RGG

 

The Humans

The Humans are said to be the youngest of the races. This explains why the humans seem to feel that they have a right to be anywhere and part of everything. Like the youngest child, they are quick to feel left out, that they have a lesser share or that the other races are somehow cheating them out of something. They were always a nomadic people and at the time of the Night of Wind and Fire and the Chaos War, they were a hodge-podge of non-allied tribes that would war with each other, the other races or anyone else. As fickle as the flame that binds them, Humans are thought of by the other races as unreliable. They are fierce in war or love and if offended they can go from friend to enemy with the change of the wind. While they have a life span that can average 70 years, their fiery personality makes anyone half this age to be considered an elder. Humans breed with far more success than the other races and this explains why they out number all the other races combined. It is war that has been the one thing that has kept the humans from completely overwhelming the other races. Most skirmishes in the world have involved the humans in one way or another. If there is a fight, there is a good chance there is a human involved somehow. Throughout history, human traders, raiders and wanderers have been a common site in all parts of the world.

The Human Orders
The Wanderers. The gypsy heritage of the humans is still the way the majority of humans live. They travel the Burning Plains in their wagons, hunting, warring and trading as they go. While there are 12 clans that all humans claim as their heritage (a 13th was lost during the Night of Wind and Fire), within these clans there are dozens of tribes. New tribes break off of old ones whenever there is a disagreement of leadership that can not be resolved by a clear majority. Some tribes may be reabsorbed or become part of another tribe if their numbers are depleted by war, sickness or other causes. Most tribes are closely related by blood.
The Hearthfinders. With the encouragement of the Totekai, over the last 200 years, humans have begun to settle in communities. Thus, with the help of other races and the Totekai, cities have emerged within the burning plains. The oldest of these is The Great Bazaar. This was always a meeting place for the humans and even before the cities, the wagons and tents of the humans could always be found here. Now, there are permanent structures and even a walled city that houses permanent residents. The Great Bazaar is a significant location to the humans. It is here that the clans have always met every 3 years to select the Czar. It is from here that the Czar rules and the house of human government (the Tower of Dawn) exists
In the last several generations, human communities have begun to spring up in the lands of the other races. Humans have always traveled and even worked and lived for times within the lands of the other races, but now they are actually forming there own communities in some of them. Only in the lands of the Shen have human only communities not formed as they are not allowed by the decree of the Shen Emperor. In other lands, the humans will choose their own leaders to take care of local needs, but still are still under the laws of the racial governments. This has lead to tension with in these lands. Crossbreeds - Interracial marriage is not approved and most children are considered bastards. That being said, most humans are raised on their own merits. A bastard can win lands, money, glory or fame based on their actions.

Government
Humans always believe they should have say in the way they are ruled and so their leaders are always selected by will of the majority. Whether that choice is based on personal merit or by strength of arm can vary from group to group, but humans will meet as a community to voice their opinions. Woe to the leader that goes against the will of the people. That leader (often referred to as the Boyer) may find himself out of office either by mutual agreement or by death. This factor also makes human leaders very conscious of the wants and needs of their people.
Once every 3 years, the clans gather together at the Great Bazaar and leaders are chosen. First, those leaders of each clan are selected by the vocal vote. That leader (Called the Kahn) that has the loudest support is clan leader for the next 3 years. Then each clan selects a nominee (called the Shan) to be considered as Czar. Each Kahn and Shan is brought to the high gathering and after much heated (and sometimes scorched) debate A Czar is selected. All at the high gathering are placed with in the great chamber of choice (in days past this was a tent) and here they must remain with nothing but water until 14 (from the old days when 14 was the majority of the then 13 clans) of the 24 present agree on a new Czar. Any that leave the high gathering before the choice is made is killed, thus ensuring that a choice is made. The remaining Shan stay at the Great Bazaar as a council of representatives for each of the clans. Then there is much celebration.
The Czar has the power to settle disputes between clans, make policy toward other races or declare Modi (unifying the human race for war with another). While his power is great, he is still answerable to the will of the people, and after 3 years, a Czar may be removed, if he has made bad choices. There is no army to enforce his will other than those who would serve as his personal guard (the Czar Hari). Although this can be as large or small as those who wish to volunteer their service and at the end of each year, volunteers may rejoin or leave at their will. Traditionally, each clan offers 100 warriors for a newly elected Czar. After that, it is a matter of judgment. Each tribe is required to make tribute each year to support the government. Size varies depending on the job the Czar has done in the last year, although approximately 5% of the clan’s horde is considered proper. The tribute is paid in gold, goods or even food. The success of the Czar is told in the richness of his trappings.

Clans and Tribes
Clans have an animal that represents the spirit of the clan. These animals are said to embody the personality of the clan. These animals are:
   The bear, wolf, hawk, badger, lion, porcupine, hare, owl, serpent, skunk, raccoon and lark. The boar clan disappeared during the night of wind and fire.
Lark: The Lark clan is one of the simple travel and simple life. This clan often travels in wagons painted brightly to match their clothing. Women are found wearing long, flowing dresses and men in bright, loose apparel. The Lark are known to be good healers, but are often shunned by settled peoples because of their carefree lifestyle that may draw away young people. The Lark are reknown for their singing and dancing that happens at least every third night in a Lark encampment. Lark will not fight unless it is in defense of their camps, in such cases, will do so long enough for the caravan to begin to retreat. Larks also tend to avoid major trouble, due to their natural inclination towards divination, but their tendency for almost kleptomanic theft earns them a great deal of minor trouble.
Serpent: The Serpent tribe is one tribe of the humans that practices both nomadic and settled life. Each serpent tribe has a home village, referred to as a 'den', that all members will return to in winter. But the younger of the tribe will also roam the Burning Plains in what they consider to be their territory. Serpent tactics are lightning fast and lethal, usually striking from ambush with spears and shields and falling upon their enemies from all sides. Serpents are one of the more aggressive, warlike tribes of humans, yet subsist mostly off of the farming provided by the lands done near their dens. The Serpents' typical territory is directly north of Shanish and directly east of Quarrytown, though those villages tend to move every three to four years within said territory.
Bear: The first of all clans that roam the whole Burning Plains is that of the Bear. The bear consist of the tallest humans and travel in the largest groups. Most tribes are structured and operate as large family units and for the most part are fairly peaceful. The Bear tribes choose to trade with most people they meet and do not come to fight unless prompted. The Bear are also called one of the most fearsome tribes because of their regimented warriors; Bear tribes have very specialized warriors, making them an effective fighting force.
Wolf: Another warlike clan of the humans is one of the most feared. The Wolf clan was one of powerful warriors and terrible practices. Known as merciless captors and dangerous combatants, the Wolves were often courted as allies, which was usually met with rejection by all but other militarily powerful entities. Those with the capability to use magic were also trained as great warriors in the Wolf clan: they were taught as soon as the gift was discovered to use fire as a weapon and little else. The Wolves have been known to join in conflicts that they have little to do with but geography: whichever side should venture close to Wolf territory would find itself under attack by wild, ax-wielding warriors. This was usually avoided by one side allying with the Wolves while near the clan's territory, which stretches from the area of the Burning Plain just south of the Sulfur Forest and north of Quarrytown and Badger territory.
Hawk: Living in the southwestern area of the Burning Plains, the Hawk clan is a clan of slow movement. Living in palisaded villages (sometimes called Nests by the Beradai), the Hawk people move from one place to another once every five to ten years. The Hawk people have spent a great deal of time learning crafts requiring less technology, and have therefore created beautiful pottery and woodcrafting. Due to their proximity to the Beradai and skirmishes in the past, the Hawk people developed a tendency towards throwing weapons, especially knives as well as the use of throwing fire magic as weapons.. Though the open hostilities have long since faded, the tradition of thrown weapons lives on. Surprisingly, the Hawks are excellent brewers and herbalists as well, but whether this is rose from their pottery trade or vice versa is lost in their history. Several Hawk members formed the city of Windy Mesa to act as a center of commerce for the area and so that there would be a standard for trading of the clan's crafts government.
Badger: A tribe of a combination of settlement and nomadic lifestyles, the Badger tribe is more slanted towards the settlement than nomads. While there is a warrior/guardian class that is held in high esteem, the Badger clan is mainly focused more on the life of production. All nomadic activity takes place around the cities that the clan has built. Highly prized are the production skills of weaving, gold and silversmithing and various other arts. The nomadic aspect of the clan is to gather resources and trade, while the warriors guard not only the cities, but the trade caravans. The Badger is one of the least aggressive clans, but the forces are skilled with swords and bows, yet are fearsome when in defense of one of their home cities, which are found in intricate and well-defended formations and tunnels near the Earthgouge, made by skilled miners that have worked in Quarrytown. The Badger settlements are found mostly on the other side of the Earthgouge from Quarrytown.
Lion: Sometimes mistaken for Shen at a distance, the Lion clan moves about the world in its dispersed tribes almost like miniature armies. No one in Lion tribes is incapable of fighting, and everyone has at least one other skill. Most women are excellent armorsmiths, usually in leather, and learn to fight with bows. Men learn metalwork for their own armor and weapons. Lions hire themselves out as mercenaries to whoever pays the most coin and have even switched sides in the middle of a raid for the right price. When other races speak of uncontrollable, unpredictable and unreliable humans, they usually speak of the Lion clan. The Lion return every two to three years to Flamequench, the home of their clan. Aside from those that work there, no one stays long in Flamequench, returning only on matters of clan business or to make and forge new equipment.
Porcupine: Called this for their seemingly thorny personalities, the Porcupine are actually one of the most friendly of human clans. In their society, it is not uncommon to mercilessly heckle or mock one another as a show of affection. Should a Porcupine ever mock you, you should know that he does so as a sign of friendship. Porcupines also have their name from how quickly their attitudes may change. As fast as a porcupine can turn around, one of this clan may take great offense and move to attack with spear and dagger, the customary weapons of Porcupine warriors. Porcupines are found to be slow nomads, found mainly north of the Valley of Steel, but other, smaller bands frequently head off on their own to all stretches of the Burning Plain. The Porcupines are also excellent traders, willing to trade with anyone, anywhere. It is for this reason that the more sedentary parts of the clan hold positions as the leadership of the Great Bazaar.
Hare: Similar to the Lark in a carefree lifestyle, the Hare clan prides itself on quick movement. One of the tribes that traverse the entirety of the Burning Plains, the Hare move in cone-shaped tents like that of the Bear tribes, and can have an entire camp on the move in fifteen minutes. The Hare hold few possessions, except what they deem necessary and items for trade, which usually stay loaded on wagons until needed. The Hare fight in a manner similar to the Serpent, though with less ferocity and move emphasis on quick movement. They are the best in all the human tribes for scouting and hit and fade strikes, often used by intelligent generals to make flanking attacks or to harry retreating troops.
Owl: Living in the south of the Burning Plains, the Owl are one tribe that are happy to associate with the Totekai and their scholarly ways. The Owl act as something of a northern border guard to the Forest of Learning in return for the instruction that their youths receive from the Totekai. The Owl are the least aggressive of the human clans, and most like those to be found in the cities. They wear armor and carry swords, trade shrewdly and are quite intelligent. Their association with the Totekai creates an odd mix: willing capable warriors that have agreed to protect their northern border in exchange for thorough education for their young people. The Owl established the city of Shanish and, thanks to their education by the Totekai, established the art festivals run there.
Skunk: Named not so much for their own smell, but of the area they occupy, the Skunk clan lives at the southern edge of the Sulfur Forest in the northern Burning Plains. The Skunk travel , as the people of the small town of Lawson's Reek do, into the forest to gather Sulfur to sell to the Shen. The move back and forth across the edge of the forest to find replenished stocks. The Skunk find combat prowess to be a necessity due to the dangers that await them in the forest and have no qualms about any weapon being used. Fire magic is also commonly seen among the tribe as another weapon with which to protect themselves when gathering sulfur.
Raccoon: The last of the roaming tribes of the Burning Plains, the Raccoons are a largely nocturnal clan. This makes them prized to have in a conflict, as they are used to fighting in the dark and can keep excellent watch as well. Raccoons are highly resourceful and clever, making new and innovative traps for capturing game or attacking intruders. The Raccoons are found mainly in the forest north of the Great Aerie, south of the Mountains of Order and directly west of the Earthgouge. Along with their tendency of trapping comes a ferocious two-handed fighting style; children are taught to fight with a pair of daggers or clubs and the size of the weapons used in training increases with age.

Human Art
The humans prefer art that invokes the passions. They often create short poems or prose that deals with heroes overcoming impossible odds, or villains being tricked by clever heroes. Their comedy often runs into satire of the other races. They are also fond of romances, but not so much of tragedy. While they do carvings and paint, they prefer art that is transitory. Dance and drama are their most excepted art forms. Their music tends to be very lively and very improvisational. They like to go with the flow. Musicians and performers are held with high regard within the human society and an artist who is renowned for moving people with their art has a very good chance of finding a leadership role as well. The greatest artist gather each Highsummer (June) in Shanish for the Highsummer Festival. Artists are judged and the best are awarded the ancient Sunburst of their art. The winners must come back the next year and return the Sunbursts to the judges. They may compete again, but the work must not be the same as the year before.

Human Cities
Quarrytown {Dominant Tribe: Badger} - Sits on the edge of the great rift and contains the largest untapped deposits of iron ore in the world. Much of this ore is shipped all over the world much of it making its way to Flamequench and the foundries there. It is also here that the stone for The Great Bazaar and the Stages of Shanish come from, Redstone of which the humans are so fond. They are willing to transport it great distance for their most important buildings. The people of this community are hard working and most livings are made off the quarries, mines and related functions. The Digging Badger people rule here under the Boyer Coal Petrof, but many people of many tribes have come here to work.
The Great Bazaar {Dominant Tribe: Porcupine} – Capital of the human lands and their only sea port of any size. It is the center of human trade with the other races. Once it was tents and wagons, which can still be found there, but now, a city of wood and stone has been built around the harbor. It is the only deep water harbor that runs along the human lands. Perched on a small hill facing the east is the Tower of the Dawn. The citadel of the Czar. When the sun rising in the east, the Red stone quarried in Quarrytown lights a blaze. In high summer, one can not face the Tower during the dawn because of the strength of its light. Its light carries across the sea to the turning of the world. It is a torch to light the way of all commerce and, to the humans; its construction marked the beginning of a new age. It was this one event that seemed to give rise to the Hearthfinders. Thus the city has become one of the great trading centers of the world. Bigger than the twin trading cities built by the Shen. It is said that anything can be bought in the Great Bazaar, for the right price. Always busy, the city is never truly asleep. Between the tents or in the streets there is always someone moving about. People of all races, from the richest to the poorest can be found here. This city is always ruled by the current Czar.
Flamequench {Dominant Tribe: Lion} – Sits west of the Inland sea and is one of the twin trade cities. Actually predates any other city as it was built by the Shen and Totekai as a trade port for the Shen lands. It is called Grimytown by the humans because the Shen established forges, foundries and other industrial operations here. The city is not very environmentally friendly and those humans that make this place their homes are often outcasts of other tribe. The city tends to be very lax in its laws and has a reputation as a tough place to live. It is ruled by the Steel Lion people under the Boyer Bontoa Ranetski.
Windy Mesa {Dominant Tribe: Hawk} – sits north and east across the river from the Great Aerie. Some of the riches farm land in the world. From its sheep, comes some of the finest wool in the world. It is said that if the land was properly managed, it could feed the world. As more humans become Hearthfinders, this region is growing. The walled city is called Windy Mesa, but a number of small communities have begun to spring up in recent years. Plenty of room between these villages, but Windy Mesa rules the region. Windy Mesa is ruled by the Gray Hawk People under the Boyer Ivan Telchinski.
Shanish {Dominant Tribe: Owl} – rests at the northern end of the inland sea. Here is a small community the majority of the year but during the month of Highsummer (June) it swells as humans, and others gather to witness the revels of the high sun. Here the greatest performers and artisans of the world gather to display their talents and compete for the sunbursts. The finely crafted medallions that predate the Chaos Wars have been passed from champion to champion since before that time. The humans have gone to war for these symbols of artistic excellence. It is said that the invasion of the Mountains of Order were over the Denzorali’s not returning awards for sculpture. The humans claim that the war ended when the medallions were returned. The Denzorali claim they drove the humans out. It is noted, the awards are still being used and the Denzorali have never reentered the contests since. The Dancing Deer people rule here under the Boyer Natalia Steponiva.
Lawson’s Reek {Dominant Tribe: Skunk} – A small human town lies on the northeastern boarders of the Mountains of order at the edge of the Sulfur Forest. It has only been here for a year or less. It is from here that humans go into the geyser fields to bring back sulfur and valuable metals. Dangerous work with the fairy monsters that dwell there and the dangerous volcanism in the region, but the Shen pay well for the sulfur. No one is really sure what they are doing with the stinky stuff, but the price of it draws a number of humans and other races to the area. Yellow bandits, those that will jump miners to get their sulfur, are common in the area as well. The Laughing Skunk people rule here, although with the recent unmasking of the imposter of Boyer Petrov the leadership of the tribe is still in debate.
Piles {Dominant Tribe: Hare} – This small city is actually a part of The Great Bazaar. Just a bit south and west of the great city, it lies beyond a low cluster of coastal hills that once separated it from the Great Bazaar. It was established as a place for caravans to leave their animals or livestock to be sold in great number were kept. Over the years, the city has grown out to encompass it. It is watched over by the members of the Sleeping Hare people who’s Boyer is Femel Tarsk. Many people from all lands can be found in its streets and corals. When then breezes die, it is quite oppressive in its smell. Many a petty thief or beggar can be found on its streets hoping to pick up a few easy bits.

 
 

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