The Humans of Monterrin

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"In the eyes of the Deepkin, "Human" has long since been a vulgar word. It conjured up images of long lines of sun-beaten laborers, heaving crudely carved blocks of limestone into place under the scathing eyes of taskmasters and slave-drivers. It conjured up images of farming villages filled to the brim with whining children and wailing women that appear to sprout up from the ground overnight. And most of all, it conjured up images of slaughtered brothers and sisters, their bodies piled up in the entrances of our tunnels, turning the floor slick with their blood, having fought till their last breath of air rasped out of their lungs. But today, we set those grievances aside. Too many have died, for too small of a cause. May this pact, written in the blood of those who fell, bind our fates together until the mountains themselves crumble into gravel."

- Excerpt from Ivan Boriskovich's speech during the creation of the Old Guard.

Introduction

The Humans of the Monterrin Province are likely the most diverse race of any on Alm. Not the earliest or the latest race to have air breathed into their lungs, Humans have proven time and time again to be the sentient cockroaches of the entire planet. They have survived four major continental wars, three Era catastrophes, and thousands of years of infighting among the different provinces. Despite this, both Humans and Human society has endured well beyond what even the most intelligent Kraumdall Scholotechs or Bakragor Soothsayers had predicted to be possible. Humans don't have racial variants, per se, but are grouped into six different cultural categories that all have different ways of living. The most interesting characteristic of humans is their virility, and how their genetic code seems to be compatible with almost every other humanoid race on the surface of Alm, and even some of the bestial ones as well.

History

History In Summary:

The Third Era
  • Y01-E3 - Humans find themselves on Alm, likely as a bastardization of rogue dwarf clans that eventually adapted to live on the surface rather than under it.
  • Y05-E3 - After a short period of time sometimes referred to as The Wandering, the majority of the humans moved to travel north and seek refuge in the mountains from packs of Grawlbeasts.
  • Y15-E3 - Ten years of settlement and a pact with the Grawlbears in the Cliffsden, now called Holmstrad, eventually resulted in the earliest of all the Mountain Clans.
  • Y27-E3 - A separatist faction of the Mountain Clans descends from Holmstrad and reunites with wandering tribes of Humans that remained on the plains.
  • Y32-E3 - These hunter-gatherers wander for a number of years, eventually finding their way into a set of two rivers. Due to the fertility of the soil, they are able to harvest the crops that are there.
  • Y33-E3 - A harvest of crops and an investigation into germination of seeds leads the groups of hunter-gatherers to discover agriculture. They settle in the region and form Amyria.
  • Y39-E3 - The Mountain Clans begin to carve out their cliffside homes and begin domesticating and breeding Grawlbears to ride through the mountains.
  • Y42-E3 - Small bands of Mountain Clan warriors wander into the territory of the Dwarves. A war of one hundred and thirty days results in an Armistice between the Dwarves and the Mountain Clans.
  • Y43-E3 - The remaining hunter-gatherer tribes of Humans spread out. Some go to the south and attempt to make their way through the Mellowmire, while others travel in dinghies to nearby islands.
  • Y47-E3 - The Riverfolke in the Mellowmire have their minds warped by an entity that lives deep within, while the Makamura begin settling over a series of archipelagos.
  • Y68-E3 - A small group of beggars uncover large crystal fractured into seven parts. These seven would become The Seven Prophets and established the Church of The Divine Lady of Crystalline Radiance and Divine Light, building the Chapel of the First Light to mark the point where they discovered it.
  • Y68-E3 - The Makamura double down on their policy of isolationism, and build high walls around each of their main islands. They refuse to accept trade or any communications with any other peoples.
  • Y205-E3 - Dissatisfied with the cruelty of the Amyrian Empire, Amelia Fomeux and a band of societal outcasts burn down the Port of Allory and seize the Amyrian Armada for themselves.
  • Y207-E3 - Amelia Fomeux and her newly branded Val'korei Pirates lead a series of raids on the Amyrian city by both land and sea.
  • Y236-E3 - The Human Convergence occurs, in which the Riverfolke, the Val'korei, and the Mountain Clans stormed the capital city of Allory and burned it into the ground.
  • Y248-E3 - The Blackwyrnn Concordant is signed, dividing the Monterrin Province equally among the Riverfolke, Mountain Clans, and Amyrian civilizations. The Val'korei are given domain over the seas.
The Fourth Era
  • Y0-E4 - The Thousand-Year Midnight occurs, and the Humans experience this unusual event as a few days of bitter winter as an unknown number of years passed in the blink of an eye.
The Fifth Era
  • Y241-E5 - The Makamuran port of Dojin opens up to foreigners, allowing the first contact between the Makamura and the Amyrian Empire, which quickly builds into a mild rivalry over trade disputes, when the Makamura flood the Amyrian markets with luxury goods.
  • Y482-E5 - The leader of the Amyrian nobility, and Diarch of the Amyrian Empire, Albrecht Blackwyrnn, is murdered at the age of eighty by an unknown assassin. He is replaced by his great-grandchild, Louis Blackwyrnn. The Church of the Crystal places the blame on Dah'jin malcontents.
  • Y483-E5 - The Amyrians have uncovered a dangerous artifact that they are using to purge all non-Amyrians from the face of Alm.
  • Y487-E5 - The Dwarves, Orcs, Riverfolke, Mountain Clans, and Val'korei are attempting to mount an army to combat the Amyrian Purges.

Race Variants

The Mountain Clans


The Mountain Clans are as harsh and rough as the climate they live in, residing in stone houses carved into the sides of the sheer cliffs that encircle the base of the smaller mountains around the Highkeep. The Mountain Clans were the first humans to make contact with the Dwarven Highkeep, and also the first to make war with them. While the Mountain Clans are often considered savages by the more refined Flatlanders, their cliffside Hearthhomes have often been the shelters and strongholds for every other culture during times of continental war and catastrophe. The Mountain Clans are highly territorial, even among themselves. Despite this, there is little to distinguish between the four clans other than a symbol drawn on a hide shield, painted on the spaulders of their armor, or tattooed into exposed skin. The clans are fluid, intermingling because of trade and celebrating almost as often as they clash in combat. Truthfully, the Mountain Clans really just enjoy fighting amongst themselves for sport, the victories of the individual, and the stories they bring home to tell are a much bigger deal than the actual success of the combat itself. A person could be a member of the Grawl Ursa clan at the beginning of the week and later find themselves sleeping and drinking in the halls of the Grawl Gotte clan as the weekend approaches. The Mountain Clans are very much like one large and homogenous family, and any threat to a single clan is a threat to every other.


Racial Abilities

[Summit of the Spirits]
The Humans of the Mountain Clans are innately bound to the Spirit World and the wandering souls that rest within, and have a societal and personal reverence for those that are bound to it. Animals, people, and even monsters can have their spirits called upon by a member of the Mountain Clans in order to perform the Summit of the Spirits. Being exceptionally superstitious people, the Mountain Clans are able to perform small rituals by pressing their middle and ring fingers together and placing them on their forehead. For the duration of this action they will say a small prayer and call upon the guidance of their ancestors, animal spirits, or any other sort of spiritual creature to help guide them. This action will cause their fingertips to glow briefly, and turn their eyes pure white for a moment before returning to normal.
Mountain Clan Humans are able to perform a more powerful ritual that requires direct contact with either a possession or a part of a deceased individual or their corpse. The length of time that a creature or person has been dead will determine how powerful the connection to the ritual will be. A fresh corpse can be contacted and will likely have long conversations in a mood similar to the one they experienced while they were alive, albeit slightly frightened and highly paranoid, but a corpse that has been dead for a few thousand years may not speak for very long, might give responses in a language that can't be understood, or may speak cryptically.
For the duration of this ritual the eyes of the ritualist will go completely white and they will float slightly off the ground. It requires them to be completely stationary and sat down, with their hands held up and overlapped as if they were to receive an offering if they are holding an item, or both of their hands having contact with the body if they are using this power on a corpse. The spirit will then be projected into the space in front of the ritualist and can be asked three (3) questions or maintained for a period of 15 OOC minutes. The ghost will have no recollection of the events that lead up to their death or how they died, and sometimes they may not realize they are dead at all.
Note: The second half of this power is primarily for event purposes, and does require you to contact an appropriate member of Event Staff. If a player character is involved, the Player must be there as well.

Basic Information

  • Height: Roughly 5' to 6'5"
  • Weight: Varies according to diet and activity, generally more muscular or fit builds.
  • Skin Color: Pale to dark brown tones.
  • Eye Color: Blue, Grey, Green, Hazel, Brown.
  • Hair Color: Red, blonde, brown, black, greys and turns white with age.
  • Lifespan: Roughly 60 to 90 years.
  • Naming Customs: The Mountain Clans follow traditional Norwegian/Swedish/Finnish/Germanic naming customs.
  • Language: Hjallspek, denoted as <HJ> in roleplay, is the consonant heavy and rough sounding tongue spoken rapidly by the Mountain Clan Humans.

Racial Characteristics

  • Humans of the Mountain Clans typically dress in furs and climate-friendly clothing that allows them to be mobile, but keeps them adequately warm enough to survive the snow. Because of the harsh climate, they are also on the more muscular or heavyset side, with both men and women participating in a number of the same activities. Men are commonly bearded, and their close interactions with Dwarven society allowed the men of the Mountain Clans to pick up on things such as braiding their beards and keeping them well-kept with silver rings, beads, and a number of other aesthetic features. Women keep their hair in a wide array of styles depending on their job within their clan. Each clan has different subcustoms but for the most part the Warmothers of the Mountain Clans keep their hair short enough to keep their head warm and to disallow any advantage in combat that might allow for their hair to be pulled on or scalped mid-fight.
  • The Humans of the Mountain Clans are communal people, placing less emphasis on the structure of family or friend groups, and primarily focusing on societal cohesion as a whole. Regardless of the clan that you are a part of, and how often they fight amongst each other, they are all very dependent on either the trade or training of another and all work cooperatively for the benefit of the entire society. They are a strictly matriarchal society, with women leading in both a political front and at the head of Warbands and other military offensives. Men generally remain in trading professions or help manage the industry of mountain clan society, which is primarily concerned with logging.
  • There are a number of Mountain Clan Settlements that all follow traditional Norwegian/Swedish/Finnish naming conventions and come in varying sizes. Alternatively, your character could come from the main settlement of Holmstrad.

More Information

  • The Mountain Clans don't follow any particular religion, but they worship the ancient spirits of the Grawlbeasts in their own unique way that varies from person to person.
  • Holmstrad, the ancestral home of the Mountain Clans, has historically been the safest and most defensible of any location in all of Alm. During major catastrophes, other cultures have come there to seek refuge.
  • Mountain Clan Culture is diverse and defies the common patriarchal standard of other human cultures because of how they follow the matriarchal structure of the Grawlbears that sheltered them from the cold.
  • The Mountain Clans are fiercely independent, and while they support each other in a very communal way, they resent any attempts that a clan might make to become dominant over the others. The last person who tried to declare themselves to be King of the Mountain Clans was Jarl Oskarr Ragnheidr, who was quickly dispatched and still has his skull mounted on the Greathearth of Holmstrad to this day.

The Amyrians


The largest and most powerful of any of the Human cultures, the Amyrians are a prideful and religious culture that puts a great deal of emphasis on their own culture and the progression of their society as a whole. Amyrians have remained much more closed off than most other human cultures, primarily behind the great walls of their capital city, Pallomaire, or out in the more remote farming villages in the Monterrin countryside. Amyrians hold the central governmental buildings of the entire Human Empire, and pride themselves on taking advantage of that. All human political power, as well as economic might, is vested almost entirely in the city of Pallomaire itself. The downside of that, though, is that the wealth disparity in Amyria and cities across the Amyrian territories generally have two castes of people: the very wealthy, and the very poor.

Racial Abilities

[The Light of the Lady]
Amyrians who have made a pilgrimage to the Cathedral of a Thousand Lights during the course of their life receive a permanent marking on their forehead that shines very faintly golden. This symbol is geometric or crystalline in appearance and gives off a subtle warmth and a soft light whenever the Amyrian is speaking a prayer. This symbol cannot be removed by any means short of Divine Intervention and is essentially burned into the body of the person all the way down to the inner layers of the skull. These symbols create an unfaltering faith and loyalty to the Amyrian Empire and the Church of the Crystal but they are still allowed to give criticisms or critiques of actions made by both the Empire and the Church. The power of this marking is unknown at this time, but it generally creates a feeling of unease in anyone who doesn't have one.

OR

[Rebels for a Lost Cause]
When it comes to going against the Empire the few that choose to do so are either brave or stupid--and some say there isn't much difference. Regardless, the Universe grants an unusual power to the Amyrians that choose to reject their heritage and the influence of the Church. Most Amyrians don't have a sort of power at all, but those that choose to work against the will of the Church actively are granted an illusionary marking that is an exact copy of the one granted by the [Light of the Lady]. This mark is utterly indistinguishable from that of the one given by [The Light of the Lady] and allows those without the mark to communicate in a secret language: Turntongue. When speaking in this language, anyone who knows the normal Amyrian dialect hears everything that is being said as either prayer, praises for the church, or mundane discussions about the weather.

Basic Information

  • Height: Roughly 5' to 6'5"
  • Weight: Varies according to diet and activity, generally more chubby or out of shape builds for upper class or undernourished builds for most others.
  • Skin Color: Pale to dark brown tones.
  • Eye Color: Blue, Grey, Green, Hazel, Brown.
  • Hair Color: Red, blonde, brown, black, greys and turns white with age.
  • Lifespan: Roughly 60 to 90 years.
  • Naming Customs: Amyrians follow Roman/Italian/Latin root language customs.
  • Language: Amyrians from the upper echelons of society speak High Amyrian <HA>, while the commoners speak Lower Amyrian <LA>. Turntongue Amyrians use <T> to denote Turntongue.

Cultural Characteristics

  • Among native-born Amyrian Humans there is a wide diversity of interspersed sects of smaller cultures due to the fact that Pallomaire has assimilated a wide variety of different communities behind its ever-expanding stone walls. The styles and appearances of the residents of the center of the city surrounding the government buildings and wealthy markets have a completely different culture and style of dress than poorer parts of the city such as Butcher's Block and the Upper Downs. Amyrians, like all human cultures, occupy a wide range of appearances that include varying eye, hair, and skin colors. Typically they are selfish and self-righteous individuals, though not at much fault of their own. The city of Pallomaire and Amyrian culture at large breeds a selfish and cutthroat type of people that are only concerned with themselves at the end of the day. Those in the city that truly have the interests of others at heart are typically found in healing houses, caring for the poor, or as multi-generational servants to upper-class families. Despite the selfishness of the society overall, they often come together in the numerous fighting pits across the city located either in large amphitheaters on the surface that work on the rule of first blood, or the pits underneath the city's surface where opponents fight until one can't anymore. The people, and even the city itself according to certain rumors, are always out for blood.
  • The typical style for wealthy, upper-class Amyrians is an array of refined sheets of cloth draped over them like a sash or a cloak over their shoulder and held together with clasps of gold and jewels. They are bathed in opulence but also very clear cut and simplistic with how they adorn themselves. A tiara, which is common on both men and women, generally would be composed of inner-linked and forward-facing leaves. Underneath they would typically wear a combination of tunic and pants for Amyrian men or a dress or tunic skirt combo if the person is a woman. The upper parts of Amyrian society are commonly divided among gender lines and dominated by patriarchy, but married and even sometimes unmarried women in the upper echelons of Amyrian society have been called 'Daggerwives' because of their affinity for being the one who really holds the knife when it comes to major negotiations.
  • The poorer parts of Pallomaire have an entirely different choice of wardrobe and even a variant language that is more free-flowing and pleasing to the ears than the harsh and rigid dialect of Upper Amyrian. In areas such as Butcher's Block, the Upper Downs, and the Black Canals it is necessary to speak quickly and as few words as possible. This has created a hybrid language that commonly drops words or entire sections of phrases from the common speech to a point where the point can be enunciated quickly so that a person doesn't dwell in any one place for too long. They typically wear rattier, worn-down clothing that come from repurposed scraps of clothing pilfered from the richer parts of the city either because the rich lost interest in them or because they were too worn to be donned with any decency. Poor Amyrian clothing typically consists of corsets, skirts, trousers, tunics, and heavy boots for women and a very similar style of fashion for men. Androgyny is common among poorer Amyrians because of how common it is that one may have to just take what they can get and repurpose clothing from the opposite gender.
  • Most Amyrians come from the capital city, Pallomaire, which is about the size of the entirety of the UK by total land area. It has districts which include. Amyrians from the main city follow Roman/Italian/Latin root language naming customs.
  • The Trade District, for the rich and merchant class.
  • The Lightwalk, the district surrounding the Crystal cathedral and is typically reserved for clergy.
  • Butcher's Block, the poorest of the poor districts.
  • All of the above are located in the main city, and the smaller subunits of the city follow traditional Gaelic/English/Western European naming conventions.


More Information

The Riverfolke


Racial Abilities

[The Mark of the Mellowmire]:
Like the murky water of the Mellowmire, the [Mark of the Mellowmire] is stagnant up until the point in which it is activated by its owner. This marking is more of an affliction transferred from the creature that lies at the heart of the Mellowmire onto the Riverfolke and has some terrifying effects but does provide a fairly powerful strategic power. Riverfolke with the [Mark of the Mellowmire] are able to communicate and interact with any plant-based entity using the innate connection to plants granted by the Mark. A Riverfolke can, for example, reach out to a plant and stroke its leaves and will it to grow ten times the size that it already is. They could also attempt to speak to a tree, a flower, or a Plyr Amalgamate (Plant Golems that guard Mellowmire encampments). They can communicate and interact with these entities in a variety of ways that is limited to changing their size, causing them to bloom, manipulating their colors, talking with them, or providing minor commands in the case of friendly plant-based entities that are not controlled by players. However, whatever interaction occurs is often somewhat painful for inexperienced Riverfolke and can be very alarming for those who are not familiar with the mark. If a Riverfolke were to look at a plant and will it to grow larger it would take several moments on concentration while the Mark manifests itself between the Riverfolke's eyes and grows vines that invade through the tear ducts and turn their eyes into swirling balls of thorny vines. This entire sensation is felt and can be excruciatingly painful depending on the duration of the change and the size and power of the plant being affected. Thousand-year-old vines being shrunk would cause the thorns in a Riverfolke's eyes or growing out of their hands to rip and tear flesh apart like a knife cutting through butter, but changing the color of a small flower might just tickle even an inexperienced Riverfolke. You are expected to roleplay out these interactions to their full extent in an accurate fashion.

Basic Information

  • Height: Roughly 5' to 6'5"
  • Weight: Varies according to diet and activity, generally more muscular or fit builds.
  • Skin Color: Pale to dark brown tones.
  • Eye Color: Blue, Grey, Green, Hazel, Brown.
  • Hair Color: Red, blonde, brown, black, greys and turns white with age.
  • Lifespan: Roughly 60 to 90 years.
  • Naming Customs: Creole/Portuguese
  • Language: The Riverfolke speak a graceful language known as Swamptongue <ST> and sounds like a mix between Portuguese and Haitian Creole.

Racial Characteristics

  • The Riverfolke are unified under the single concept of being as generally chaotic as possible. Riverfolke society has no structure, form, or official governance to it. When a delegation needs to be sent to Amyria to vote on behalf of all of the Riverfolke, everyone who wants to qualify is required to hunt down the largest Mellowmurk seeds that they can find and swallow them before their feet are bound together and tied to chunks of driftwood. They are then all marched to the deepest part of the Mellowmire and thrown into the water-laden pit. Those who make it out alive are chosen by the swamp and those who don't were not worthy enough to represent their people.
  • The Riverfolke don't commonly wear any particular type of fashion. A lot of their clothes are weaved together using vines that are dried out and preserved on the decks of their barges, imported cloth from other societies, or the wool of the Swampewe. Generally, their garb is more practical than fashionable and is also exceptionally colorful because of the prevalence of flowers that grow in the outer bounds of the Mellowmire. The further in one gets, though, the duller and darker both the flora and the people get. The inner bounds of the Mellowmire has a harsh effect on the mind of anyone who wasn't natively born there and has driven even Riverfolke to madness if they travel too far inward.
  • All native Riverfolke come from within the Mellowmire. There are no real settlements, just river barges that are named and that most Riverfolke would consider to be their homes. Villages follow traditional Creole/Portugese naming conventions.

More Information

  • Riverfolke Civilization is largely built on providing transport for other societies through the Mellowmire. They spend the majority of their lives on large river barges.
  • The Mellowmire is where the Riverfolke have always known their home to be, and no matter how far one wanders from this mysterious place they always feel compelled to return.
  • "The Swamp provides," is a common phrase that defines the reckless abandon that the Riverfolke have towards fighting dangerous creatures twice their size or eating mysterious fruit from the Mellowmire.

The Makamura


Racial Abilities

[Stand Close and Listen]:
The Makamuran people are excellent listeners and make great apprentices and teachers. The Makamuran people are content to spend a good percent of their life just learning things, most devoting their entire existence to the pure pursuit of knowledge. Because of this, a Makamuran can grant a +1 to any roll at all 5 times per day, merely by focusing on the target in question and giving them advice like how to fix their form, or shouting words of encouragement.

Basic Information

  • Height: Roughly 5' to 6'5"
  • Weight: Varies according to diet and activity, generally more muscular or fit builds.
  • Skin Color: Pale to dark brown tones.
  • Eye Color: Blue, Grey, Green, Hazel, Brown.
  • Hair Color: Red, blonde, brown, black, greys and turns white with age.
  • Lifespan: Roughly 60 to 90 years.
  • Naming Customs: They follow general East Asian/Pacific Island naming conventions.
  • Language: The Makamuran languages is just known as Te-jin, and is written as <TJ> when in roleplay. It sounds like a blend of Filipino, Thai, and Indonesian.


Racial Characteristics

  • Hundreds of years of isolationism has led to a Makamuran pedigree that distinguishes them greatly from the more intermingled human cultures. They are the only one of the human cultures with commonly aligned appearance traits, though since they have opened up a single port city to immigration at the beginning of the Fifth Era the notion of racial purity has started to drift away in favor of becoming a leader amongst the Human Cultures in an attempt to usurp the rising Amyrian Empire. Because of this, the existing cultural Makamuran pedigree has shifted in favor of a ruling caste above ideologies that are considered to be self-obsessed or self-fulfilling. Makamuran society and cultural appearances still exemplify this by putting an emphasis on those who follow Makamuran cultural practices above outsiders. Makamurans have gone from considering those who were not born into their ranks as inferior by nature to proclaiming themselves as the shepherds of other cultures and societies. Not everyone can be a purebred Makamuran and exist at the top of the social and political ladder, but other races can submit themselves to the Three Tenets of Makamuran and eventually integrate fully into the society. Makamurans don't have a religion so much as they have a societally integrated notion of spirituality that encourages them to better themselves for the purposes of bettering their society and the world overall. “To better oneself” seems to be a self-absorbed notion for a lot of outside cultures, but Makamuran society exemplifies criticizing the self and learning from their own mistakes so that they can help improve the lives of others.
  • Makamurans characteristically have adorned themselves in three-part arrays of clothing. Typically they wear a robe, a sash across their waist, and a shawl over their shoulders for ceremonial purposes or a set of trousers or skirt, a shirt, and a sash or a shawl depending on the weather and what they are working on at the time. Long hair either worn back or in braids is the most common style for all Makamurans, all of whom are known for being very well-kempt from head to toe. All trueborn Makamurans who follow the Three Tenants commonly wear a small ceremonial dagger, carry an ivory or ebony comb to help maintain their hair, and are all well-learned in one particular instrument.
  • All native Makamura come either from the Te-jin Islands or another island chain that is within the archipelago continent of Owasa.

More Information

  • Makamuran Civilization is dominated by a blended spiritual and political ideology known as the Three Tenets. It is widely praised for being a utilitarian religion, despite having an odd air of supremacy to it.
  • The Te-jin Islands create a natural coastal barrier between the archipelago continent of Owasa and the mountainous continent of Mont-Duwar and are the ancestral homeland of the Makamura.
  • During the Fifth Era the Te-jin Islands, and namely the twin capital cities of Dojin and Motorojin, have become massive trade hubs and have shifted the global concentration of wealth away from Amyria.

The Val'korei


Racial Abilities

[OOC Note]: Any race can become a Val'korei if they abandon the identity of their race or are raised amongst other Val'korei. This causes them to lose the ability to access any previous racial passive abilities that they would have and, instead, gain abilities of a Val'korei.

[Bring Me Home]:
The Val'korei have no real concept of home beyond the pirate vessels or shady merchant coves that they are raised on. To a Val'korei, home means the people that you feel safe around or love the most. This connection is unlike any other and allows Val'korei pirates to magically find their way towards any person who is friendly towards the character and willing to be found. This is determined OOC and cannot be assumed.

Basic Information

  • Height: Roughly 5' to 6'5"
  • Weight: Varies according to diet and activity, generally more muscular or fit builds.
  • Skin Color: Pale to dark brown tones.
  • Eye Color: Blue, Grey, Green, Hazel, Brown.
  • Hair Color: Red, blonde, brown, black, greys and turns white with age.
  • Lifespan: Roughly 60 to 90 years.
  • Naming Customs: The Val'korei follow the naming customs from their parents or their region of origin.
  • Language: The Val'korei speak the common language, known as Common or Trade Common.


Racial Characteristics

  • Val'korei don't necessarily have any sort of culture of their own because they are a literal homogenization of the social rejects and societal outcasts from all of the human cultures and societies across all of Alm. Native-born or integrated Val'korei are taught the generalized benevolence that their society was founded on as among outcasts no one is better than anyone else. They are all generally adorned in piercings, tattoos, and garb that would befit fishermen, sailors, pirates, or similar sea-faring or water-oriented individuals. Most Val'korei live their entire lives at sea, and a good number of them rarely ever set foot on land or leave the ship.
  • There is no real structure amongst Val'korei beyond the general hierarchy found on sailing vessels. When a delegation needs to be sent to Pallomaire to represent all of the Val'korei there is a meeting amongst all of the Captains of various ships where they vote on a single representative to go and speak on their behalf. Generally this person, referred to as the Grand Admiral, serves a term of one year. Meetings to choose the Grand Admiral are held once a year on the dawn of a new year at midnight in a location known only to the captains of every ship. They are required to drop anchor miles from the location and row there themselves.
  • Val’korei typically come from a ship on the ocean or from a port within the archipelago continent of Owasa.

More Information

  • Val'korei Civilization is hard to pin down because it is really just a joint conglomerate of rejects that have been reformed into a pseudo navy for the Human Provinces and are generally pirates at all other times.
  • Madame Amelia Fomeux was the first of the Val'korei as well as the first Grand Admiral of the Val'korei and established the basic notion that all among the Val'korei were equal to each other.
  • Val'korei commonly believe that when Amelia Fomeux died she was reincarnated as the spirit of the sea and became bitter towards all living creatures for their selfishness. A death at sea is always justified to a Val'korei.

Accreditation

  • Writers: Percuriam
  • Processors: Gochnipunchni, milkdudders_
  • Artists: