelligence +2; Charisma +2.
Skills: Language 1 (Kodesh) (Terronic), Diplomacy 2, Notice 2, Knowledge (technology) 1, 2 ranks in craft, knowledge or perform skills.
Shrinking 4 (permanent, Innate) (-4 Str, -1 size, -1 toughness, 3/4 movement)
Super Senses 1 (Low Light Vision)
Weakness: Gnome Size (uncommon, minor)
Abilities 4 + Skills 2 (8 ranks) + Feats 0 + Powers 6 + Weakness -1 = 13 points

Government, Society and Culture
The Genomos badlands is where the Genomos reside. Those located in Tullamore itself are refugees and not native to the country. Their homeland was overrun by the Camargue during the 100 years war and they fled hoping for a new start. About half of their population is found in the Genomos badlands and the other half spread out through Tullamore.

The Genomos of the Badlands are organized into small city states. They have a strong sense of national unity and work cooperatively when dealing with outsiders.

The Genomos of Tullamore are fortunate in that they are not part of the feudal system as serfs or knights. Thus, they are spared some of the oppression and constant warfare that made life miserable for most of Tullamore. Unlike the natives of Tullamore, most Genomos are literate in the languages they speak.

The Genomos have a strong sense of racial identity and tend to be well educated, light hearted, and even tempered with a strong sense of community. Because they are known to be shrewd bargainers who enjoy doing business, haggling and getting a good deal, there is some resentment within Tullamore against the Genomos.

The Genomos are known as inventors and creators of crafts and technological marvels. Their skill in weaving and creating clockwork crafts is unsurpassed in Tullamore.

Physical Description
Gnomes are generally slight and thin and seldom broad shouldered. Men may or may not wear beards. Their hair color tends to be light to dark brown and their eyes lighter colors of green, blue or brown. Males average around 4’ 5" in height and females average around 4’ 2". They weigh between 50-100 lbs.

Language
Lashon ha-Kodesh (Kodesh) is the native language of the Genomos.

Half-Genomos
Children born of two races are viewed as equals by the Genomos. However, if they are raised in human society, relations may be strained because of differing cultural norms.

HUMANS (ANGLARI)

Angslovars.jpg

*HUMANS (Anglari)
Attributes: None
Skills: Language 1 (Terronic) (Latium), 3 free skill points
Feats: Benefit (Anglari) +2 Diplomacy when dealing with Humans and +2 Intimidate when dealing with Formorians
Weakness: None
Abilities 0 + Skills 1 (4 Ranks) + Feats 1 + Powers 0 + Weakness 0 = 2 point

Government, Society and Culture
The Anglari are a bold and proud people who are uncompromising in their religious and cultural beliefs. Originally conquerors in Tullamore, they were part of the great expansion of the Anglari Empire that spread throughout the known world. Hundreds of years later they are now a permanent part of the Tullamore landscape.

As conquerors they view themselves as superior to the other peoples of Tullamore and have maintained this prejudice. While they continue to have a strong connection with the Anglari Empire and its traditions, they do not wish to return to rule under the Empire.

Because of access to resources and education, they have become more sophisticated and educated than other humans in the region. Nevertheless, many of the lower classes have now gone native and may identify with the Formorians that the Anglari.

The majority of the nobles, landed gentry and merchant class are comprised of Anglari.
The nobles tend to be harsh with their servants and with the locals. Many are decadent, foppish and prone to excess. The arrogance of the Anglari has led to more than a little conflict between the racial and ethnic groups in the region.

Physical Description
Anglari tend to be tall averaging between 5’8” and 6’0” for men and 5’4” and 5’6” for women. They have lighter skin and often lighter colored eyes. Their hair ranges the whole spectrum from honey blond to black.

Language
Latium is the language of the law, business and the royal courts. All but the highest ranking Anglari’s speak Anglamar as it is the de facto language of Tullamore.

HUMANS (Formorian)

humans.jpg

HUMANS (Formorians) *
*Attributes: None
Skills: Language 1 (Terronic),
Powers: None
Weakness: None
Abilities 0 + Skills 0 + Feats 0 + Powers 0 + Weakness 0 = 0 points

Government, Society and Culture
The natives of Tullamore were originally a group of clans that roamed through the region. Several waves of conquest lead to the formation of permanent villages, towns and eventually large cities. This made Tullamore a great melting pot of cultures, ethnic groups, races and religions. For the natives, assimilation for survival was the only option.

The most recent and enduring of the conquests has been that of the Anglamar Empire that came from the East. During the 400 year Anglamar occupation cultural integration took place but clan awareness still exists, albeit in a watered down form. Many cultural traditions continue to the present: tattoos, superstitions, rivalries and language.
The Formorian nobles now identify more with the Anglari than with the serfs of Tullamore whom they would once have considered kinsmen just a couple of generations before.

The Formorians make up the ethnic majority of Tullamore. Culturally they are a gruff and boisterous group. They are adaptable and hard working but not particularly tolerant of other ethnic groups or travelers from other parts. They have adopted the religion of the Anglari as their own, however, they continue to worship as they did before with animist beliefs and worship of the primal gods and elemental lords.

Physical Description
Formorians tend to have fair skin or rudy complexions but there is some variation due to mixing with the Anglari. Their hair tends to be waivy and curly and their eyes darker colors of brown and amber are common but it is not unheard of to have lighter eye colors. Tullamoreian males stand an average of 5’7” and women 5’ 5”.

Language
Anglamar is the common tongue of Tullamore and the language preferred by lower classes.
Latium is sometimes learned and this is the language of the courts and legal matters.

*HUMANS (OTHER)

HUMANS (Other)
Attributes: None
Skills: Language 1 (Terronic)
Feats: None
Weakness: None
Abilities 0 + Skills 0 + Feats 0 + Powers 0 + Weakness 0 = 0 point*

Tullamore has been conquered on more than one occasion. This has brought a large number of non-Formorians and non-Anglari to the region. To further complicate matters, the occupying army of the Anglari Empire was largely requited from other conquered people around the world. In practical terms this means that just about any ethnic group can be found in Tullamore.

HUMAN (Satara)

gypsy8.jpg

HUMAN (Satara)
Attributes: +2 Dexterity
Skills: Language 1 (Terronic) (Vechi Limba)
Perform 3 (any perform skills), Bluff 2; Sleight of Hand 2.
Feats: Fascinate
Weakness: Satara (discrimination) -1
Abilities 2 + Skills 2 (8 ranks) + Feats 1 + Powers 0 + Weakness -1 = 4 point

Government, Society and Culture
The Satara are relatively new to Tullamore and according to their lore they came from a distant land where they were almost driven to extinction. That was hundreds of years ago.

A colorful and nomadic people, the Satara have a distinct language and a culture that places great value on ethnic loyalty, music, social custom and the freedom to roam.

While the social structure of the Satara is a mystery to outsiders, they do have a communal bond that binds them together a distinct loyalty to each other. The primary social structure of the Satara is the Kumpania. The Kumpania is a tribe or group of families of Satara that travel together and act as a unit. The head of the Kumpania is officially a male patriarch who known as the rom baro or “People’s King”. The members of the Kumpania are communal and share group work, expenses and profits.

Social custom is central to the Satara way of life. The Satara obey rules and customs that are peculiar to their social group. Ritual cleanliness is of great importance to the Satara and certain things, creatures and people are believed to be tainted and are referred to as Mohrime (“Unclean and impure in a spiritual way”). Unclean animals include cats, rats, and foxes. Some people are also considered mahrime, especially payos (non-Satara) and half-Satara. Satara may be exiled from Satara society for their crimes but this is usually for crimes against other Satara or egregious crimes against outsiders.

Music is important to Satara culture and many Satara learn to play a musical instrument when very young. As nomads, they travel and often adopt aspects of the cultures they come into contact with.

Economically the Satara have taken on many diverse rolls in society. The more sedentary Satara ply the rivers or perform odd jobs. Otherwise they bring entertainment and circus like novelties to the otherwise sedentary peoples of Tullamore.

The Satara are generally a good-natured group of people who do not seem to take life too seriously. They enjoy debating, gossip, socializing and haggling. There seems to be a bit of the con artist in every one of them and they are always looking for an angle.

Overall the Satara are unpopular in Tullamore. Many nefarious deeds are ascribed to them even though there is seldom any merit to these accusations. It is common to hear that the Satara are witches, that they kidnap children in the night, curse crops, kill animals, and, of course, that they are nothing but common thieves. Because of these prejudices, there is widespread persecution of the Satara.

The Satara generally treat outsiders with suspicion and distrust. It is not considered immoral to deceive or lie to them. There are some limits with this but never about minor matters and it may even be done out of habit as much as for personal gain.

Physical Description
Satara hair is generally dark brown or black, as are their eyes. The skin tones range from olive to light tan. Men average around 5’ 7” in height and women stand around 5’ 4”. Their clothes tend to be brightly colored and extravagant. Women wear scarves and dresses. They all wear too much jewelry by any other cultural standard.

Language
Vechi Limba is a completely foreign language to Tullamore. It uses a unique alphabet but while it has a handful of terms from Terronic and Latium. It is extremely difficult to learn and almost never spoken by outsiders.

RACES

Tullamore mateodesantafe