Wednesday, June 23, 2010

Humans of Martapa, Part III

So here we are, in the southwestern part of Taina. The people are blond or brunette, pale skinned and most bare the blue eyes which mirror the color of the sea. They are more lithe then their northern counterparts, though a stout fellow here or there can be seen. Clothes are are thick wool to stave off the chill of the ocean breezes, since most major Houses are situated along the coast. Dresses are conservative, and men wear doublets with billowing shirts beneath. Hats with long feathers for the men are the fashion, along with shoulder length hair, loose or in neat ponytails. Woman wear the hair in fanciful braids or loose, depending upon their lot in life. Loose hair usually means they are wealthy and have no need to worry about their hair getting in the way of their work.

They talk with a bit of an English accent, heavily along the coast, but for the most part their High King's Speech is your typical American English equivalent. This is also the trade language, so many of the other mortal races learn this along with their native language.

The major Houses (thus major cities) of the southern reaches are Greenthorne, Vandez, Bloodhelm, Weatherworn, Pathfinder, Cole and Brightwater, all of which are port cities. Fishing is very important to these cities, along with farming and some timber from the more northern of these southern cities. Also, trading with the Empire also brings in good gold.

Here the families are smaller, usually three to five children, and usually there are few extended family living with them. The oldest will usually take in an elderly mother or father, but sisters and brothers usually have their own homes. Here people are in castes, the poor consisting mostly of farmers and servants, those of moderate means being business owners or merchants, and then the nobility.

Classes which might be appropriate from this region would be swashbucklers, something which might be equivalent to a knight, bards, thieves, and mages (both magic users and clerics depending on your system). Let me make a quick clarification here. In my world there are no "clerics". All people who can use magic are called mages or wizards (people are only called wizards if they worship or draw their magic from Kahalla). Those who are devoted to a particular God are given the title Mage. These are your clerics. Clear as mud? If you want to change stats form a mainstream human in your campaign world I would give them a bonus to their agility and charisma, maybe even intelligence. I would take from constitution and strength though, to balance things out.

The people of the southern reaches find their northern neighbors ignorant barbarians and thus find them in disdain, even the nobility of the north. Give a minus to interaction rolls if a southern reaches person interacts with a northern reaches person they do not know. Don't worry about such things if the people know each other.

Roleplaying Tip of the Day: Food. Okay, how many of you have ordered in food while roleplaying? I see all those hands...pizza was my groups thing, around midnight when the college specials would spring to life like magic. Use this to your advantage. Have props of food for your tavern and around the campfire scenes. Do a potluck with a stew and bread along with your "mead". It will add to the atmosphere and everybody's tummies will be nice and happy. Happy roleplaying!
Tomorrow: Humans of Eastern Tiana

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