Deepfell Humans

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Deepfeller.jpg
Human
INFORMATION
Race Name(s):

Humes, Humans

  • Refer to themselves by their Township or Country
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

  • Human governments vary wildly but most give power to the privileged few
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

  • Maximum Lifespan: 100+ 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

  • Humans are capable of any magic discipline but prefer Alchemy and Theurge Magic (Clerics, Druids, etc).
  • Most Human groups strongly distrust Warlocks and Sorcerors
Favored Weapons:

Swords, Knives, Clubs, Axes, Bows and Arrow, Spears

END

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.

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.

Average Appearance

Traits

High Clans

Average Appearance

Traits

Tribes Under the Moon

Average Appearance

Traits

Veldtmen

Average Appearance

Traits

Rivertramps

Average Appearance

Traits

Mottewardens

Average Appearance

Traits

Moorlings

Average Appearance

Traits

Travelers

Qushir

Far to the south are people from the desert oases of the land called "Qush." These people are extensive traders and have caravans and ships across the world. But they are cosmopolitan people and seldom journey deep into the uncharted areas of the world. The Qush have any fine things of affluence: spices and silks and exotic incense. But one of the most treasured commodities is the roasted pit of a cherry-like fruit called coffee.

Waqan, Awande, Sinj and Iwago

Even farther south than Qush, deep in the savannahs and deserts are sophisticated kingdoms of Humans collectively called "The Four Cities of Gold and Ivory." Like the Qush they have extensive trade networks but are more localized. These people are insular and find little use for life this far north. A few are found on pirate ships and trading vessels. Sadly, many are indentured servants or runaway slaves escaping captivity. Like Qush, these nations do trade in one highly demanded commodity- the black seed known as coffee.

Xi'zhen

Xi'zhen is a world away and the proud, insular Xi'zhen see little of value here that they cannot get locally. While they, like the Qush, have extensive trade networks, those routes end further south.

Average Appearance

Traits

Vlizha

Average Appearance

Traits