Difference between revisions of "Deepfell Humans"
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=== Typical Alignments === | === Typical Alignments === | ||
<p align="Justify">Lake People don't have a strong, public moral compass to fall back on so they tend to be islands unto themselves. Personal Scopes are common. Social people may be relatively new to the city or may look at their city's relative lack of morals and want to change it. The Antisocial types who hang on are often left alone, but many of them leave rather than suffer the city. A strong tendency toward Pragmatic alignments exists as few have been beholden to harsh letters of the law and those that are Lawful may adhere to family or professional traditions. Anarchy is common enough but they are often slapped down by their more Pragmatic cousins.</p> | <p align="Justify">Lake People don't have a strong, public moral compass to fall back on so they tend to be islands unto themselves. Personal Scopes are common. Social people may be relatively new to the city or may look at their city's relative lack of morals and want to change it. The Antisocial types who hang on are often left alone, but many of them leave rather than suffer the city. A strong tendency toward Pragmatic alignments exists as few have been beholden to harsh letters of the law and those that are Lawful may adhere to family or professional traditions. Anarchy is common enough but they are often slapped down by their more Pragmatic cousins.</p> | ||
+ | |||
+ | === Typical Vice === | ||
+ | <p align="Justify">Like all Humans, Lake People have a predilection for Vice and are very fractious. The most common vice among Lake People is Greed. Deepfell is a merchant and trade-oriented hub and the currency of the realm is gold. Envy is also quite common, as the Have Nots crave what the Haves, have.</p> | ||
== Cold Harborers == | == Cold Harborers == |
Revision as of 16:02, 8 August 2022
Human | |
INFORMATION | |
Race Name(s): |
Humes, Humans
|
Lineage(s): |
Varies
|
Political Posture: |
Varies |
Racial Law/Anarchy Axis: |
Varies; Pragmatism is common |
Racial Altruism/Greed Axis: |
Varies |
First Impressions: |
Fractious and varied; aggressive but diplomatic |
Native Government: |
Oligarchy
|
Native Language(s): |
Lake Common, Deepfell Trade Tongue |
Native Currency: |
Varies by township |
Native Region: |
Deepfell, various others |
Native Environment(s): |
Plains |
Average Lifespan: |
60 years
|
Age of Maturity: |
16 |
Trait Advantages: |
Resilience, Resourceful |
Trait Hindrances: |
Vice-Prone |
Average Height: |
Varies by Region and Gender |
Average Build: |
Humans have a variety of builds, from skinny and unhealthy to extremely corpulent |
Unusual Traits: |
None |
Spell-like Abilities: |
None |
Magic Capable?: |
Yes
|
Favored Weapons: |
Swords, Knives, Clubs, Axes, Bows and Arrow, Spears |
END | |
Template:Races |
At a Glance
Human Groups
Deepfellings
The Lake People- known to some as the Deepfellings- are the default Human type. These people are not native to the Deepfell area. They colonized along the river three hundred years ago when plentiful land and gold were discovered in the Northern Veldt. Opportunists came to build an upriver, inland community from Cold Harbor. These people built a settlement on elevated boardwalks supported by timber sunk into the muck of the area. The initial colonists and prospectors that settled Deepfell came from several cultures. They intermarried and some took wives and husbands from the Veldt natives. The culture has homogenized into a spectrum of what most people recognize as Lake People.
Average Appearance
Lake People ancestors homogenized- but continues to change. They have a habit of being an "average" of several different groups. Lake People usually have lank or wavy dark brown or black hair and dark eyes- browns, hazels and dark green are most common. In these cold, damp northern climes with little sun, they have a tendency to be fair-skinned, with sallow or ruddy hues. In the summer months, most Lake People gain deep tans after their first sunburn.
Traits
Deepfellings are known for being rugged, and by Cold Harbor standards, seem unsophisticated and blunt. The "frontier colony" has clung to the city like a damp fog. Their town, while successful and having brisk trade, has always been rough around the edges. All Lake People know how to swim, have knowledge of navigating and repairing river boats, know how to use and make rope, and may know some basic carpentry/shipwright skills. Most have knowledge of knives and wooden blunt weapons like mallets and belaying pins. Very few Lake People have extensive experience with horses. Their native language is Deepfell, a pidgin language of Harborer, Veldtmen, High Clan, and various other loan words.
Typical Alignments
Lake People don't have a strong, public moral compass to fall back on so they tend to be islands unto themselves. Personal Scopes are common. Social people may be relatively new to the city or may look at their city's relative lack of morals and want to change it. The Antisocial types who hang on are often left alone, but many of them leave rather than suffer the city. A strong tendency toward Pragmatic alignments exists as few have been beholden to harsh letters of the law and those that are Lawful may adhere to family or professional traditions. Anarchy is common enough but they are often slapped down by their more Pragmatic cousins.
Typical Vice
Like all Humans, Lake People have a predilection for Vice and are very fractious. The most common vice among Lake People is Greed. Deepfell is a merchant and trade-oriented hub and the currency of the realm is gold. Envy is also quite common, as the Have Nots crave what the Haves, have.
Cold Harborers
Cold Harbor is a large port city on the southern coast of the Northern Veldt. It is situated on the Great North River (the same river as Deepfell). Cold Harbor is peopled by Humans who colonized the area in waves. Many of the first Cold Harborer families form the city's upper crust as they have had the most opportunity. Successive waves of colonists, travelers, and trades who have settled in the city have given Cold Harbor a more cosmopolitan feel. Cold Harborers look at their city and themselves as the only bastion of civilization on the Northern Veldt. What matters to them is their city. The city is separated into "Quarters" and "Ghettos" for natives versus transients and merchants but the working classes all intermingle.