Human Genetic Groups
As noted earlier, most human inhabitants of Prealith are of a mixed genetic heritage. This is not the case in the other kingdoms (briefly set out in the Human Cultural Groups Page). With the mix and match of genetic heritage in Prealith, it is possible to inherit more of a certain genetic background - that's especially important when it comes to inheriting certain talents associated with different genetic lines.....
The following human genetic groups have contributed to the present day populations of the Eight Kingdoms, especially Prealith, and Aarenis. Each group has an in-depth writeup that includes an overview, player character information, appearance, locations, known characteristics, and rumoured characteristics.
Old Humans Dawntreaders Wanderers Aare Magelords Sea Father's Chosen Sea Wolves Ice People Horse Nomads
Summaries: Below are quick summaries of the different human genetic groups and a representative picture of appearance.
Old Humans - isolated human barbarian tribes in Prealith and north
Not recommended as a player character race. By default, players who don't care about race, can have significantly large amounts of Old Human genetic heritage. They will not have access to the special abilities of this group except under very exceptional circumstances (GM driven). Most people in Prealith and the areas south of the Honnorgat River have Old Human genetics without access to the special abilities.
Black, straight hair. Light brown skin. Slender and athletic build.
Possible heritage items/skills: You may have a stone knife handed down through the family that you are to keep with you at all times. You may be Kuakgani (human druid follower). You may also have varying levels of dislike/hatred for elves and magelords.
Not recommended as a player character race. By default, players who don't care about race, can have significantly large amounts of Old Human genetic heritage. They will not have access to the special abilities of this group except under very exceptional circumstances (GM driven). Most people in Prealith and the areas south of the Honnorgat River have Old Human genetics without access to the special abilities.
Black, straight hair. Light brown skin. Slender and athletic build.
Possible heritage items/skills: You may have a stone knife handed down through the family that you are to keep with you at all times. You may be Kuakgani (human druid follower). You may also have varying levels of dislike/hatred for elves and magelords.
Dawntreaders - an ancient, mysterious, and magical people.
Wizard player characters need Dawntreader heritage. The Dawntreaders came from the eastern ocean (the people who arrived with the dawn). They established Prealith's main cities. Ironically, most people of strong Dawntreader heritage live outside the cities in frontier or isolated settlements. It's not surprising as those with the distinctive Dawntreader features often face suspicion or at the very least a sense of unease from outsiders. In other realms, Dawntreaders have been the subject of 'witch hunts' and killings.
Red hair. Pale skin that sunburns easily. The only group with freckles. Eyes of an unusual shade (e.g. a very vivid green). A wizard player character must have at least some of these features.
Possible heritage items/skills: Dawntreader families are far more aware of their ancestors and relatives than other people. As a young adult, a Dawntreader receives a tattoo of a Dawntreader symbol - no one is sure if even the present day Dawntreaders can read the symbols as the knowledge has never been shared with outsiders or young Dawntreaders.
Wizard player characters need Dawntreader heritage. The Dawntreaders came from the eastern ocean (the people who arrived with the dawn). They established Prealith's main cities. Ironically, most people of strong Dawntreader heritage live outside the cities in frontier or isolated settlements. It's not surprising as those with the distinctive Dawntreader features often face suspicion or at the very least a sense of unease from outsiders. In other realms, Dawntreaders have been the subject of 'witch hunts' and killings.
Red hair. Pale skin that sunburns easily. The only group with freckles. Eyes of an unusual shade (e.g. a very vivid green). A wizard player character must have at least some of these features.
Possible heritage items/skills: Dawntreader families are far more aware of their ancestors and relatives than other people. As a young adult, a Dawntreader receives a tattoo of a Dawntreader symbol - no one is sure if even the present day Dawntreaders can read the symbols as the knowledge has never been shared with outsiders or young Dawntreaders.
The Wanderers - constantly on the move in search of the next tale or song.
High Bard characters have at least some Wanderer blood. No one is sure when the Wanderers arrived on Prealith's shores - nor do they know if the Wanderers even have a homeland. It does not seem to be an item of concern for the Wanderers. On one hand, Wanderers are fascinated with the past and knowledge; on the other hand, they seem to have no care for their own past or future and exist in the moment. Wanderers are overwhelmingly entertainers. Wanderers are free to wander between and within kingdoms. Wanderers avoid violence - they take part in no wars between nations and they are rarely subject to any violence against their person. Their value as entertainers, usual lack of ready money, and ability to defend themselves make them a poor target. Wanderers are very skilled with weapons requiring dexterity and athleticism. Their lifestyle makes them the subject of many rumours.
Wanderers generally have olive skin and long flowing dark or even black hair. Their eyes can be slightly almond shaped and are generally brown or green in colour. Clothing is extremely colourful (even painfully so) and on the scandalous side. The style is .... distinct...
Possible heritage items/skills: A Wanderer has some sort of performance skill or multiple entertainment skills. Wanderers typically have silver necklaces or bracelets with small charms that represent significant moments in their lives.
High Bard characters have at least some Wanderer blood. No one is sure when the Wanderers arrived on Prealith's shores - nor do they know if the Wanderers even have a homeland. It does not seem to be an item of concern for the Wanderers. On one hand, Wanderers are fascinated with the past and knowledge; on the other hand, they seem to have no care for their own past or future and exist in the moment. Wanderers are overwhelmingly entertainers. Wanderers are free to wander between and within kingdoms. Wanderers avoid violence - they take part in no wars between nations and they are rarely subject to any violence against their person. Their value as entertainers, usual lack of ready money, and ability to defend themselves make them a poor target. Wanderers are very skilled with weapons requiring dexterity and athleticism. Their lifestyle makes them the subject of many rumours.
Wanderers generally have olive skin and long flowing dark or even black hair. Their eyes can be slightly almond shaped and are generally brown or green in colour. Clothing is extremely colourful (even painfully so) and on the scandalous side. The style is .... distinct...
Possible heritage items/skills: A Wanderer has some sort of performance skill or multiple entertainment skills. Wanderers typically have silver necklaces or bracelets with small charms that represent significant moments in their lives.
The Common People of Old Aare - the non-noble part of the population of Aare that makes up a significant part of the genetic heritage of Aarenis and with significant groups in Prealith - especially the Robber Coast. The vast majority of people with Old Aare heritage are mixed with other genetic groups.
Player Characters may draw upon an Old Aare heritage for any non-arcane class. Groups exist within Prealith that clearly exhibit Old Aare heritage; but they are mostly found in Aarenis and the Robber Coast.
The People of Old Aare have dark brown skin, pronounced cheek bones and aquiline noses. Their hair is usually black or dark brown and quite curly. Eye colour tends to shades of brown.
Possible heritage items/skills: Most people who fled Aare's fall lost almost all their possessions. Occasionally, a person may inherit an ancient necklace with the symbol of the Sunlord on it. Likewise, bronze weapons and scraps of armour survive that have ancient designs on them. The architecture of old Aare is somewhat duplicated in Aarenis.
Player Characters may draw upon an Old Aare heritage for any non-arcane class. Groups exist within Prealith that clearly exhibit Old Aare heritage; but they are mostly found in Aarenis and the Robber Coast.
The People of Old Aare have dark brown skin, pronounced cheek bones and aquiline noses. Their hair is usually black or dark brown and quite curly. Eye colour tends to shades of brown.
Possible heritage items/skills: Most people who fled Aare's fall lost almost all their possessions. Occasionally, a person may inherit an ancient necklace with the symbol of the Sunlord on it. Likewise, bronze weapons and scraps of armour survive that have ancient designs on them. The architecture of old Aare is somewhat duplicated in Aarenis.
Magelords - the families of sorcerers who declined from benevolently ruling Old Aare to causing its fall through to being an outlawed group due to their sacrifice of innocents and worship of Liart.
Magelords are not a player character race (see detailed write up for reasons).
The Magelords were benevolent rulers of Old Aare until it declined and fell. They are more notorious for their despotic and cruel rule of Fintha and Tsaia until they were overthrown by the Girdish rebellion. Blood magery, draining the life force of others to do magic, is outlawed. Magelords practice blood magery and the worship of Liart to offset the decline in their powers over the centuries. Magelords are hated and feared by the bulk of the population in the Eight Kingdoms and surrounding area.
Magelords generally have light brown skin, black hair, and dark brown eyes. While, over the centuries, there has been some limited cross breeding with other groups; Magelords tend to try to have families with other Magelords.
Possible heritage items/skills: Magery is taught within the families. Children are raised to be bloodmages (in both skill and temperament). Through their families, Magelords inherit estates, wealth, .... as long as their family is careful not to openly practice blood magery...
Magelords are not a player character race (see detailed write up for reasons).
The Magelords were benevolent rulers of Old Aare until it declined and fell. They are more notorious for their despotic and cruel rule of Fintha and Tsaia until they were overthrown by the Girdish rebellion. Blood magery, draining the life force of others to do magic, is outlawed. Magelords practice blood magery and the worship of Liart to offset the decline in their powers over the centuries. Magelords are hated and feared by the bulk of the population in the Eight Kingdoms and surrounding area.
Magelords generally have light brown skin, black hair, and dark brown eyes. While, over the centuries, there has been some limited cross breeding with other groups; Magelords tend to try to have families with other Magelords.
Possible heritage items/skills: Magery is taught within the families. Children are raised to be bloodmages (in both skill and temperament). Through their families, Magelords inherit estates, wealth, .... as long as their family is careful not to openly practice blood magery...
The Athair Mara (Sea Father's Chosen) - the ultimate sailors, marines, and merchants and the people that shaped Prealith
Player Characters may choose any class but Magelord and have significant Athair Mara ancestry. However, the character should be strongly tied to the sea in some aspect. Note: Athair Mara wizards need substantial Dawntreader ancestry and are sea/water mages. Likewise, High Bards are a mix of Athair Mara and Wanderer.
The Athair Mara are legendary marines and sailors. They turned Prealith into a meritocracy. The Athair Mara model is the crew electing their captain based on merit. Once confirmed by the other fleet captains, the new captain had full authority over his crew during times of action. The sole yardstick is competence. This attitude extends to other humanoid races as well; Athair crews are known to adopt and promote especially worthy crewmen from even enemy ships who prove themselves. The Athair Mara united the ports of Prealith and established rule by one "High Admiral" and "Port Master" who became the Sea Prince and Board of Captains of today. However, the Athair Mara pattern of bold and independent decisions also lead to the south part of Prealith splitting off and becoming Slavers' Bay and the Robber Coast (whose fierce pirates have their roots in Athair Mara marines).
Possible heritage items/skills: Athair Mara usually sport elaborate tattoos linked to the sea and their life experiences. An Athair Mara character who maintains his ties to the sea, automatically has the skills of a salt water sailor and crewman and a degree of weather sense.
Player Characters may choose any class but Magelord and have significant Athair Mara ancestry. However, the character should be strongly tied to the sea in some aspect. Note: Athair Mara wizards need substantial Dawntreader ancestry and are sea/water mages. Likewise, High Bards are a mix of Athair Mara and Wanderer.
The Athair Mara are legendary marines and sailors. They turned Prealith into a meritocracy. The Athair Mara model is the crew electing their captain based on merit. Once confirmed by the other fleet captains, the new captain had full authority over his crew during times of action. The sole yardstick is competence. This attitude extends to other humanoid races as well; Athair crews are known to adopt and promote especially worthy crewmen from even enemy ships who prove themselves. The Athair Mara united the ports of Prealith and established rule by one "High Admiral" and "Port Master" who became the Sea Prince and Board of Captains of today. However, the Athair Mara pattern of bold and independent decisions also lead to the south part of Prealith splitting off and becoming Slavers' Bay and the Robber Coast (whose fierce pirates have their roots in Athair Mara marines).
Possible heritage items/skills: Athair Mara usually sport elaborate tattoos linked to the sea and their life experiences. An Athair Mara character who maintains his ties to the sea, automatically has the skills of a salt water sailor and crewman and a degree of weather sense.
The Sea Wolves - conquerors, raiders, and traders depending on the opportunity
Player Characters may choose a character with substantial Sea Wolves ancestry for non-arcane classes. Low Bards may be Sea Wolves, Sea Wolves settlements in Prealith that went through the "Great Fall" are a source for barbarian characters. Sea Wolves are known for both their endurance and their ability to intimidate due to their sheer size and reputation.
Northern Sea Wolves settled the areas north of the Honorgat River and are not available as PC's due to their hostility to their southern neighbours. Southern Sea Wolves tribes settled south of the Honorgat and are, generally, not openly hostile to elves, magic users, and dismissive of other human races. They tended to merge with the local populations over time.
People with substantial Sea Wolves ancestry can be found throughout Prealith - especially in scattered communities up the coast. The most interesting Sea Wolves communities are found inland in Prealith. These are the descendants of Sea Wolves communities and mercenaries who were forced from their homes, along with other local humans, during the Great Fall (about 400-500 years ago). Retreating to more defensible lands, these groups established settlements and a lifestyle that is savagely independent (barbarian by any other's standards) and significantly different from other Sea Wolves settlements.
Appearance - very tall (6-7' tall), broadly built, blonde or light brown hair, blue or grey or green eyes, fair skin that tans well, prefer utilitarian clothing. Women usually raise families but have considerable legal status and there are significant numbers of women warriors (none in leadership positions however)
Possible heritage items/skills: Rugged endurance and survival skills. Sea Wolves like to have ancestral weapons handed down through the generations.
Player Characters may choose a character with substantial Sea Wolves ancestry for non-arcane classes. Low Bards may be Sea Wolves, Sea Wolves settlements in Prealith that went through the "Great Fall" are a source for barbarian characters. Sea Wolves are known for both their endurance and their ability to intimidate due to their sheer size and reputation.
Northern Sea Wolves settled the areas north of the Honorgat River and are not available as PC's due to their hostility to their southern neighbours. Southern Sea Wolves tribes settled south of the Honorgat and are, generally, not openly hostile to elves, magic users, and dismissive of other human races. They tended to merge with the local populations over time.
People with substantial Sea Wolves ancestry can be found throughout Prealith - especially in scattered communities up the coast. The most interesting Sea Wolves communities are found inland in Prealith. These are the descendants of Sea Wolves communities and mercenaries who were forced from their homes, along with other local humans, during the Great Fall (about 400-500 years ago). Retreating to more defensible lands, these groups established settlements and a lifestyle that is savagely independent (barbarian by any other's standards) and significantly different from other Sea Wolves settlements.
Appearance - very tall (6-7' tall), broadly built, blonde or light brown hair, blue or grey or green eyes, fair skin that tans well, prefer utilitarian clothing. Women usually raise families but have considerable legal status and there are significant numbers of women warriors (none in leadership positions however)
Possible heritage items/skills: Rugged endurance and survival skills. Sea Wolves like to have ancestral weapons handed down through the generations.
The Ice People - a group misnamed by the Sea Wolves, they are the preeminent human rangers.
Player Characters - Not open to wizards, High Bards, paladins nor knights. The Ice People are natural rangers and suit the classes of fighter, rogue, and barbarian. Ice People characters get bonuses that are suitable for ranger or wilderness characters.
The Ice People are the last major group to cross the Eastern Ocean. They conquered Dzordanya. They settle in villages of longhouses that depend on limited farming and herding with hunting, trapping, and fishing. They are able to hold their own against the often hostile faerie folk of their forests. Ice People do not believe in codes of honour or duels - a good battle is one with the enemy dead and never aware there was even an Ice People warrior nearby. Also, Ice People emphasize calmness - even in battle.
Appearance - shorter than average, stocky, with brown hair and grey or green eyes. Ice People usually carry two melee weapons and a longbow and utilize light armour. Both men and women serve as royal rangers in Prealith. If a person is unnaturally still and quiet - he or she is almost certainly an Ice Person.
Possible heritage items/skills: A tattoo or talisman that tells what clan they belong in.
Player Characters - Not open to wizards, High Bards, paladins nor knights. The Ice People are natural rangers and suit the classes of fighter, rogue, and barbarian. Ice People characters get bonuses that are suitable for ranger or wilderness characters.
The Ice People are the last major group to cross the Eastern Ocean. They conquered Dzordanya. They settle in villages of longhouses that depend on limited farming and herding with hunting, trapping, and fishing. They are able to hold their own against the often hostile faerie folk of their forests. Ice People do not believe in codes of honour or duels - a good battle is one with the enemy dead and never aware there was even an Ice People warrior nearby. Also, Ice People emphasize calmness - even in battle.
Appearance - shorter than average, stocky, with brown hair and grey or green eyes. Ice People usually carry two melee weapons and a longbow and utilize light armour. Both men and women serve as royal rangers in Prealith. If a person is unnaturally still and quiet - he or she is almost certainly an Ice Person.
Possible heritage items/skills: A tattoo or talisman that tells what clan they belong in.
Horse Nomads - a group west of Fintha that are the ultimate light cavalry
Player Characters - Not allowed. Horse nomads have never been seen in Prealith. They would be regarded as a barbarian class.
Horse nomads live on the plains west of Fintha. They have a limited number of descendants in Fintha, fewer in Tsaia, and none further east. They are not seen and virtually unknown in Prealith. Horse nomads make their living by herding, hunting, raiding, and charging fees on caravans that cross their land. They are very anti-magic but have the ability to sense magic items and magic users of all types.
Appearance: short, stocky and bow legged from incessant riding, the Horse Nomads have light brown skin with a yellowish cast with dark brown eyes that have a slight epicanthic fold.
Possible heritage items/skills: born horsemen, Horse Nomads carry a hoof talisman/charm to honour their Gods. They are armed with powerful composite short bows and in light armour.
Player Characters - Not allowed. Horse nomads have never been seen in Prealith. They would be regarded as a barbarian class.
Horse nomads live on the plains west of Fintha. They have a limited number of descendants in Fintha, fewer in Tsaia, and none further east. They are not seen and virtually unknown in Prealith. Horse nomads make their living by herding, hunting, raiding, and charging fees on caravans that cross their land. They are very anti-magic but have the ability to sense magic items and magic users of all types.
Appearance: short, stocky and bow legged from incessant riding, the Horse Nomads have light brown skin with a yellowish cast with dark brown eyes that have a slight epicanthic fold.
Possible heritage items/skills: born horsemen, Horse Nomads carry a hoof talisman/charm to honour their Gods. They are armed with powerful composite short bows and in light armour.