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Peoples

Page history last edited by Hal! 2 years, 1 month ago

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Peoples of Occida


This is not only a world of humanity, for other sentient species dwell here as well. Man is dominant at this point and appears to be further on the rise, but the others are not ready to shuffle meekly off stage either, and they have Legends of their own. There are two general categories in which the major mortal species are divided: the earthly and the fallen. The earthly species consist of Men, Alanir and Durgans. The fallen consist of Fomori [beings born partially of mortal and partially of Autumn-tainted spirit stuff – usually with Fallen parents] and the Lost [former mortals twisted by Autumnal spirit forces]).

 

LoAraces

Depicted above are the major sentient mortal species of Occida, though the status of the Lost as a distinct species is not strictly accurate (they are listed separately due to being distinct from their parent races and having distinct game mechanics pertaining to them). As noted elsewhere, for a character to be nonhuman they must have an aspect specifying which nonhuman species they belong to. See below for suggestions on what to use these racial aspects for, but keep in mind that the suggestions below are by no means exhaustive of what one might choose to use these aspects for.

 

What About Half-breeds?

Durgans, alanir and humanity are genetically incompatible and are unable to crossbreed with mortal beings outside their own species. The Lost are effectively the same as their parent species in this respect. Fomori are, strangely enough, apparently able to breed with pretty much anything sentient and possibly even some non-sentients. It is presumed that this is because of their supernatural, semi-fey nature, but the limits of fomorian fecundity have not been subjected to rigorous scientific analysis by anybody that was remotely within the bounds of sanity and so are presently unknown. Any offspring of a match involving a fomor will simply be another fomor, though it is possible that a fomor with a durgan or alannic parent might share certain species features even if it is functionally just another fomor. So, in essence, what this all means that there are no half-alan, half-human heroes running about (well, unless some really powerful and possibly blasphemous magic was somehow involved in the conception, that is...).

 

Inherit the Earth: Men

 

Appearance and Personality

It is anticipated that most players of this or any other role-playing game have at least a passing familiarity with the nature of humanity. Men are a highly diverse lot coming in many shapes and sizes but generally averaging between five and six feet in adulthood. The Men of Occida are largely analogous to European humanity on our own earth between the late 15th and 16th centuries, though there is perhaps slightly greater ethnic diversity. Occida is only one continent, however, and all of Earth’s variety is probably represented somewhere, and there are surely groups that are unique to this particular fantasy world as well.

 

Family and Society

 

Distribution

Men dwell in most of the world, and by and large dominate the political and military landscape as well. They are the only one of the great species that commonly congregates in large cities. While most of Occida remains primarily agrarian and shall remain so for a long time to come, Humanity is spearheading a trend of increased urbanization as increased trade and commerce gradually overtake the old feudal order…

 

Ethnic Groups

 

[A list of ethnic groups is in process of construction, but some details and an extensive list of languages can be found at, of all places, the Languages page]

 

Goedic Peoples

The goedic peoples were once widespread but have been assimilated into other groups or been driven back until they are only considered distinct in Albannia and a small portion of southern Occida.

  • Badhba: The people of Badbh, the western portion of the island of Albannia. Language: Badhban.
  • Cymra: Neighbors and cousins to the Badhba, but they are culturally and linguistically distinct.
  • Scaddaich: native to northern Albannia in and around the Jotlaw...
  • Boscai: The native people of the island of Bosca and the border area between Feura and the Yberran/Boscan kingdom. The Boscan language is Lataic in nature but influenced by the old Goedic languages.

 

Othic Peoples

The othic peoples are spread across much of the continent, particularly in its center, north and west. Most of them speak othic languages, but some notable groups have adopted Lataic tongues as well in the process of assimilating with other populations. Given their very wide distribution, the oths are typically further divided into subcategories which are in turn broken into individual groups.

 

Suidoths: The suidoths are, for the most part, the othic peoples of southern and central occida. They are divided into the following ethnic subgroups:

  • Albano-Suddons: The largest ethnic group of southern and central Albannia, the Suddons have mostly absorbed the remnants of the goedic albanni into their society and the identity of the two has become essentially merged. The Albanni have adopted the langauge of the Suddons and in turn have influenced it with their own vocabulary. Language: Alban (suidothic)
  • Bresians: (Bresian dialect of Alban)
  • Seudschen: The central suidothic people that control what was once the heartland of the Heiligen empire: Ostrobach, western Zachsen, the southern Dachs and surrounding regions. Hoch-Othic is the characteristic langauge of this people.
  • Nordomschen: (Nordothic dialect)
  • Vauds: (Vauisch dialect)
  • Teussen: (Osternisch dialect)
  • Zachsens: (Zachsisch dialect)
  • Zuidschen: The Zuidisch peoples live along the northern coast of Occida between the Holtic Sea and the Albannian Sea, ranging from the Dachs and the Buijteatic League (which they dominate) over to Othmark and northern Geste. 

 

Nhoraids: The northern oths are regarded as the oldest extant division of the othic peoples, and it was diffusion southward that led to further differentiation into suidothic and vesothic peoples.

  • [Horamen?]: A Nhoraidic people that have
  • Dans:
  • Jots:
  • Swends:

 

Vesoths: The western oths are notable in that most of their communiities have adopted Lataic langauges through considerable cultural exchange with their neighbors. The following Othic ethnic groups are considered part of this subgroup.

  • (Feuri - Feura. Feurish language)
  • (Hassons: (hasson dialect))
  • (Bourgons: bourgian dialect)

 

 

Hellesic Peoples

[A list of ethnic groups will come soon, but some details and an extensive list of languages can be found at, of all places, the Languages page]

 

The Aiaru

 Calling themselves "The People". Origins unknown for certain though the assumption, given the sound and feel of their language is that they are descended from the Szekesic people.  Of average height, most are lean and athletic with copper hued skin that almost shines, dark hair and dark almond shaped eyes. A wandering society of tinkerers and entertainers - and also skilled horsemen and magicians. Typically this group is divided into matriarchal family clans that travel across the lands, rarely dwelling in one single place for too long.

 

Game Rules

 

Human Aspects

There are no aspects specifically required to play a human character, though most humans will have at least one aspect that details their cultural, ethnic or social background in one way or another.

 

Human Species Keys

At this time, there are no keys that are specific to humanity, though it would be simple to devise Keys specific to various organizations or entities that are predominantly human.

 

Keepers of Memory: Alanir

SAD: alan color sketch 1

The alanir (sing. alan) are an ancient arboreal people with a rich and complex history and a penchant for seeking truths both spiritual and worldly.

 

Alan Appearance and Personality

Though they are of the same general shape as humans, the alanir are markedly different and would never be confused for their more numerous neighbors. To begin with, alanir average between six and ten inches taller than is typical of Occidan humanity and are very slender, willowy and graceful in appearance and movement, possessing excellent balance. They are a long-limbed people, and their extremities are somewhat pronounced – their hands and prehensile feet are proportionately larger than those of humanity, and both terminate in claws suited for clinging to the bark of the trees that their kind loves so well. Further, the alanir are far paler in coloration than men, typically having a creamy skin tone and silvery or pastel hues of hair and eyes as well though some have deeply colored blue,green or purple eyes. Alan hair is fine and flaxen, with a somewhat feathery appearance in general. Older male alanir often sport facial hair, but comparatively few can grow full beards. Their voices are rich and musical, with complex layers of intonation and meaning.

 

Perhaps the most striking features of the alanir are about their faces, however. For one thing, the alanir are endowed with extremely long and pointed ears that project sharply out from the sides of their heads. Also, above their eyes in the place where human beings possess hairy eyebrows the alanir instead possess feathery antenna-like structures sensitive to motion, currents, vibrations and changes in air pressure that they refer to as fronds. Both ears and fronds are highly mobile and their angle can be indicative of an alan’s mood or interest. Alan facial structure is long and angular, with high angled cheekbones that slope back sharply from very long noses that do not dip inward below the eyebrows before curving outward again at the nasion, instead extending directly down from the forehead (think of the profiles of characters in Greek pottery) – their noses can be either straight or hooked, but are always prominent. The eyes of alanir are very large and have epicanthic folds producing a slanted appearance, and are notable for their lack of an easily identified iris, pupil or white: the area of the eye where a pupil should be is simply a darker shade of the same color as the rest, and the eye's coloration shifts from that tone outwards in a fading radial gradient, though not reaching white within the area that is visible.

 

With keen vision, sharp hearing, the special senses afforded by their fronds and even somewhat increased sense of smell, the alanir are attuned to their surroundings in a way that humans often find unnerving. This acuity of perception extends to other areas as well, and alanir are often very good at reading the emotions and reactions of others, and further are keen on discovering and understanding deeper spiritual truths as well. In all things, the alanir are interested in perceiving and understanding, and possess penetrating and curious minds to match their senses. As such, they are the species most interested in philosophy and the nature of things like the universe, the meaning of life and the soul. Their rarefied perceptions and interest in deeper knowledge often have an unfortunate side effect in dealing with other peoples – alanir tend to view humans and others that do not share their acuity as slow, dull-witted or blind to the world beyond their own needs. This arrogance combined with how easily they listen in and keep tabs on others without seeming to have to try gives most alanir an air of aloofness and disinterest that can be grating.

 

The thoughtful alanir are by and large a gentle people in inclination, interested in beauty and aesthetics as well as function. Abstract notions of virtue, right and decency are important to many alanir. Crass, crude practicality is for the most part not in their nature – if a thing is worth doing, it is worth doing not only well but also in style. This can make them seem either effete and hedonistic or self-righteous and rigidly impractical to others. They are noted for depth of emotion and intensity of feeling, but also for the careful restraint that their powerful emotions require.

Due to their appearance, the alanir are sometimes known as “white men,” “moon men” and “moths,” the latter thanks to one old wive’s tale that alanir are in fact descended from the nocturnal insects.

 

Alan Family and Society

The alanir are justifiably proud of the achievements of their people in the arts, in philosophy, in scholarship, in culture and in religion, and their society is by far the most literate of all the major species. A disproportionate number of alanir inhabit the middle and upper echelons of a number of the Church’s orders, and remain a powerful force in the development of religious thought today as well as having been largely responsible for preserving the learning and wisdom of ages past through the long nights of ignorance and darkness that have shrouded much of the continent. Given their inclinations, this is hardly surprising. In fact, the Prophet himself (the founder of Sentierism) was an alan. They are less interested in the administrative aspects of the Church, however, and men are increasingly overtaking that portion of the organization.

 

Alanir are not known for large families, but they are known for the closeness and loyalty that is found within their families. Love and romantic feelings are given a fair amount of credence in the selection of a mate, and so arranged marriages are only common in the top tiers of alan society. Extramarital sexual activity in general and especially mixing with other species are heavily discouraged, though given their native curiosity and passionate nature it is hardly unheard of.

 

Nearly equal authority and respect is given to both sexes in alannic society, and their females are as able to hold titles of nobility and leadership as are their menfolk, though in practice their leaders remain male largely because most of their women are more interested in other pursuits, especially nurturing children, than in military or political power. One thing the alanir are keenly aware of is that their population is smaller than that of men, and they value each life in their own communities that much more for it.

 

One very notable aspect of alan society is their arboreal and crepuscular nature. The alanir prefer to keep their society somewhat diffuse rather than concentrating in areas of high density, and they favor living more at harmony with the natural world than men do as well. They are adept climbers, and between that fact and their love of the forests it is hardly any surprise that the alanir prefer to live in dwellings that integrate with and are elevated high within trees rather than huts of stone or brick squatting together in clumps on the ground. In fact, it might be possible for a human to walk through many alan communities without ever noticing the homes concealed among the leaves high above his head. The alanir do build on the ground, however, but when they do they tend to think in three dimensions and build up rather than out – their structures are tall and elegant, and are most easily accessed by beings that do not mind a bit of a climb. While the day for most men ends at sundown, the alanir do not fear the darkness as much as do men, and they love the twilight, preferring dawn and dusk over all other times of day. Accordingly, they remain active and are more willing to hold social functions in the evening hours than are men.

 

Alan Distribution

By and large, alanir live either in those realms that are under the control of their own ancient noble families or in small enclaves within forests across the continent, particularly in the deep woods at the heart and east of Occida. Some few alanir do live within the cities and towns of men where they primarily move in the circles of the educated and powerful, but again they tend to stick to their own except where business requires interaction with humanity. Their aloofness lends them an air of mystery that fascinates men, but it also sows distrust and brings down trouble on this vulnerable minority. Once, there were a number of powerful nations ruled by alanir but this day is long past and the species has declined in power to the point that only two truly independent alan-ruled realms remain: isolationist Alanesh and more cosmopolitan but also more beleaguered Alannáth. Many ostensibly human-ruled domains do still have a fair number of alannic nobles or courtiers within their hierarchies, however.

 

Alannic Ethnic Groups

The Alanir have carefully maintained a reasonable degree of cultural and linguistic continuity and have not divided into many distinctive ethnic groups, but there are two major groups in Occida that will be discussed here.

 

Alannàsir

 The alannàsir are the branch of the alanir that are most commonly encountered by outsiders. They are the most numerous ethnic group of alanir in Occida as well as the most widespread. They are considered the baseline by which other groups are judged, and their branch of the Alannic language family is considered dominant.

Language: Alannic [Alannic] – this tongue is not only current among the alanir, but is used as the language of diplomacy in international relations across much of Occida.

Dead Root Dialect: Old Alannic – now used strictly by scholars, governments and the Church.

Eshàsir

An insular and inward-looking people that have retreated from the world at large, the eshàsir are found almost exclusively in and about the isolationist realm of Alanesh. The eshàsir are known for being slightly shorter and noticeably paler in coloration than the alannàsir.

Language: Eshic - In their isolation, their branch of the Alannic language has diverged considerably from Old Alannic but can still be understood with some effort by other Alanir.

 

Alan Game Rules

 

Alan Aspects

Invoke an Alan species aspect to: aid in climbing or tasks where nimbleness or agility are helpful, to cling to something, to exploit the character's preternatural senses and spatial awareness, to demonstrate insight and perception or a love of learning.

Compel an alan species aspect to: Get in trouble due to the character's haughty aloofness, to become absorbed or incapacitated in some fascinating or intense sensation or experience, to get embroiled in sitautions where the character's cultured sensibilities and abstract values create complications.

 

Alan Species Keys

Two unique durgan-specific keys exist: the Key of Insight and the Key of Memory. See the chapter on Keys at page xx (link)

 

Alan Species Edges

 

Bones of the Earth: Durgans

durgandrawing

The durgans are a subterranean people known for their connection to the natural world of earth and soil.

 

Durgan Appearance and Personality

The durgans are a stout people averaging about a head shorter than most humans but seeming a bit shorter still due to their native hunched posture. Like the alanir, nobody would mistake a durgan for a human – they are quite different in form and construction though they do share the same basic mammalian anatomy of two arms, two legs, two eyes and so on. They have deep barrel chests, broad shoulders and a stocky build, being nearly as heavy as their taller human neighbors if not heavier despite their reduced stature. Durgan legs are comparatively short and often bowed, while their arms are quite long and giften with surprising reach. An hirsute people, the durgans are endowed with bristly, coarse hair on head and body – this is definitely hair rather than fur, but it does tend to be quite pervasive. Hair color is quite varied with blacks, browns, warm greys and deep reds being dominant but some individuals being possessed of a blazing orange tone. Durgans of both sexes tend to sport bushy eyebrows and large sideburns; though few males choose to wear full beards and females cannot. In skin coloration the durgans are quite dark, ranging from nut-brown tones to brownish greys.

 

Durgan senses are alternately keen and weak. Their dark, beady eyes are somewhat nearsighted but deal well with dim light, and indeed are quite sensitive to bright conditions. This last most certainly contributes to their preferred subterranean lifestyle. Their large noses are considerably more sensitive than those of men. While their wedge-like ears are not necessarily keener than those of men, they are perhaps better attuned and accustomed to using sound and smell together to help them navigate in the dark.

 

One thing that durgans are superbly designed to do is to dig through soil: their powerful upper torsos and shoulders are well suited to tireless, heavy manual labor and their hands are highly adapted to the task. Durgan fingers are horny and joints and tips are equipped with caratination that is almost hoof-like in its construction, so that when a durgan hand is extended and the fingers are held together it is almost like a spade  - a perfect digging tool. They are comfortable either standing bipedal or on all fours, often choosing to drop and run in the latter arrangement rather like a gorilla. While usually deliberate and plodding in their movements, most durgans are very fast sprinters when the need arises.

 

The durgan character is regarded as being steadfast, reliable and exceedingly practical. They are by nature a territorial, stubborn and irascible people that do not like to be backed into a corner either metaphorically or literally. Because of this, most durgans are sensible enough to bite back their native sharp temper and stubbornness if it is clearly in their best interests to do so – they recognize that an excess of pride does more harm than good... but woe betide the being that provokes a durgan beyond the bounds of good sense. Deliberation and ponderous thought are traits that the durgans pride themselves on: “the wheel that grinds slow grinds exceeding fine,” is an old saying that applies well to these careful, meticulous people. Durgans are for the most part concerned primarily with worldly matters and the environment about them rather than they are in esoteric concepts and philosophy. This is not to say that they are an irreligious people, merely that their thoughts are primarily set upon temporal matters that their minds and hands can directly impact.

 

Durgan Family and Society

The durgan inclination is to gather in extended family-based clans that cooperate for mutual benefit. Solitude is anathema to this community-oriented people, and one will almost never find a lone resident durgan in any place: any durgan living without a few dozen relations nearby is either on very important business, a criminal or mad. In fact, exile is widely regarded as a dreaded punishment, perhaps worse than even execution. Most durgan interactions occur within and between their own clans. While durgans can and do associate and do business regularly with men and alanir, it is usually very clear that business is business and that while durgans may be fond of and concerned about other people, family and clan come first. Should an outsider win a truly close relationship with a durgan, the inclination of the whole clan is to adopt the newcomer as an informal clan member. This can be very beneficial, for to trifle with one clan member is to trifle with all.

 

Durgan society is built on utility and trust. If a practice, product or association is not of benefit, then it is to be either remolded into something that is, or it is to be discarded as a waste of time. They actively seek ways to help every member of their community contribute to the benefit of all, and it is expected that the individual will be willing to put the greater good ahead of personal whims and desires. This is part of where trust comes in. If an individual cannot be trusted to work for the benefit of all, then working for that individual’s benefit would merely drain precious resources. Accordingly, followers are inclined to trust the motivations of their leaders even as leaders are inclined to trust that followers will be both reliable and energetic in promoting common weal. While durgans are a people that prize manual labor and self-sufficiency, their greatest and most senior leaders are an oligarchic caste of elders known as “akhaz,” meaning long-fingers. The akhaz are those durgans that are old enough, powerful enough and prosperous enough that they can devote themselves wholly to leadership and planning the affairs of their clans and families rather than working with their hands. Accordingly their shovel-like claws are not worn, chipped or filed short due to the rigors of daily work and can grow to great lengths, becoming a symbol of status and of the fact that their families trust them to contribute without actually having to get their hands dirty.

 

Durgan Distribution

Durgans dwell across Occida but by far their greatest concentration is in the hills and mountains in the south. Possessing neither the arrogance nor the highflown sensibilities of the alanir, the durgans have had greater success at integrating with the common mass of humanity and so move more easily among men. Many moderate-sized towns or cities have a quarter dominated by durgans and filled with dwellings that extend both above and below the ground. Sometimes these areas have extensive under-towns with tunnel-streets snaking below the cobbles on which men might walk so that the durgans can live alongside them yet in a style more comfortable to themselves. The durgan under-towns generally fill a secondary function as well, allowing the human populace a defensible location to retreat into should their fortifications fail. More than once the women and children of human communities have been concealed safely in cramped durgan tunnels as the town above was overrun. Most durgans living in human cities are either artisans or tradespeople, though those that live farther from large population centers are also likely to be engaged in agriculture, mining or woodcraft.

 

Those durgans living away from urban centers generally make a practice of riddling hilly regions with warrens of tunnels that connect one residence to another, turning the whole into something of a honeycomb. Individual residences always have at least one entrance on the surface and usually are at least partially on the surface, but the bulk of the dwelling will be embedded within the earth that they love. Agriculture and animal husbandry take place both on the surface and below the ground, depending on need. Though they are avid tunnelers, durgan rural dwellings have a relatively minor impact on the beauty of the landscape – the burrow-folk make a point of retaining the integrity of the areas in which they dwell, feeling most comfortable if the land itself is as healthy as they are.

 

There are no durgan kingdoms that are fully independent of outside powers, but there are numerous smallish durgan-held banates, most notably those in the Kant region of Szekezy. While the Kantian banates are theoretically tributaries subject to Szekezy they are to most intents and purposes left to their own devices so long as their taxes are paid on time and they contribute to the greater realm’s defense both in terms of manpower and materiel when needed.

 

Durgan Ethnic Groups

There are four distinct durgan ethnic or linguistic groups in and immediately around Occida, and a number of others farther afield.

 

Ganns

The ganns are those durgans residing in central and southeastern Occida, and make up the bulk of the Occidan durgan population.

Language: Gannish - the ganns' tongue is considered the root from which the other two Gannish dialects are derived.

 

Dergendas

The dergendas dwell mainly in northern central Occida, and have had considerable cultural and linguistic exchange with the suidothic peoples...

Language: Dergenda (Gannish dialect)

 

Ydenns

The Yedenns reside primarily in the Yberran Peninsula, and are geographically, culturally and linguistically further removed from the ganns than are the dergends.

Language: Ydenno (Gannish dialect). This dialect could be argued to be a separate language from Gannish entirely, and likely will have diverged sufficiently within the next few centuries to be indisputably classified as such. It borrows heavily from lataic vocabulary and even grammar to a certain extent, though it still does have a distinctly Gannic base.

 

Kemmari

The kemmari hail from the area south of the Great Sea and the Lesser Sea, particularly in the region of the Ptolentine Empire. Their skin pigmentation is notably darker even than other durgans, ranging from a deep brown to almost a pitch black color, and their hair tends towards blacks and sandy greys.

Language: Kemmari (Gannic). The Kemmari language is in the same family as Gannish, but quite divergent and possessed of numerous Kimic borrowings so it is considered an entirely separate language rather than a dialect.

 

Durgan Game Rules

 

Durgan Aspects

Invoke a durgan species aspect to: Dig or engage in other arduous manual labor, maneuver in cramped or dark environments, to resist coersion or to otherwise be reliable and steadfast, or to demonstrate common sense in the face of the bizarre or difficult.

Compel an durgan species aspect to: stubbornly dig in the character's heels at inconvenient times, to get dazzled by bright light, to encounter some complication thanks to the actions or needs of a clan member.

 

Durgan Species Keys

Two unique durgan-specific keys exist: the Key of Pragmatism and the Key of the Warren. See the chapter on Keys at page xx (link).

 

Durgan Species Edges

 

Children of Two Worlds: Fomori

fomor balorfomorian

 

Fomori are beings of mixed mortal and fey heritage that can move through both worlds but are not truly at home in either.

 

Fomorian Appearance and Personality

This species is a strange mixed bag of traits and contradictions, for the fomori are the product of the mixing of mortal and fey blood, primarily that of humanity and the darksome inhabitants of Autumn. As such, there is no one set of physical characteristics that can be taken as typical of every fomor and it would be pointless to try to enumerate their endless variety. However, all fomori exhibit a combination of human and inhuman characteristics due to the taint of Autumn on their spirits and bodies - frequently but not necessarily identifiable as traits borrowed from some sort of animal. Most fomorians are either furred or at least quite hairy, and they tend to be slightly larger and possessed of greater vigor than is typical of men. Tentacles for limbs, hides plated with armor and far more esoteric traits have been documented, and some especially unfortunate fomori are little more than masses of pulsing, gibbering flesh and tissue. While some few fomorians can be beautiful or somehow aesthetically pleasing to members of other species, most would be considered repugnant, grotesque or at least foreign and strange.

 

If the appearance of the fomorians is bestial, then their demeanor is usually no less so. They tend to seem crude and savage, and most are sorely lacking in social graces by the standards of more civilized peoples. By and large an uneducated and illiterate people, the fomorians are even more superstitious than men. This is not to say that they are a stupid people, merely an unsophisticated one that eschews the soft ways of modern urbanites. Though they tend to place little value on individual life, most fomorians at least pay lipservice to the classic virtues of hospitality, honor, loyalty, perseverance and most especially courage. To a Fomorian, the only possessions are whatever one can carry, one’s name and one’s honor. Accordingly these barbaric folk take oaths (sometimes even sealing their oaths with blood) and their word extremely seriously; to become forsworn is one of the greatest sins the fomori know. Most fomori are bitter and resentful towards the civilized species of Occida for persecuting them, and they frequently go out of their way to return the hate they have received.

 

Fomor Family and Society

The fomorians are unwelcome among all other peoples and usually dwell in nomadic tribal bands that they refer to as fianna (sing. fian). The fianna function as extended family that communally raises young as well as hunting parties and raiding units in the constant low-intensity conflict that the fomorians maintain against the rest of the world. There is little in the way of formal organization among the fomorians. Each fian is led by a rugh (roughly “chief” or “lord”) who maintains his position by strength, force and oath. Most fomori are relatively devout either to some heretical syncretic mishmash of religious doctrine or to pagan beliefs centered on the Lords of Winter. Both males and females fight, though it is usual for males to be considered the frontline fighters and females to support them.

 

While the vast majority of fomori are members of fianna, they are able to leave one fian and join another under certain circumstances, and occasionally one will be banished from or leave their fian to live a solitary vagabond existence. A special case, however, is the filidh. The filidhean are complex figures in fomorian culture, a combination of poet, counselor, magician, lawgiver and judge. They are the keepers of the elaborate oral traditions and epic poetry of their kind, and are revered figures for their knowledge and independence. One may attach himself for a time to some rugh or other, but this arrangement is seldom regarded as truly permanent, and the filidh is free to depart at any time.

 

Marital relations are less formal among fomori than among the civilized races – generally a couple will simply pair off and take up a more or less permanent relationship and be considered mated by the common consent of their fian. Should the couple elect to part, then that is the end of the matter. A couple may opt to swear oaths to one another with their rugh or shaman for a witness, but this is atypical. Monogamy is usual but not universal, and is somewhat permeable as well – when multiple fianna gather to prepare for some joint endeavor, it is customary for any willing members of each fian to temporarily take a mate from another. This is seen as a gesture of peace, brotherhood and goodwill, as well as a way of promoting fertility in the species. Some rughs keep multiple concubines (which can be either free or slave), but unless the rugh in question is very powerful he will be resented for his greed.

 

Many fomorians claim to have had actual animals that were transformed into humanoid forms rather than humans for their mortal ancestors, but such claims are understandably difficult to verify. In any case it appears that the otherworldly taint in their blood allows them to breed with pretty much anything sentient and physically compatible – this is one of the reasons why men, durgans and alanir have been unable to stamp out the fomorians entirely despite a number of campaigns intended to accomplish precisely that.

 

Fomor Distribution

The fomorians are scattered across Occida, dwelling in the hinterlands and edges of civilized areas, haunting forests, mountains and lonely islands, or really anyplace where they can survive. As far as most outsiders are aware, there are no permanent purely fomor towns or settlements – they appear to be a purely nomadic people. Though bands may take up residence in a given location for a few months or a season, they do not have permanent homes. Their population density is much higher around places of power where the material world and either the Spring or Autumn worlds are at their closest, for the fomorians know these places and hold them sacred. That is not the only reason, however, as their holy sites are also gateways to barrow-realms – thresholds into Autumn itself. In these places, the fomori do keep secret semi-permanent settlements from which the fey-mortal hybrids can stage forays into both realms. Indeed, fomorians can readily cross over between the material and Autumn world at the places where the veil between worlds is thin. This is one of the strategies that they use to elude or outmaneuver their enemies. This practice also puts the fomori in relatively easy contact with Autumnal beings, allowing for cooperation and alliances.

 

The fomori are most famously known for haunting the northern coasts and offshore islands of Badhb in Albannia, a land long known for its ties to the world of the fey. Also, there is one notable mainland realm that is currently ruled by a fomorian warlord: the county of Nordmark in the northern Dachs region was recently taken by Octavius Mors Gunderit, a rugh that has had unusual success and has so far managed to defy the armies of men. He has won the support or at least endorsement of enough fianna that some fomori have taken to calling him ondrugh (high chief or perhaps king). 

 

Fomorian Strains

Fomorians do not reliably breed true and so it is difficult to really pin down ethnic groups among them, but there are certain groups of traits that tend to be more common than others and to have some probability of being passed on to offspring. Each of these sets of traits defines a "strain" of the fomorians and is generally taken as indicative of favor from a particular Lord of Winter. The two most prominent and auspicious strains are the baloroi and the cernoi, and these two are sometimes (very) mistakenly taken as being typical of the species as a whole.

 

Baloroi

The baloroi are named for the trait that they share with Balor, the great tyrant of Winter: each baloros has only a single great eye. Most baloroi lack fur and their noses tend to be vestigial, while their mouths are usually fanged. One strange trait that is common among the baloroi is reduced number of limbs - many possess only one leg and one manipulative limb (either arm or tentacle), though they seem to function quite well despite this deficit. Some baloroi exhibit various mystical gaze attacks as well. This strain is generally regarded as sly and ruthless, defined by their ambition and avarice.

 

Cernoi

The cernoi are those fomori endowed with horns or antlers by the grace of their patron, the great Horned One. While most fomorians in general are bestial in appearance, the cernoi in particular blend human and animal traits. Cernoi tend to be tall and physically powerful, and many have elongated snouts or muzzles. Hooves in place of feet are quite common among cernoi. This strain is known for ferocity, aggression and physical power, and the majority of fianna are either led by a cernos or have one that is specifically the chief's champion. Some cernoi are given to nearly uncontrollable spasms of berserk fury that fill them with supernatural might but rob them of the ability to distinguish friend from foe. 

 

Morrighni

Those Fomorians that carry black feathers or corvid features are known as the Morrighni (sing. Morrighnos) in honor of Morr'ghu.

 

Dialects

Linguistically, there are two known major dialects of the Fomorach language: the Badhba dialect native to Albannia and the mainland Occitan dialect. Both are usually just referred to as Fomorach, however. It is likely that fomorians outside Occida speak entirely different langauges rather than divergent dialects of Fomorach.

 

Fomor Naming Conventions

The fomorians often have very long names, partially because their conventions of naming are a combination of patronymic and tribal titles. If the fomorian in question is a rugh or one of the filidhean, then the appropriate title may be used as the first portion of their name. Following this is the given name. Rughs generally have a personal surname (which may or may not have been passed down from many generations if it was also the name of some illustrious ancestor) and members of their fiann will use the same surname with the prefix neth- attached. In this place, many filidhean will use “nethfilidh” or a personal surname instead of a tribal surname; each filidh will reference their unique status either as a title or a surname but never both at the same time. Sometimes the rugh of an especially large fiann whose surname has a particularly long or illustrious history will place the word "Mors" ("father" or more aptly "patriarch") prior to the tribal surname. After the tribal surname is given the name of the fomor’s father along with the prefix magh- for males or fer- for females. Individual fomori frequently have descriptive or earned nicknames as yet another surname. If a fomor possessing one of these ascends to become a rugh himself, he may opt to drop his original tribal name and replace it with such a surname. While fomorians usually have very long, multi-partite names, in daily usage they are generally known merely by their given name or a nickname.

Partially because of their highly mixed and muddled personal ancestry and nomadic lifestyle fomori derive personal names from many cultures and sources around them. Probably the most common personal names are similar to celtic or pre-medieval gothic names from our own Earth, though either totally unique names or those drawn from pretty much anywhere else in the western world will work.

 

Fomor Game Rules

 

Fomor Aspects

Invoke a fomorian species aspect to: exhibit unnatural vigor or benefit from the character's bestial traits, cross thresholds into Autumn, to interact with fey beings or to hold to barbaric virtues.

Compel a fomorian species aspect to: run afoul of the prejudices of others, to struggle with dark urges, to get in trouble due to lack of sophistication.

 

Fomor Species Keys

Three unique fomor-specific keys exist: the Key of Autumn, the Key of the Pariah and the Key of the Savage. See the chapter on Keys at page xx (link).

 

Fomor Species Edges

 

Fallen and Forsaken: The Lost

lostLost2

Like fomorians, the lost are mortal beings infused with the spiritual essence of the fey realms. Unlike fomorians, the lost were not born in their present condition.

 

Lost Appearance and Personality

All of the lost began life as a normal member of their parent species, which in most cases is human. At some point in their life, each had an experience that caused some of the corrupting essence of Autumn to infuse the character and twist them both body and soul. Physically speaking, the lost seem to fall somewhere between the baseline of their parent species and fomorians. Most of them are not nearly so twisted and inhuman in appearance as are fomori, but each is marked with at least one deviation from normalcy. In most cases, it is clear what species one of the lost began life as before they degenerated into their present form, and some of them can still pass as human if they take care to conceal their deformities.

 

Some have one or more bestial traits, others might have bent skeletons or strange skin tones, scales or perhaps be withered in part or in whole. Extra body parts like additional eyes, tails, tentacles and the like might manifest as well. Like fomorians, the lost also frequently manifest strange mystical or physical abilities like the evil eye, accelerated healing, reduced aging or stranger things. They frequently suffer from debilitating conditions like brittle bones, hemophilia, chronic ailments, speech impediments, an aura that disturbs others and so on.

Perhaps even more so than their bodies, the minds and souls of the Lost are twisted and torn by their transformation. These changes are less visible to the casual observer, but are no less profound and are truly what makes the lost a fallen people. Whatever their prior personality might have once been, the lost fall far indeed upon their transformation. A spiritual darkness descends over them during the traumatic shift in their nature, leaving all of the lost at least a little mad by the standards of normal folk. This emotional and mental instability takes many forms including depression, erratic mood swings, hallucinations, strange hungers or compulsions and a host more. They are keenly and bitterly aware that they are not as they once were, and most are have great difficulty accepting their condition, feeling that God, fate and the world at large have sorely abused them. A belief that they are damned beyond salvation fills most with despair, hate and loathing for themselves and everyone else. It is a grim fate that the lost face, and few have the strength to last long; suicide grows increasingly attractive as time wears on.

 

Lost Family and Society

There is a diversity of means by which a mortal may fall and become one of the lost. Many of them somehow wandered into someplace that connects to Autumn, and some were stolen away either as children or adults by malevolent faeries. Sometimes a sorcerer’s studies may descend into forbidden paths that turn back against him, and sometimes a curse may wreak havoc on a victim’s body and soul. Even this list is not exhaustive, and a few of the Lost simply do not know what caused them to become what they now are.

 

The lost are fundamentally damaged individuals and outcasts. When they fall, they lose their place in their former society and family. Most either reject their old lives entirely and flee their former homes or they refuse to believe that they cannot continue as before and hide their new condition as long as they can – in the end, the result is generally the same as their secret eventually comes to light and they are either killed or driven out. No nation openly tolerates the lost in its midst. Every one of the lost must find a place somewhere in a hostile world. Most dwell either in the wilds or skulk on the fringes of human society. Typically the lost live as hermits or beggars, join darksome cults or subsist as deranged brigands. Some of the more distraught lost set out on suicidal quests of vengeance against either their former communities or the spiritual forces that made them what they are. Many others seek refuge among the fomorians or even in Autumn itself. When the lost breed among themselves, their offspring will be born a blend of mortal and immortal influences rather than being rudely transformed in mid-life and so will be better adapted to an existence between two worlds – in other words, they will be fomori.

 

Distribution of the Lost

 

Lost Game Rules

 

Lost Aspects

Invoke a lost aspect to: benefit from the character's deviant physiology or mystic gifts, to hide or conceal himself.

Compel a lost aspect to: Experience an inconvenient bout of madness or delusions, to suffer from existential angst, to have the character's dark secrets endangered, to have bitterness cloud the character's judgment.

 

Lost Species Keys

Three unique lost-specific keys exist: the Key of the Leper, the Key of the Living Lie and the Key of Bitter Bile. See the chapter on Keys at page xx (link).

 

Lost Species Edges

Comments (2)

Hal! said

at 10:14 am on Jun 4, 2009

To-Do List: Add naming conventions for everybody, including human ethnic groups. Create species edges.

Hal! said

at 11:27 pm on Feb 14, 2019

Just posting a thought here: I think it's interesting what, while the typical fan of modern fantasy is likely to instinctively tag the Alanir as the "elves" of the setting, they absolutely are not. No, this setting's "elves" are actually the Fomori. Alanir are fully mortal, though of a contemplative and nature-loving bent, often interested in studying magic and mystical truth. Fomori, on the other hand, are explicitly a faerie race, and as such they actually embody magic.

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