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Registered Users: Minuala

Humans
Humans of Andurin


Players who wish to play human player characters in either the Friday (Tolmara) or Saturday (Damrosil/Mel Nethra) campaigns have six options:

1. Standard human as per the 3.5 D&D PH.
2. Mel'Cendian Imperial.
3. Fhaardfolk.
4. Aire.
5. Cyradi.
6. Skyros.

Rules for Mel'Cendian Imperials and Fhaardfolk humans are given below. Click here for a description of the Aire.

Ulu'taari are members of the Ulu'taar barbarian clans who make their home in the central and eastern Fhaard. Unless otherwise noted, an Ulu'taari is a standard human.

Hyboreans are humans who reside in Hyboras, a country located to the south of the Empire of Mel'Cendia. Until further notice, Hyboreans use the same rules as that of standard humans in the PH.



Players who wish to play a human character in the Tabula Rasa campaign have ten options:

1. Standard human as per the 3.5 D&D PH.
2. Mel'Cendian Imperial
3. Skyros
4. Cyradi
5. Aire
6. Omai
7. Lexar (under development)
8. Wastelander (under development)
9. Amandean
10. Gairlandian (under development)

In brief:

Lexar are city-dwelling and urban-focused humans who have mastered the art of manipulation, whether by magic, wiles, force-of-arms or a combination of the three. The Lexari are direct descendants of the middle and upper classes of the First Empire.

Wastelander humans are found most commonly in Aramin, Tincoras, Vathar and certain areas on Telluria. They are survivalists and have a hard-edged outlook on life. A Wastelander who calls one friend is a friend forever.

Gairlandians are a magic-wielding race who in their hubris, never learned the lessons wrought by the Invoked Devastation. Gairlandians are few in number on present-day Andurin, yet seek a return to their glorious past.

More information shall be written up in the future.


Humans of the Southern Kingdoms

Because most of the population of the Southern Kingdoms consists of settlers descended from the original Mel'cendian Imperials who first settled the region, a handful of individuals carry the blood and racial traits of their forebears in their veins. Over time, these traits have become diluted with intermarriage and contact with the nomads of the Fhaard, but enough remains such that there is a chance, albeit a VERY SMALL percentage that a human who hails from within the borders of the Council possesses these traits. (In game terms, a human PC who hails from Wylund, Kern, Toralin and the Council of Alalminor has a 1:100 chance of possessing any special traits or powers.)

Mel'cendian Imperial

  • +2 either Str, Int or Cha
  • -2 either Wis, Dex or Con
  • 3% chance of either Voice of the Emperor OR Star of the West


Melcendian Imperials tend to possess either blond, blond-brown or auburn hair, with blue, blue-green, hazel or green eyes. They tend to have aquiline noses and high cheekbones, and are of medium-high to tall heights. As part of their heritage from their ancestors on Naranduil, most have a propensity or affinity towards magic. (A Melcendian Imperial PC who decides to become an arcane spellcaster has a bonus of +10% each time experience is awarded and a 5% bonus to his or her chance to learn a spell.)

Humans who claim to be descended from the original settlers of the land have the potential to possess ONE but not both of the following powers: Voice of the Emperor or Star of the West.

Voice of the Emperor: Whenever you speak, there is a small chance that your voice will cause a shift in attitude on the part of the listener. If you have Diplomacy or Persuasion, add +3 to your skill check. If you are a bard, cleric of Tammara, or an enchanter AND your Charisma is 14 or higher, this bonus is increased to +5 instead. Alternate: whenever you speak, there is a 1% chance that the listener will be under the effect of a charm person or animal spell. The listener then rolls a Will save at a DC of 10 + your level (certain adjustments may apply). If the listener saves, he or she is aware of the charm and may break it as per the spell. If the listener fails, he or she is not aware of the charm, and the effect ends once 60 minutes have elapsed. This power is constant.

Star of the West: Whenever you engage in combat, you have the potential to act with great alacrity and forethought. You gain a bonus of +2 to your initiative roll. If you have Danger Sense or Alertness, this bonus is increased to +4. Damage inflicted upon you by weapons is reduced by 1 per die of damage. Alternate: You may forgo a standard action and invoke this power. If you do, you temporarily lose 5 Con and gain your choice of either 5 Dex or an additional standard action for the duration of that combat. Successful invocation of this power REQUIRES that you not be hit as you invoke the power, otherwise the effort is wasted and cannot be performed until 24 hours have elapsed. Sacrificed Con does not return until you have rested for a number of hours equal to the number of combat rounds. Any bonus Dex points fade away after the combat. The initiative portion of this power is constant, while the invocation portion of this power is useable once per day per eight levels (maximum 24th level).

Fhaardfolk Human

  • -2 either Int or Wis
  • -2 Cha
  • +2 either (Str or Con) AND +2 Dex - OR
  • +4 either Str, Con or Dex
  • 3% chance of either Poison Immunity, Disease Immunity, or Resist Magicka


The humans of the Fhaard are themselves descendants of refugees from the ancient city-state of Nord’athaq, who fled to the west shortly before the destruction of the city-state by forces beyond mortal ken. There is a persistent rumor, one that the White Tower has never confirmed nor denied, that the Aes Sedai were responsible for the wildmagic tempest that enveloped the capital and brought its wizards to a horrific end. Perhaps as a result of their collective memories of torture and abuse suffered at the hands of their former masters, the former ‘Athaqi developed a cultural, physical and social resistance to magic and arcane spellcasters and anything that came about as a result of contact with the Pattern. This pattern of resistance ingrained itself in Fhaardian society over time, until it reached its present state - where an arcane caster be they sorcerer, wizard or bard - is shunned and avoided by the majority of nomadic society and institutions.

Fhaardfolk humans tend towards black, brown, or lightly reddish-brown hair, are diverse in skin tone - tending generally towards a fair complexion, and generally have brown or hazel eyes. About less than 10% are born with golden irises.

Fhaardfolk tend to favor more martial classes - either fighters, barbarians, monks, or rangers; some provide spiritual support in the form of paladins, clerics and monks. Because of their environment, some feel affinity towards druidism and shamanism. Very few cross over to the arcane arts, and usually do so secretly. Once found out, they are cast out of their clans and tribes, and generally wander the land or move on towards areas of civilization or other countries.

PCs who are Fhaardfolk humans may possess ONE of the following:

Poison Immunity: You are immune to most non-magical poisons, and have a +2 bonus to your saving throw vs. a magical poison. Unless otherwise noted, you automatically make a saving throw AS LONG as the poison was not ingested, in which case you receive a -3 penalty to your save BEFORE any adjustments are factored in. This power is constant.

Disease Immunity: You are immune to most non-magical diseases, and have a +2 bonus to your saving throw vs. magical diseases. Unless otherwise noted, you automatically make a saving throw AS LONG as the disease is non-magical. This power is constant.

Resist Magicka: All magicka, whether beneficial or baneful, has a small chance of not affecting you, due to racial and cultural characteristics your character inherited from his ‘Athaqi ancestors. Whenever any spell is cast on you, that spell’s caster must make a resistance check at a DC equal to 10 + your level. The caster adds his or her arcane or divine spellcaster level to the roll and checks the result. If he or she fails the check, you are unaffected by the spell and the spell is wasted. This power is constant.

In addition, Fhaardfolk human PCs begin the game at social level 1 (if they are in an area other than the Fhaard. If in the Fhaard, they are one higher social level than normal).


Humans of the Mel'Cendian Empire

Cyradi

Cyradi are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland. Their modern descendants include the inhabitants of the Fhaard and the people of the Southern Kingdoms. Their warriors are rightly acknowledged to be the best in Telluria. Their naval prowess, however, far surpasses their ability to fight over land, and their armadas of powerful warships have demonstrated the capacity to defeat enemies who outnumber them as many as seven ships to one. Only the war-fleets of Thendras have ever been known to come close to matching them in speed and firepower.

Cyradi are of average human height, above average human strength and agility, and show a remarkable capacity for surviving in all types of climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. This depends on the degree of Thaecian blood they possess, having intermingled with the original refugees from Naranduil and their descendants for centuries. They possess very curly hair and rarely more than a wispy mustache and beard, and degree of body hair varies.


Game Information

+1 Str
+1 Dex
-2 Int

1% chance of one of the following powers (roll 1d100):

1. Adrenaline Rush -- +5 to either Str, Dex or Con, once a day for up to two rounds, followed by a rest period of one hour per round.

2. +4 to Fortitude saves involving poison or disease. Choice must be made at character creation. This power is constant.


Skyros

Culture and Society

Today, Skyros society still exists largely as it always has, and may varyingly be described as a peasant state. Contrary to the habits of most other species, including those of other races of Men, most Skyros live on the land in small towns, villages and hamlets, while only a minority of the population exist in large scale cities. It is in this socio-political climate that they thrive, with most of them either working the land as farmers or foresters, or in manufacturing as smithies and woodworkers. Unlike most of the other cultured peoples of the world, Skyros place little or no emphasis on social services and public relations, with colleges and government offices being few and far between. Instead of institutionalizing education and social training into schools, academies and collages like most Men do, Skyros culture is based largely on heredity.

Families pass on traditions and knowledge between generations, meaning that most Skyros enter into trades and family businesses. This helps to perpetuate their largely self-sufficient nature, where families provide for their own needs, and whatever they cannot produce, is acquired by trade with other members of a community. Metal and wooden tools are purchased with a commodity of equal value, produced using the tools acquired by the trade. Farmers buy tools and thusly indebt themselves to the tradesmen who supply these, and the debt is paid with a portion of the crop yield each harvest. Large cities are generally located on land non-conducive to crop growth or forestry (at least, not enough to support a settlement of such a size, anyway), and they are chiefly trading hubs, which buy such goods as pelts, wooden and metal implements as well as foodstuffs which are produced elsewhere, and sell these products to other travelers who in turn possess other goods. Because of the (at times) harsh climate, travelers often require frequent re-supply stops in cities like these, and this is how they generate revenue. Skyros handicraft is highly esteemed for its practicality: although it may not be of the finest quality, it will always work as advertised and it will seldom wear down beyond the point at which the owner cannot repair it himself.

Most Skyros have a basic knowledge of armed and unarmed combat, as throughout the long Skyros history of warfare, the ability to defend ones self has become a necessity in most families. Fighting ability is passed on from parent to child, and there is usually a family coat of armor and basic family weapons such as an axe or a shortsword which are passed along as well. Of all the crafts in the Empire, Skyros excel above all others at forestry and woodworking, as well as skinning and leatherworking to a degree. Skyros woodcrafts are of the highest quality in all the regions of Mel'Cendia, and Skyros animal pelts and even thick fur armors are among the finest in protection against both weapons and the elements. A strong and hardy, as well as independent people, the Skyros are renowned for their innate martial talents. Although not possessing a professional provincial army or navy, there exist numerous Skyros folk militias, which band together and organize around most major cultural centers and trading hubs: large cities often have their own military forces for defense and offence, and often times groups of fifteen or twenty small villages or towns will volunteer young men to work together for mutual protection. Furthermore, the Skyrelm branch of the Imperial Legion is one of the best in the world, taking the Skyros qualities of strength and endurance and infusing them with great discipline and organization. When utilizing Imperially prescribed tactics and formations, Skyros soldiers are some of the most dangerous adversaries in any province.

Skyros seamanship is legendary, as is their daring and their grandiose vision of the possible. The Nedic peoples of Arator (racially, the very same people as modern day Skyros) were the first humans ever to develop cartography and astronomy. They were the first Men to catalogue the stars and recognize constellate patterns, and the first to map the seas as well as the land, allowing for the first human navigation between continents. It was also Ysgramor, the first Man to set foot in Telluria, who developed the first primitive human writing in order to record and catalogue what he found there. As a people, they have an intense passion for the unknown and no one understands better than they the romantic lure of something more. They are avid dreamers and visionaries, with a deep-seated curiosity towards the theoretical and the abstract; a contrast with the mercantile nature of the very concrete, ‘here-and-now’ Imperials. The only other Men to share the profound Skyros awareness of the intangible are the Istrian, whose interest is less of a passion and more of an eccentric curiosity, inherited from the elvish half of their heritage. The Skyros are celebrated explorers, rivaling even the elves in the number of distant and foreign lands they have set foot on. More astonishingly, while elves sail in massive formations of titanic galleys, manned by hundreds of mer each, Skyros expeditionary forces often comprise no more than a few small vessels like longships, sometimes manned by as little as fifteen men per ship. Usually these craft are man powered, with the crew rowing while a captain/navigator orders them. In larger Skyros vessels, usually warships and small galleys, there is a combination of man power and wind power, with a sail being unfurled to travel through the deep ocean, and the oars being a method of short range propulsion, as well as for swift, inter-vessel maneuvering. These vessels, often part of Skyros battle-fleets, are usually manned by a crew of approximately fifty, each man a soldier as well as a sailor. Only Cyradi destroyers are capable of contending with Skyros warships in the open sea.


Anthropology

Racially, Skyros are slightly below average human intellect, according to standard tests of intelligence. By extension, Skyros are definitely more intelligent than either Khajiit or Argonians. Although there are many obvious disparities in intellect between elves and Men, as well as Men and the various so-called beast races, there is controversy amongst scholars as to the exact nature of intelligence, and whether or not any single race can be said to be truly more intelligent, as they all excel in certain testable areas, while coming short in others.

As a people, they are far above average height, common at well over six feet, on the whole being shorter only than Istrians and Fhaardi. Furthermore, they are also one of the strongest human races, generally weighing in over 200 pounds, with broad barrel chests and unusually great muscle mass and bone density. However, due to their massive build, they are one of the least agile human races, just more so than orcs. Furthermore, due to the frigid nature of their climate, they often pack on a significant amount of body fat; however, when understood in the context of their overall mass, this fat content is fairly minimal. They are extremely resistant to frost because of this, and Skyros are known to be able to survive for a rather unusual length of time in freezing water, such as can be found frequently in north-central Arator and the Northern Ocean. They have exceptionally pale skin, often with a significant pink coloring, sometimes bordering on hypomelanism. This is due largely to the scarcity of direct sunlight in their native lands. They also have extremely long, thick hair, usually colored either blonde or red, and occasionally brown, depending on if they have any Imperial parentage. Their faces are distinctly noticeable for the “long” shape of the skull, with much defined cheekbones and jaw, and with brows that usually line up more or less evenly with the chin.

Their voices are specifically recognizable as some of the deepest, loudest voices amongst humans, and this is said to be tied to the particularly great capacity of their lungs. Skyros are very proud of their voices, to the point that they have been incorporated into the mythology of Skyros religion. The Throat of the World in northern Arator was said to be the place where the sky breathed life into the world, creating the Skyros. Voices are strongly associated with the raging arctic winds of their homeland, and there is even a specifically Skyros form of magicka called Thu’um which relies on the Greybeards (the Skyros term for a wizard) capacity to "shout" spells into existence.

Complex Skyros religious or magical rites often consist of much less visual symbolism (i.e. depictions, representative imagery), but are often composed of more vocal ritualism (i.e. chants, proverbs, spoken language prayers and referential phonetics). Skyros vocalists are always much in demand in Mel Nethra for both Temple choirs as well as highbrow operas, because of the spectacularly deep range of their voices, to which no other human or elven voice can accede.


Game Information

-1 Int
+2 Str or Con
-2 Dex

1% chance of one of the following powers (roll 1d100):

1. Thunder Fist -- on a successful melee hit, a 5% chance that the target is stunned for 1d4+1 rounds. This power is constant. The stun cannot be resisted.

2. Woad -- +4 to AC at the cost of -4 to hit. This power is useable one combat every five levels, to a maximum of 20th level. To use this power, the PC must declare prior to entering combat.

3. Resist Frost -- 5 DR to all attacks and hit point damage that originate from cold and frost damage. This power is constant.



Humans Elsewhere On Andurin

Omai

The Omai are a nomadic humans. Rumored to have originated in southern Naranduil, they were once a race of herders and warriors. Some still follow the ancient practice of animal trading. However, having long ago discovered the profitability of slave-trading, most of them have turned from the simple life. Some Omai families can be found clinging to the old ways on the plains, but most travel through civilized lands, capturing, buying, and selling their ‘wares.’


Description

The Omai are brown-skinned and tan easily, so that they range from a warm nutty complexion to deep mahogany. Blunt, rounded features and large eyes often make them look deceptively gentle and open. Their hair is dark and thick, and usually somewhat curly. In all, they are a fairly handsome people in a down-to-earth way. Standing at an average height, men typically range from 5’6” to 5’10” and women between 5’ and 5’6”.

Omai are fond of bright colors, and traditionally wear headbands or kerchiefs over their hair. They enjoy dancing and have a highly developed form of percussive music. They tend to be active and cheerful, but have an instinctive distrust of others, which is usually returned.


Culture

Omai society was originally tribal. To this day they keep strong bonds and tend to travel in extended family groups, called ‘hadeen.’ They move constantly, never staying anywhere for more than a couple of weeks at a time. This is partly for business reasons, and partly because they are seldom tolerated for much longer than that.

The sexes are fairly egalitarian, gravitating toward their natural talents. Omai men tend to be impatient, so the women often end up doing the actual trading and book-keeping. Older members of the group act as witnesses and advisors. There will be at least one trained cleric in each hadeen, and often an apprentice as well. Each hadeen also has at least one trained healer, who is never the cleric—although the cleric will provide assistance in emergencies.

Hadeen travel by horse and wagon. When on the move, they make camp each night in heavy painted cloth tents. In cities, they will stay in whatever accommodations present themselves, or find a place to pitch their tents if nothing is available.

The Omai as a race have no structure. Some hadeen are friendly with one another, while others are hostile upon meeting. When hadeen encounter one another in their travels, they each send out a representative to talk. The result may be that the two groups simply pass one another, stop and chat, or possibly do a bit of trading. Rarely, a fight may break out, though it seldom results in fatality. When hadeen encounter one another in a city, however, the matter is different. The hadeen who got there first gets to stay, and any others must leave. It is considered impolite to infringe upon one another’s business, and more to the point it makes the inhabitants nervous.

Omai see nothing wrong with dealing in slaves. To them, it is simply business. They do not mistreat people, and have no responsibility for what happens after the person passes from their hands. In fact, they consider it more humane than leaving poor people on the streets to starve. Such unfortunates are at least taken care of, they gain an education, and depending on where they end up, may even win their freedom.

Furthermore, Omai have a mild contempt for most other races. An Omai would die before surrendering his freedom, and they feel that slaves who don’t make every effort to escape must not care that much. A slave who does manage to escape is chased until one dawn and one sunset have passed. If they manage to evade the Omai, then they are free.


Society

Omai trade in all sorts of flesh, both animal and humanoid. They raise, buy and sell goats, sheep, chickens, cows, and horses. Occasionally an individual may specialize in something exotic, such as hawks, or the truly outré, like griffins. A person searching for an unusual animal may do well to speak with the Omai, since they can probably point you in the right direction if they don’t know someone personally.

However, their specialty is human, demihuman, and humanoid slaves. Strange as it sounds, most Omai are obsessed with the ‘respectability’ of their business. For the most part, Omai take pains to acquire slaves ‘legally.’ They buy children from parents (prostitutes are a prime source), trade indentured servants (in this case, all documentation is kept and papers are signed promising prompt release), buy debtors sold off by courts to pay debts, and trade for slaves taken in war and other such ‘legitimate’ sources. Although there are always exceptions, Omai do not usually abuse their slaves. They are fed, clothed, and not beaten unless they step out of line. Omai sometimes train slaves in useful skills such as reading, cooking, animal husbandry, and so forth.

Even so, Omai are seldom welcomed. Only a few societies deal with them openly (such as the Lexar). In most cities, Omai are dealt with secretively, and tossed out as soon as possible. In some (especially good) places, they face laws and sanctions, or are sometimes forbidden completely. Many stories are told about Omai kidnapping innocent people off the streets, and almost everywhere they go, they face persecution and fear.

The Omai have become used to this, however, and care little for what others think of them. In cities where slave trade is banned, they leave slaves behind and simply trade their animals. Undeniably, the Omai’s biggest protection is the fact that they tend to be quite wealthy. As unpleasant as it is, slave trading is a very lucrative business.

Omai can be found throughout southern and eastern Naranduil and in northwestern Vathar. Modern-day Kernin are descendants of the Omai.


Game Information

+1 Int or +1 Con
-3 Cha

1% chance of one of the following powers (roll 1d100):

1. Luck of Benvolio -- Once per day, you may re-roll a failed roll, be it an attack roll, a saving throw or a skill check. The re-roll must be used immediately after the failure is made and cannot be performed at a later time.

2. Resist Disease -- 5 DR against all attacks, saving throws and hit point damage that originate from disease and related effects. This ability grants no resistance against magical diseases. This power is constant.



Amandean

Amandeans are derived from the Atha'an Miere, a society of people in Robert Jordan's fantasy novel series, The Wheel of Time. I have adapted some of his material for use within Andurin. Some changes may be noted below.

Players with access to the d20 Wheel of Time Roleplaying Sourcebook may use that volume for RP notes and material not presented below.


Description

Amandeans, called the Sojourners by mainlanders, are a group of people with complex customs that live on ships and on islands on the seas and oceans of Andurin. They only show up on land and in ports of call to trade goods. They typically have a dark complexion, and are seen as "exotic" by mainlanders. The rank of a Sojourner can be determined by both the number of piercings (typically ear and nose, with a chain in between for higher ranks) and the quality of the metal used for the earrings/nose rings.

Amandean porcelain sculptures, ivory figurines, teakwood carvings and coral fragments are delicate and graceful objects of art and are highly prized by mainlanders, frequently costing their weight in gold to obtain.



Culture

Sojourners are headed by a Mistress of the Ships, roughly equivalent to a queen, but without a fixed geographic territory. Her consort and/or male counterpart is the Master of Daggers, responsible for trade and security concerns. Under this leadership, the Amandeans are further organized into clans, headed by a Wavemistress. It is unknown at this time whether there is a clan-level counterpart to the Cargomaster.

A little known facet of Sojourner culture is that both genders go topless while at sea, and out of sight of the mainland. Presumably all of their passengers know this eventually, and keep silent either out of respect/moral outrage, or for more prurient interests. This fact alone may account for why passage on an Amandean ship is frequently so costly, although they are also the fastest sailing vessels in the land, and some of the most reliable (partially due to the unrevealed abilities of Windfinders).

Amandeans have a vast body of oral traditions, that is, legends or myths traditonally considered to recount the history of ancient times (the time of "paran") and the adventures of the gods (“atan”) and deified ancestors. The accounts are characterised by extensive use of allegory, metaphor, parabola, hyperbole, and personification. Thus, a fish, for example, may at times symbolize an island; to catch a fish may refer to the discovery of an island. Orality has an essential flexibility that writing does not allow. In an oral tradition, there is no fixed version of a given tale. The story is free to change according to the setting, and the needs of the narrator and the audience. Contrary to other concepts of history on Andurin where the knowledge of the past serves to bring a better understanding of the present, the purpose of oral literature in Sojourner culture is rather to justify and legitimatize the present situation.

Amandeans are scrupulously honest. They bargain hard and well and no mainlander can claim to have been cheated or sold goods of dubious quality. When an Amandean reaches an agreement, they will sail through storms and fire to keep their side of the bargain.

Sojourners maintain excellent relations with most coastal nations. They willingly trade with anyone who acts in a fair and honest manner. They gladly offer the gift of passage aboard their ships to mainlanders offering correspondingly valuable gifts in return. The exception are Aes Sedai (who they rarely allow passage aboard their ships).



Naming Conventions

Women do not take any form of their husband's name upon marriage.

Boys take their father's surname and girls their mother's surname. Later, a "salt name" is given such as "Running Wave" or "Wild Tide" which typifies the person in some way. Thus, Evain, son of Jura din Galys and Taran din Coirn, given the salt name "Calm Waters" would then be named Evain din Coirn Calm Waters.



Game Rule Information

+1 Dex OR 1 free rank in either Balance, Climb, Diplomacy, Sense Motive or Swim.
-1 Int

1% chance (roll 1d100) of the following powers:

1. Gift of the Deeps -- You are able to breathe water as if it were air. This ability lasts for three minutes per level and can be invoked once per day per five levels (maximum 20th level).

2. Truthsense -- You are able to subtly determine whenever a speaker has something to hide. Whenever you roll a Sense Motive skill check, the check automatically succeeds. This ability lasts for up to twenty minutes and can be invoked once per day per four levels (maximum 20th level). If the subject is wearing an item or under an effect that would prevent the ability from functioning, the ability does not function.



Wastelanders

The Invoked Devastation was more than just a magical catastrophe that changed the nature of magicka all across Andurin. It was also a physical disaster of global magnitude that reshaped a great deal of the world. Much like the ripples that occur when a pebble strikes a pool of calm water, the chaos and anarchy wrought by the Devastation remade Andurin in new and strange ways that forced many to adapt in order to survive. Wastelanders are no exception.


Culture

Wastelanders are traditionally divided into related tribes. These tribes are organized on several levels - a widely-quoted saying is "I against my brothers, I and my brothers against my cousins, I and my brothers and my cousins against the world". The saying signifies a hierarchy of loyalties based on closeness of kinship that runs from the nuclear family through the lineage, the tribe, and even, in principle at least, to an entire ethnic or linguistic group (which is believed to have a kinship basis). Disputes are settled, interests are pursued, and justice and order are maintained by means of this organizational framework, according to an ethic of self-help and collective responsibility.

The individual family unit (known as a tent or "bayt" (plural: bayat)) typically consisted of three or four adults (a married couple plus siblings or parents) and any number of children, and focuses on semi-nomadic pastoralism, migrating throughout the year following water and plant resources. Royal tribes traditionally herd camels, horses, or other rideable mounts, while other tribes herd sheep, goats, buffalo or the like.

When resources are plentiful, several tents travel together as a goum. These groups are sometimes linked by patriarchical lineage but just as likely linked by marriage (new wives are especially likely to have male relatives join them), acquaintance or even no clearly defined relation but a simple shared membership in the tribe.

The next scale of interactions inside tribal groups is the aman or descent group, commonly of 3 or 5 generations. These are often linked to 'goums', but whereas a 'goum' generally consists of people all with the same herd type, "descent groups" are frequently split up over several economic activities (allowing a degree of risk management: should one group of members of a descent group suffer economically, the other members would be able to support them). Whilst the phrase "descent group" suggests purely a patriarchical arrangement, in reality these groups are fluid and adapt their genealogies to take in new members.

The largest scale of tribal interactions is of course the tribe as a whole, led by an elder. The tribe often claims descent from one common ancestor - as mentioned above, this appears patrilineal but in reality new groups could have genealogies invented to tie them in to this ancestor. The tribal level is the level that mediates between Wastelanders and outside governments and organizations.

Aire were originally Wastelanders but developed their own traditions, social customs and belief systems as they encountered and interacted with Aes Sedai in the years after the latter first entered Andurin.



Justice

Wastelanders traditionally have strong honor codes, and traditional systems of justice dispensation in Wastelander society typically revolve around such codes. The bisha'at, or ordeal by fire, is a well-known Wastelander practice of lie detection. It is enacted only in the harshest of civil or criminal violations, like a blood feud - usually in the absence of witnesses. It entails the accused to lick a hot metal spoon and subsequently rinse the mouth with water. If the tongue shows signs of a burn, or a scar the accused is taken to be guilty of lying.

Protocols regarding blood feuds often override court decisions, and may vary from tribe to tribe. Punishment for murder is usually harsher than punishment meted out to acts of disturbing the tribal solidarity. The punishment for murder is usually a death sentence, but in some tribes a blood vengeance fee may be extracted instead. The general governing principle is that of "blood begets blood". In many tribes, the first five levels of male cousins (khamsi) are obligated to seek out and kill the murderer. If not found, another male member of the murderer's tribe would have to die in the retaliatory killing.



Honor

Honor is the lifeblood of a Wastelander. Without honor, a Wastelander is soulless and fit only for the carrion of the barrens. Honor defines who the Wastelander, how he or she lives his or her life and how others measure the weight of his or her reputation.

Ird is the Wastelander honor code for women. A woman is born with her ird intact, but sexual transgression can take her ird away. Ird is different from virginity, as it is emotional / conceptual. Once lost, ird cannot be regained.

Sharaf is the general Wastelander honor code for men. It can be acquired, augmented, lost and regained. Sharaf involves protection of the ird of the women of the family, protection of property, maintenance of the honor of the tribe and protection of the village (if the tribe has settled down).

Hospitality (diyafa) is a virtue closely linked to sharaf. If required, even an enemy must be given shelter and fed for some days. Poverty does not exempt one from one's duties in this regard. Generosity is a related virtue, and in many Wastelander societies gifts must be offered and cannot be declined. The destitute are looked after by the community, and tithing is mandatory in many Wastelander societies. In Zay'ali culture, the bond of salt is derived from this practice.

Bravery (hamasa) is also closely linked to sharaf. Bravery indicates the willingness to defend one's tribe for the purpose of tribal solidarity and balance. It is closely related to manliness. Bravery usually entails the ability to withstand pain, including certain rites of passage such as circumcision.



Game Rule Information

+1 Con
-1 Cha

Wastelanders begin the game at social level 1 (2 if among other Wastelanders).

1% chance of one of the following (roll 1d100):

1. Wild Talent. You begin the game with a minor psionic power subject to the DM's approval. This ability never increases in potency as you gain levels. You cannot choose this ability if you are a psion or psychic warrior.

2. Darksight. Under certain conditions, you have trained yourself to be able to see in the dark or under low-light conditions. You can invoke this power once per five levels (maximum 20th level). Once invoked, darksight lasts for 1 minute per level.

3. Diamond Skin. Your unarmored and unmodified AC is 11 instead of 10 (assuming a normal Dexterity) due to extreme living conditions that all Wastelander humans endure in the barrens and desert environments on Andurin. This power is constant.
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The Southern Kingdoms