World - Races

Enter a world of Nordic warriors and witness their epic journey as they heed the call of their gods to save the world from utter destruction! Using Green Ronin'€™s '€œA Song of Ice and Fire Roleplaying'€ gaming system, players will don the mantle of Viking-like heroes that undertake an epic journey across the mythic lands of Kann where they do their best to aid their fellow Einherhar against the forces of evil. Though dealing primarily with a specific region in itself (the mystical realm of Kann) Conquest will also include helpful information about the Emperor-ruled world of Aerth and its surrounding territories such as the region of Midgard and its frozen Northern Marches. Please bear in mind that this forum thread '€" much like the others '€" will need quite a bit of your help in order to even begin thinking about getting things off of the ground. If you like the idea of playing in a rather combat heavy and low-end magic setting however, then this is the place for you!
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World - Races

Post by Eanwulf » Fri Oct 23, 2009 9:30 pm

Races
The primary races of the Himinndyrr setting are typical for most any Fantasy based game-worlds: Humans, Elves and Half-Elves, Halflings, Dwarves. However, there are some differences between the races presented here and those in other campaign settings. Also, non-human races do not exist in the variation that they exist in other settings. That is, there are no Wood Elves, High Elves, Gray Elves, etc.
Humans are split into five distinct subraces, each representing a different culture:

'¢ Anuirean - The human descendants of the Andu tribe. After fleeing the corruption of ancient Adurian civilization by the god Azrai, the Andu were brought to Cerilia by their patron god Anduiras. When the old gods died at the battle of Mount Deismaar, the newly risen god Haelyn became their patron god. Haelyn's brother Roele founded the Aniurean Empire, which at one time encompassed major portions of Rjurik, Brechtur, Khinasi, and all of Anuire. That empire lasted some thousand years until Michael Roele, the last Emperor of Anuire, died at the hands of the Gorgon, heralding its decline. The subject realms subsequently won their independence and the twelve Duchies of Anuire fractured politically. Currently some thirty separate realms exist in Anuire. Most are human dominated, but a few goblin, elven, and dwarven realms exist as well. Anuireans are culturally similar to medieval western Europe. Feudal lords hold dominion, armored knights fill the military, and a small middle class of merchants chaffes under the rigid social structure. As Anuire was the region described in the original boxed set and is closest to established fantasy stereotypes, it is perhaps the most well known and heavily played region of Cerilia.

'¢ Brecht - The Brecht humans tend to be individualistic and enterprising. They have a large middle class and merchant-princes hold much power. The Brecht are superb sailors, voyaging far and wide to trade. They depend upon their fleets and rugged mountains to defend their coastal realms. Their patron god is Sera, goddess of trade and luck. The Brecht draw elements from Renaissance Spain, Italy, the Netherlands and Germany, as well as the Hanseatic League. Piracy is a major problem, daring captains sail roundships to distant continents, and much swashbuckling ensues.

'¢Khinasi - Khinasi lands are sometimes called "The Cities of the Sun." The cultured and civilized Khinasi have a distinctly Middle Eastern flavor. They hold wizards and magicians in high regard and mages rule several city-states. Magic is much more common and accepted among the Khinasi than elsewhere in Cerilia. Their patron deity is the sun goddess Avani, whose portfolio includes enlightenment as well as illumination.

'¢Rjurik - The Rjurik humans live in the harsh climate of the Rjurik Highlands. They have cultural traits taken from the Celts and Scandinavians. Druids watch over the people and forests, jarls build and trek in longships, and semi-nomadic tribes debate whether to join their 'civilized' settled brethren. Much of Rjurik life is based on survival in their relatively harsh terrain. Their patron god is Erik, god of nature and the druids.

'¢Vos - The Vos were once dedicated to the god Vorynn, the old god of magic. But they were lured by the evil god Azrai and fought at his side at the battle of Mount Deismaar. Their patron gods are now Belinik, god of violence, and Kreisha, goddess of winter. They have a warrior society based loosely on Slavic culture.
'¢ Elves of Cerilia call themselves the Sidhelien and live in the ancient forests of Cerlia. They are generally antagonistic to humans--and most other Cerilian races. Unlike elves in other settings, Cerilian elves are generally chaotic in nature and thus unpredictable with their moods. Elves are immortal, immune to disease and do not need to sleep.

'¢ Half-Elves bridge the gap between elves and humans. They are not immortal but are longer-lived than humans. Though elves are generally suspicious of humans they accept their rare offspring with mortals completely into their society, despite their mortality. Among humans, however, half-elves are treated with superstition and suspicion.

'¢ Halflings are a race that is native to the Shadow World, but fled to Cerilia when a force of evil corrupted their homeland. They still bear the taint of their origins in the Shadow World and are able to cross over into that plane of existence more easily than any other race of Cerilia.

'¢ Dwarves are a gruff mountain folk, whose bodies are twice as dense as other creatures. They weigh 250-300 pounds despite averaging only 4-4 1/2 feet tall. Dwarves are often isolationist and reserved.

'¢ Goblins are less hated and feared than in other fantasy settings. Although seen as crude and barbaric, they have several large realms that trade with human realms.

'¢ Orogs are a fierce, militaristic race that live primarily underground. They are in endless war with the dwarves and just about every other race of Cerilia.

'¢ Gnolls, giants, and other fantasy races also exist.
Last edited by Eanwulf on Wed Nov 04, 2009 9:56 am, edited 1 time in total.
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Primary "Player" Race - The Rjurik

Post by Eanwulf » Tue Nov 03, 2009 10:16 pm

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Rjurik
The Rjurik (RYUR-ick) inhabit the taiga and highlands of northwestern Cerilia in the region known as the Rjurik Highlands. They're a tall, broad-shouldered people with blond or red hair and fair complexions. Both men and women wear their hair in long braids. The Rjurik are stubborn individualists who don't swear fealty to anyone besides their own kin; the family is most important part of Rjurik life.

Most Rjurik follow the patron-god Erik, old father of the forests, and druids are revered throughout Rjurik society as teachers, leaders, and advisers. Common Rjurik have a deep respect and love for Cerilia's wilds, and carefully avoid over-hunting or clearing virgin forest.

Living in the wind-swept land north of Anuire, the Rjurik make their living by hunting across the hills and moors of their territory. The Rjurik rely on individuality to see them through, yet they also place a strong bond on the clan. They are nomads in the summer, but return to their halls at first snowfall, there to keep the cold at bay with feasts and roaring fires in the mammoth hearths. They venture out into the cold in hunting parties, replenishing their larders as necessary. Because of the harshness of the landscape and the ever-present danger of monsters, the Rjurik almost never travel alone.

Though the Rjurik have jarls to lead them, and can demand the jarls step down if they fail to do a good job, the true rulers of the people are the druids in their groves. They bend the Rjurik opinions, and conduct the rites that keep the Rjurik mighty. The jarls seek out the druids in the oaks and taiga, searching for words of wisdom to guide their people.

There's little war in Rjurik. For one thing, the Rjurik people don't see the need to glorify themselves through massive battles. For another, the nearest clans are usually a good distance away, making the logistics of battle uncertain. Finally, the Rjurik prefer to face off in one-on-one challenges when an insult is dealt or when an upstart seeks to become the new jarl, rather than wasting precious lives.

This is not to say that the Rjurik will not fight wars. When foreign armies invade the tundra, the Rjurik can mobilize better and faster than nearly any army in Cerilia. Since they know their land well, they can travel across it far faster than their enemies, and reinforcements seem to arrive at supernatural speeds.

The Rjurik themselves are a hardy race of foresters, hunters, and warriors. Their jarldoms and clan-holds are scattered along the forbidding coasts of the Mhiere Rhuann and the icy Thaelasian passage, although a few small holds can be found as far east as the Krakennauricht. The Rjurik are a free-minded people who place little importance on titles or rulers; a Rjurik jarl reigns by the consent of his folk and can be replaced if they don't like the way he's doing his job.

In a historical context, the Rjurik are an amalgamation of that of the Nordic Vikings and the mythic Celts. Rjurik technology is not particularly advanced and can be viewed as roughly equivalent to the technologies of the Middle Age cultures.

Rjurik cultural traits: The Rjurik are a wild and hardy people. They are taught from an early age a deep reverence and respect for Cerilia's wilds and are notable foresters.

Spoken Language: Rjuven.
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Opposing "Non-Player" Race - The Vos

Post by Eanwulf » Tue Nov 03, 2009 10:22 pm

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Vos
The Vos (VAHS) are a barbaric race from the cold mountains and forests of northeastern Cerilia in the region known as Vosgaard. They are tall, thick-boned people with flat features, light eyes, and a sallow hue. Male warriors are fond of shaving their heads and wearing long, drooping mustaches.

The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are warchieftains known as tsarevos, advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters '€" any other profession is considered unmanly. Vos women are greatly limited in their freedom by custom, although a few women have succeeded as warriors or tsarevas.

The Vos are by far the most brutal and misunderstood of the humans. They live in the area of Cerilia known to geographers as Vosgaard, but to its neighbors as the Land of Darkness, the Brutal Lands, or the Lands of Midnight Sun. It's populated heavily by humanoids and monsters. The gods of the Vos are harsh and evil, and the Vos themselves have a reputation for being nearly as cruel as the humanoids they hunt.

Though all these things are true of the Vos, there's also something about them that most people don't take into account: The Vos live in the harshest part of Cerilia, surrounded by inhuman creatures. Though they once worshiped the god of the moon and magic, they've found little solace in his teachings. Small wonder, then, that they turned to gods more suited to their land, gods of cold and rage.

The Vos rulers are priests of the Ice Lady and the Terror God. They earn the Vos their reputation, for they are the ones constantly warring on each other and those surrounding them. Those who are not priests rarely have power in Vosgaard, for one of the few threats the Vos leaders unite against is a leader whose visions don't come from the gods.

Taken individually, the Vos are actually decent people. Though they don't believe in mercy, they understand compassion. While they're savage in battle, they have a firm code of honor. And while they hunt their enemies ruthlessly, their friends are their most treasured possessions.

The other human races of Cerilia are inclined to view the Vos as evil barbarians, savages, and marauders, but this isn't an entirely accurate assessment. The Vos have their cities and kingdoms, and there are heroes of noble bearing among them. It's important to remember that by their own standards Vos warriors are acting with honor when they raid and pillage the lands of the Brecht or the Basarji. And while no one will ever accuse a Vos of subterfuge or subtlety, it's also true that a person always knows where he stands with a Vos warrior.

The code of courage and violent tendencies of Vos warriors and rulers have made north-eastern Cerilia a battlefield for the settling of their differences and feuds. The Vos hold "weaker" cultures in contempt and view the other peoples of Cerilia as potential slaves or enemies, but they absolutely hate each other. Travelers in Vosgaard should go to great lengths to avoid associating themselves with any particular chieftain or baronet '€" it's dangerous to take sides, even by placing oneself under a chieftain's protection.

In a historical context, the Vos are most similar to the ancient Mongols or Huns in their overall composition, but Russian and Slavic in their general speech and mannerisms. Vos technology is the least advanced of the human cultures and can be viewed as roughly equivalent to the technologies of the Dark Age cultures. There is written version to the Vos language and only those that speak another language are literate.

Vos cultural traits: The Vos are a strong and warlike people with a rigid code of face and honor. The Vos know what it means to fight for survival '€" both against their foes, and the bitter cold of their homeland.

Native Language: Vos.
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Supporting "Non-Player" Race - The Brecht

Post by Eanwulf » Tue Nov 03, 2009 10:41 pm

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Brecht
The Brecht (BREH-cht) folk inhabit north-central Cerilia. They tend to be short and stocky, with dark hair and eyes. Early in their history, they were
under the rule of Anuirean governors, and the nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brecht gained independence, the guilds and merchants came into power.

The Brecht believe in free enterprise, and Brecht society revolves around wealth. The nobility is weak in Brechtur, and several states have declared themselves republics. The Brecht have a fierce love of independence and a tradition of self reliance; they don't wait for their lordlings or rulers to solve problems for them. Commerce and trade are expressions of this belief, and Brecht commoners owe their first loyalty to guilds and companies.

The Brecht are sea-faring traders, plying their ships through the frozen Krakennauricht to reach foreign ports. Though they have the most exposure to other continents and cultures, they are, strangely, also one of the most insular of peoples. They've seen how other people live, and while they don't necessarily disapprove, they're far more comfortable with their own way of life.

Brechtur leaders are typically of the rogue and schemer class, though they call themselves merchants. Their patron deity is Sera (called Sarimie by the Anuireans), goddess of fortune and commerce, and so the Brecht base their lives on living up to her ideals. Therefore, the merchant class is the highest rank one can gain in Brechtur society, and many sailors give their lives trying to achieve it. Money, not nobility or knowledge, is the driving force behind Brecht society.

The folk of Brechtur are, above all, pragmatic. They generally won't fight a battle they're sure to lose, instead preferring to bargain their way out of it. Most of them won't betray friends for the sake of a profit, but it has been known to happen. This is not to say that they're entirely cold to the needs of others, but they do tend to weigh the costs and benefits of their
actions.

Brecht lands are surrounded by mountains on one side and the sea on the other. They have been beaten once by a landbound army, they're determined not to let it happen again. The passes through the mountains are now well guarded, and the Brecht see themselves as unbeatable at sea. Combine this with their skill at commerce, and they become somewhat full of themselves, viewing their position as unassailable.

In a historical context, Brechtur can be viewed as a parallel of Spain during the Renaissance. Brechtur has a relatively advanced medieval technology similar to that of the early Renaissance cultures.

Brecht Cultural Traits: The Brecht society revolves around wealth and the sea. The Brecht believe in free enterprise, sharp wits, and nimble fingers. The Brecht are a fiery and quickwitted people and often act before others have had time to consider a matter thoroughly.

Native Language: Low Brecht.
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