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Shifting Twilight Campaign OOC--Recruiting

SHARK

First Post
Dwarf—Dharranim Dwarfs, of Zharen-Darthach

History

The Dharranim dwarfs are a large group of dwarf tribes that joined into a tribal confederation in their ancient homeland of Zharen-Barrak, and migrated into the region over 2,500 years ago. The Dharranim established the Kingdom of Zharen-Darthach, and proceeded to build several powerful fortified city-states, most of which are deep within their mountainous homelands, though at least one city-state was built on the surface, as well as several fortified towns and villages. The dwarfs continued to delve deep into the mountains, and carved out majestic, wondrous citadels of stone and crystal. The Dharranim proceeded to dig vast mines, and rip out the precious metals and wealth of the earth. Through the centuries, the Dharranim engaged in numerous wars with invading tribes of orcs and goblins, and suffered thousands of casualties. The wars endured, and at all times, the dwarfs managed to fight the invading humanoids off, even though at various times, the hordes of orcs and goblins had established long-term strongholds in the region. The Dharranim have steadily and ruthlessly marched against these orc and goblin strongholds, and stormed them with fire and steel, bringing death and destruction to vast hordes of the dark, savage creatures. Nonetheless, the orcs and goblins have always returned, even though at times it required decades or centuries on occasion, for them to recover from such crushing wars.

Over the centuries, the dwarfs gradually engaged in trade with the elves of Gallarond, and the numerous generations of various human tribes that have migrated into the region, and now recently, with the Kingdom of Varanthus. The dwarfs have always been secretive of their rich mountain realm, and have kept the gates leading into their subterranean kingdom well-hidden. Furthermore, the Dharranim have long-embraced a policy of secrecy and isolation, and restricted non-dwarfs from even seeing or visiting the deeper fortress-cities of the Kingdom of Zharen-Darthach. Some human sages believe that through the centuries, there have been some few non-dwarf visitors deeper into the dwarf realm, and point to a few journals and ancient tomes hinting at descriptions and obscure details of the region. Whatever the truth of the matter, the dwarfs of the Kingdom of Zharen-Darthach have an official policy of secrecy and isolation, and do not allow non-dwarfs to enter beyond the specially selected city-state of Brimnor, and local dwarf towns surrounding the great city.

Physical Appearance

Dwarfs are short, broad humanoids of great strength and fortitude. In form, dwarfs are thick, muscular, and somewhat broader than a proportional human. While dwarfs are substantially heavier than their height would generally suggest appropriate, such increased weight is from a dense physique, heavier bones, and greater muscle-mass, as opposed to being from an excess of fat. While most dwarfs have strong, impressive physiques, some dwarfs do become overweight, fat or even obese, though such is uncommon. Dharranim dwarfs usually have skin tones that are pale-white, florid-white, or occasionally olive-white. The Dharranim dwarfs are most often blonde haired, typically having ash-blonde, honey-blonde, or golden-blonde hair, though not always so. The Dharranim dwarfs have eyes that are typically bright-blue, blue-grey, ice-blue, blue-green, or dark-grey in color, though not always so.

The Dharranim dwarfs are typically strong-limbed, with broad-shoulders, deep chests, and hairy. The male Dharranim dwarfs have fairly thick hair on their chests, back and stomach, as well as their powerful, muscular arms and legs. The dwarfs grow thick, full beards, and typically wear their thick hair long and wild. Male dwarfs occasionally braid their long hair, which is typically worn to their shoulders or the middle of their back in length. Female dwarfs usually wear their hair in long, beautiful braids. The females of the Dharranim do not grow or wear beards, as such is merely an outlandish superstition usually embraced by the humans—though the Dharranim often believe that the elves of Gallarond must have started such a ridiculous belief.

Female dwarfs are often broad-shouldered, voluptuous and thick, with strong, thick legs and hips. The female Dharranim often wear subtle, floral or earthy perfumes, and are generally simple in their preferences of wearing jewelry, and avoid appearing to be ostentatious. Dharranim females are, while as noted, thick, broad, and voluptuous, they are not unattractive, and in general, possess a demeanor and form that most humans would view as quite feminine. The Dharranim females customarily shave the hair from their legs—though not from under their arms, or anywhere else on their bodies. Dharranim females take great pride and joy in combing their long, thick hair, and wearing it long and curled or in thick braids. The Dharranim typically have larger noses, with somewhat thick bridges, and large, broad feet. Male dwarfs are fond of joking to humans and others in a sarcastic manner—that yes, dwarf women bathe regularly, too. Some human sages that have seen dwarf women have described them as being much like thick, strong barbarian women from the blonde-haired tribes of northern forests—often quite attractive, though merely thickly-built—and shorter by a good foot or more.

Male dwarfs love jewelry of all kinds, though they favour neck and arm torcs, rings, heavy necklaces and thick amulets. Female dwarfs also love fine jewelry, and especially favour necklaces, rings, earrings, bracelets, and occasionally nose-rings. Male dwarfs typically wear thick, long-sleeved shirts and embroidered tunics, as well as full-length trousers, heavy, finely-made boots, and flowing cloaks that are carefully embroidered and feature finely-crafted brooches of gold or silver, often intricately decorated with some ferocious animal depiction, and often jeweled as well. Female dwarfs typically dress in a similar manner as male dwarfs, especially when working or particularly whenever they are beyond the gates of the city or traveling abroad. At home, deep in their fortified walls and such, however, dwarf females typically wear fine, embroidered blouses and tunics, flowing skirts, soft leather boots or shoes, and brightly-colored cloaks.


N.B: Player Characters are encouraged to review the Dharranim Dwarf Character Tables, below.

Dharranim Dwarfs are short, broad-shouldered, and strong humanoids, skilled in living underground, in the mountains, and working with stone and metal. Generally, Dharranim Dwarfs are strong and vigorous, and gain a +1 bonus to Strength at character generation, as well as a +1 bonus to Constitution at character generation. The dwarfs are renowned for their famous stubbornness and fierce resolve, and gain a +1 bonus to Wisdom at character generation. To non-dwarfs, Dharranim Dwarfs are typically very direct, rough and often harsh and insensitive in their demeanor and ways of speaking and relating to others. Because of their tendency to be rough and insensitive, Dharranim Dwarfs suffer a -2 penalty to Charisma at character generation. However, a Dharranim Dwarf’s penalized Charisma score only affects non-dwarfs; dwarfs respond and view the individual dwarf as having the original base Charisma score for all related aspects of social interaction and leadership. Dharranim Dwarfs typically seem to be physically intimidating, rough, and generally unappealing in form and appearance to non-dwarfs. Because of this impression, Dharranim Dwarfs suffer a -1 penalty to their Comeliness score at character generation. However, the lower Comeliness score applies only to social interactions with non-dwarfs—the Dharranim Dwarfs happen to believe they are a gloriously handsome and fine race, and thus, the original base Comeliness score applies to all social interactions with other dwarfs.

Dharranim Character Ability Summary
+1 Strength
+1 Constitution
+1 Wisdom
-2 Charisma
-1 Comeliness

Dharranim Dwarf Character Tables

Dharranim Dwarf Character Skin Tone
Dice Roll/Skin Tone
01-40%: White-Pale
41-70%: White-Florrid
71-90%: White-Olive
91-00%: White-Tan

Dharranim Dwarf Characters Hair
Dice Roll/Hair Color
01-04%: Auburn
05-07%: Reddish
08-10%: Red-Copper
11-30%: Ash-Blonde
31-45%: Honey-Blonde
46-60%: Golden-Blonde
61-65%: Brown, Dark
66-70%: Brown, Chestnut
71-75%: Brown, Golden
76-80%: Brown, Honey
81-90%: Black-Brown
91-00%: Ebony-Black

Dharranim Dwarf Characters Eyes
Dice Roll/Eye Color
01-20%: Bright Blue
21-35%: Blue-Grey
36-45%: Blue-Green
46-55%: Ice-Blue
56-66%: Dark Grey
67-74%: Iron-Grey
75-82%: Pale-Grey
83-90%: Ice-Grey
91-96%: Grey-Green
97-00%: Pale-Green

Dharranim Dwarf Height and Weight Tables

Male Dwarf Base Height: 4’2”-5’0”; (4’0” + 2d6”);
Average Height: 4’6”
Male Dwarf Base Weight: 132-240-lbs; (120+12d10)
Average Weight: 180-lbs.

Female Dwarf Base Height: 4’0”-4’10”; (3’10” +2d6”);
Average Height: 4’4”
Female Dwarf Base Weight: 108-180-lbs; (100+8d10-lbs);
Average Weight: 140-lbs.

Politics

The dwarfs of Zharen-Darthach are ruled by a powerful High King. The High King rules over a strong realm of city-states, each of which is ruled by a king. Each king is served by a large group of nobles and warriors, as well as tribal elders, priests, rune-casters, bards, and merchant-princes. In most domestic issues, each Dharranim city-state has considerable freedom, though the decrees of the High King always carry great weight and influence. The High King possesses most powers and authority of an absolute monarch.

Politically, the Dharranim are reclusive and secretive concerning their kingdom, and non-dwarfs are typically restricted to seeing and visiting only the fortress-city of Brimnor, located on the surface, and established along a cluster of hills overlooking a large lake. Dwarf merchant-princes are organized into powerful guilds that integrate royal economic policies with their own customs of operation concerning exportation of goods to foreign lands. Dwarf merchant-guilds are closely allied to maintain very high prices and demand for a whole range of dwarf-produced goods and resources.

In foreign policy and cultural interactions with other, foreign societies, the dwarfs are isolationist and defensive. The dwarfs are very cautious about engaging in any kind of formal alliance, and are typically uninterested in any kind of involvement with foreign entanglements, treaties, and petty wars. Under the most dire and compelling circumstances, and with careful consideration, the dwarfs may at times be willing to embrace various treaties or alliances with human tribes or kingdoms in the region. The Dharranim dwarfs generally do not like the elves of Gallarond, though the two realms do engage in some limited trade agreements. The elves—like any other non-dwarf—are restricted to seeing and visiting the fortress-city of Brimnor.

Culture

The Dharranim Dwarfs are a proud and ancient culture that has endured for some 2500 years, since the founding of the kingdom. Before the Dharranim tribes established the Kingdom of Zharen-Darthach, they had ancient family and cultural roots in the dwarf kingdom of Zharen-Barrak. The Dharranim Dwarfs are a strict, disciplined, and authoritarian society. The dwarfs are entirely comfortable with organized hierarchies, extensive and elaborate laws, and a long, ancient legalistic tradition. The Dharranim Dwarfs are clannish, stoic, materialistic and suspicious by nature, as well as strong, valiant, stubborn, and opinionated. Dwarfs pride themselves on loyalty, dignity, commitment, and honor.

The dwarfs are fanatically loyal, and devoted to maintaining their traditional values of honor, pride, and dignity. For the dwarfs, their sense of identity is composed of four main elements—their own individual sense of honor and identity; their family honor; the honor of their city-state; and finally, the honor of their kingdom. The Dharranim Dwarfs long ago gradually subsumed their clan identities into city-state identities, as the city-state increasingly created new forms of cultural, political, and social identity. The Dharranim are often harsh, unforgiving, driven, and passionate. The Dharranim are relentless in their commitment to work, and to maintaining the traditional standards of excellence in dwarf products and craftsmanship. The dwarfs despise cowardice, weakness, and laziness, and are direct and straightforward in voicing their opinions and views on many matters.

The Dharranim dwarfs have experienced long centuries of warfare with numerous tribes and kingdoms of orcs and goblins, and have embraced a fierce, warlike culture. The Dharranim Dwarfs hate all orcs and goblins, firmly believing that such vile and wicked races should be hunted down and exterminated without mercy. The dwarfs can often become uncharacteristically emotional, passionate, and very expressive with such issues, as many dwarf kingdoms and countless thousands of dwarf people have been slaughtered over the centuries by the orcs and goblins. The dwarfs view orcs and goblins as roughly on the same level as malicious, diseased and poisonous rats, and therefore feel absolutely no remorse or apprehension about killing female or young orcs and goblins.

The dwarfs typically do not like the elves of Gallarond, as their cultures and customs are so different. The dwarfs typically feel that the elves are entirely too pretentious, fastidious, effeminate, and subject to their emotional passions, rather than submitting themselves to the dictates and demands of duty, honor, and the law. Furthermore, the dwarfs typically feel that the elves are entirely too enamored with perfumes, cosmetics, and fashions, viewing the elven preoccupation and concern with such matters as being fundamentally adolescent, immature and ridiculous—and annoying—even if the dwarfs are often thoroughly amused by such elven customs and attitudes. The dwarfs are often frustrated by the elven tendencies—in the dwarf’s view—to be idealistic, arrogant, and condescending.

Furthermore, and a point of fundamental friction between the two cultures, is that the dwarfs believe that the natural world—all of its elements, resources, and animals—exist to serve them, and their needs and ambitions; whereas the elves hold to a philosophy that is far more about preserving, honoring, and working with nature, the elements, and animal populations. Essentially, while both cultures use and exploit the natural world to various degrees, the point of difference rests in how they are to go about such labours, and what responsibilities they have in the process, as well as any obligations in the aftermath of such decisions and relationships. The dwarfs traditionally feel they have few responsibilities or obligations to the natural world and the animals, while the elves find such attitudes and philosophy careless, disrespectful, and maddening at the least—while many elves feel deeply offended and view such philosophy as being arrogant, greedy and selfish—if not heretical and thoroughly hateful and wicked. Sexually, the dwarfs typically view the elves as being decadent and thoroughly devoted and enslaved to hedonism and sensuality. Naturally, the elves not only disagree with such judgments, but see the dwarfs as being sexually repressed, narrow-minded, prudish and judgmental. Thus, the friction and dislike between the dwarfs and the elves is rooted in a variety of religious, cultural and philosophical causes, and is entirely and thoroughly mutual.

The Dharranim dwarfs generally admire and like humans, to varying degrees, though the dwarfs often are frustrated by the human’s short, all too-brief life-spans, and swiftly changing political policies, and ever-changing economic policies and social attitudes. The dwarfs are typically concerned with the human attitudes of greed, and their willingness to compromise quality for expediency and profit in their work and craftsmanship. However, while the dwarfs are customarily protective, secretive, and often paranoid about human ambitions to steal the dwarf’s treasures—the dwarf’s have had enough positive experiences with the humans to view them in a generally positive light. Of all the nearby human tribes and cultures, the dwarfs hold a genuine and deep respect for the Valloreans, and view the Valloreans as very honourable, valiant, and disciplined.

The Dharranim are deeply patriarchal, and have enduring customs of gender-roles and expectations. For the Dharranim, females are not to engage in warfare and combat except in the most compelling circumstances of defending the home and city-state from direct attack and invasion. While there are ancient traditions within Dharranim myth-cycles concerning dwarf women that are warriors—such examples remain few, and entirely exceptional. There are occasionally female dwarf warriors—though because of the institutionalized prejudice against them within their home society and city-states, most female dwarf warriors enter into a form of personal exile, where they travel out of the dwarf kingdom and seek their fortune in foreign lands. Dwarf women do, however, enjoy considerable professional and economic freedom, and may pursue a great variety of professions and crafts, as well as having the right to own land or property, control their own finances, and enjoy most of the same legal rights and obligations of male dwarfs. Female dwarfs are, however, always expected to perform virtually all domestic tasks and chores, as well as child-care. Of domestic tasks, only brewing, baking, and cooking are considered as appropriate activities for both sexes.

In politics, females are typically restricted from any kind of political voting or participation in any of the city-states. The only notable exceptions are for female dwarf priestesses, who have achieved a high enough status, and enjoy a certain respect and awe for their spiritual insights and wisdom, as well as their mystical powers of divination. Dwarf children are raised strictly, and with great discipline, led in the household by the father. Dwarfs are affectionate towards their families, and love them with great passion, devotion, and commitment.

Economically, the Dharranim dwarfs have a sophisticated, coin-based economy. The Dharranim are excellent craftsmen and produce fine armour, weapons, tools, implements and jewelry, as well as raw metals and fine stone. The dwarfs also trade various minerals, as well as subterranean varieties of mushrooms, lichen, moss, and fish. The Dharranim work to cultivate various crops and industries on the surface, as their lands and holdings include a great range of mountains, ranges of hills, stretches of forests, as well as mountain vales, meadows, lakes and rivers.

The Dharranim dwarfs are often fairly emotionally reserved, but not always. The dwarfs love singing and music, and are especially fond of organizing and participating in communal choirs, which entertain the community with large troupes of singers gathered together, singing in gloriously strong, clear voices, united in outstanding musical harmony. The dwarfs do tend to engage more emotionally and expressively during times of public festivities and parties, or while gathered together with intimate gatherings and celebrations among friends and loved ones. Dwarfs also enjoy playing various games, and love gambling and competitions. Dwarfs have a deep joy for reading and writing, and greatly respect scholars, Loremasters, and people of letters and education. Dwarfs are especially fond of fine, cooked meats and stews, and have a great passion for ales, hard liquors, and tobacco. Many dwarfs smoke, often frequently, and both males and females take great interest in smoking fine tobaccos of different strengths and flavours, and in owning and collecting finely-carved and crafted pipes.

Socially, concerning sexuality and marriage, Dwarfs have fairly open and tolerant attitudes about pre-marital sex, or sex after-marriage, and many unmarried dwarfs are thoroughly promiscuous, engaging in “serial monogamy” of different lovers. Most dwarfs are sexually active—though typically engaged within relationships that are known and seen to be sincere, genuine, and dignified. However, while dwarf society strongly encourages sexual passion in the context of a dignified and committed relationship—anonymous and frivolous sexual relationships are discouraged and strictly frowned upon.

Dwarfs view marriage as something that is deeply sacred and monogamous, and their customs require and expect absolute fidelity for both partners in a marriage. Within the culture of the Dharranim, marriage has strict expectations, and such expectations are vigorously held for the importance of forming families, establishing lineages, as well as the dwarf ideals of moral conduct for married people--which are very important to all dwarfs. Adultery is punished severely—female dwarfs that are found guilty of adultery are thrown into a pit and burned alive. Male dwarfs found guilty of adultery are severely flogged with barbed whips, and rolled in salt, and then condemned to exile for a period of 20 years.

Divorce is an uncommon occurrence—by ancient law, dwarf women may only seek a divorce for a very few severe causes, and must petition a High Magistrate. Likewise, dwarf men must also petition a High Magistrate in order to obtain a divorce. However, male dwarfs enjoy considerably broader freedoms in the causes or reasons for seeking a divorce than female dwarfs. In general, dwarf society greatly disapproves of divorce for any reason but for the most severe of causes, and divorces for lesser causes are simply forbidden. In the cases where a spouse abandons their partner—they are judged harshly and without pity in virtually all social circles, and may suffer severe discrimination and prejudice. By ancient dwarf law, dwarf men have the legal authority and power to kill any wife that has abandoned them, or seeks to do so.

Dwarfs are quite open-minded and tolerant about sexuality before—or after—marriage, as long as no children are born. A female dwarf having a child out of wedlock is something of great shame and immorality, viewed as something entirely foolish, selfish, and heedless of the primary importance of having children within the sanctity and security of marriage, and maintaining the ancient customs of family honor, dignity, and lineage. Dwarf marriage customs are noted and summarized below:

Monogamous; Strict, Formal

Strict: A strict adherence to fidelity and exclusive sexual relations is expected. Violation of these expectations and customs may provoke serious social and or legal consequences. Adultery is often punished with savage torture, and often death sentences are the standard.

Formal: The society has very high standards and strict rules and expectations for any kind of divorce. There may be specific requirements that the couple or people involved must exhibit in order to be allowed to divorce. There may be various significant social and religious stigmas attached to anyone that has been divorced. Children born out of wedlock are likewise social outcasts if such is becomes known.

Religion

The Dharranim dwarves of Zharen-Darthach build great temples to their gods, and it is a mark of pride and distinction for a city-state to have the most elaborately decorated and rich temples. Dharranim Dwarf temples are typically large, with a long, open great hall, and many beautifully decorated pillars within. The Dharranim Dwarfs hold seasonal ceremonies and festivals to the gods throughout the year. The Dharranim firmly embrace various customs of omens, prophecies, and divination, especially rune casting, but also mystical dreams and interpretations. Dwarf priests are deeply respected throughout the Dharranim culture, and such priests and priestesses typically hold positions of great power and influence in the Dharranim society. Dwarf priests and priestesses are always involved in leadership of various religiously-based warrior-societies and special cults of dwarf berserkers.

The gods of the Dwarves are noted below:

Dorruna—Supreme goddess of the dwarven pantheon. “Great Mother” and goddess of earth, water, nature, fertility, healing and wisdom.

Ardreda—Supreme god of the dwarven pantheon. God of earth, air, fire, war, smithing and knowledge

Dormin—God of war, nobility, valour and strength

Drimna—Goddess of passion, beauty, war and chaos

Dernhild—Goddess of the home, crafts, law and marriage

Brunsige—Goddess of the moon, darkness, prophecy and chaos

Beowyn—Goddess of art, music, poetry and chaos

Heregild—God of mountains, death, disease, and the underworld

Deorgrim—God of sun, fire, healing and wisdom

Baerhic—God of trade, fortune, crafts and travel

Osrim—God of earth, harvests, forests and animals

Freasige—Goddess of rain, magic, fertility and joy

Dunmaer—God of trickery, animals, fortune and revelry

Baymann—God of law, knowledge, prophecy and justice

Warfare

The Dharranim Dwarves recruit their soldiers from each village, town and city in the dwarven kingdom. The dwarves field forces almost exclusively of heavily armoured infantry, though the dwarves also train lightly-armoured skirmishers, raiders, and scouts.
The dwarves typically field a variety of infantry forces, however, from assault troops, to axemen, spearmen, pikemen, and swordsmen. Dwarven forces are routinely accompanied by clerics and bards, as well as rune casters.

Cultural Weapons and Armour

Dwarf Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)
Scale Mail (AC 6)
Breastplate (AC 5)
Shield, Steel

Dwarf Cultural Weapons
Dagger, Dart, Club, Sling, Shortsword, Handaxe, Battleaxe, Broadsword, Footman’s Mace, Footman’s Flail, Warhammer, Great Hammer, Great Axe, Javelin, Spear
 
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SHARK

First Post
Elves, High—Marlenya, Gallarond

History

The Marlenya—typically known as the High Elves to others—have established a powerful and glorious elven kingdom, where the Marlenya and their Sarlenya brethren live in a primordial, other-worldly realm of vast, towering mountains, mysterious, mist-shrouded forests, romantic, idyllic meadows, shimmering lakes, and sparkling rivers. The Marlenya have built wondrous, graceful castles of fine stone and glass, as well as glittering cities, prosperous towns, and scenic, peaceful villages throughout the mysterious, enchanted land of Gallarond. The Kingdom of Gallarond is graciously ruled by valiant and noble elven knights, and guarded by a powerful army of fiercely-disciplined and heroic Marlenya warriors armoured in glittering mail and armed with the finest bows, deadly spears, and gleaming swords. All of the Marlenya and Sarlenya are citizens of the kingdom, and all are bound by sacred, ancient oaths of loyalty and allegiance to the glorious King of Gallarond.

The first Marlenya settlers in Gallarond originally came from a large fleet that was sent out to find new lands to colonize. The great elven fleet discovered the new land, and after sending scouts ashore, the elves determined that the land was primarily a dense, uncharted wilderness, and was suitable to establish a settlement. The Marlenya landed, and proceeded to establish various settlements throughout the region, and soon formally established the Kingdom of Gallarond. The great elven fleet was composed of a variety of colonists drawn from the largest elven kingdoms far to the north and north-west, from the kingdoms of Vaedrenar, Rhaethillien, and Dor’Lomenath. The elven settlers were led by a great elven nobleman and adventurer—Lord Gallarond. Lord Gallarond had an ancient and heroic lineage in his homeland of Rhaethillien, though because he was not the first-born child, he was therefore not the heir to his family’s lands and holdings. Gallarond was bold and ambitious, and was eager to gain lands of his own. From such noble lineage and great ambition, Gallarond was selected by the queen of Rhaethillien to lead the expedition in search of new lands.

The elves proceeded to establish a secure encampment, and soon, Gallarond assembled all of the people for a great ceremony. The great ceremony was preceded by various rituals, and the expedition’s druids anointed Gallarond as the new king of the realm. The elves enjoyed a wondrous feast afterwards in honor to the great occasion, and the Kingdom of Gallarond was formally established. The elves of Gallarond built new villages, towns, and fortresses at far-flung, scattered locations so as to fence their new realm in, and establish some general boundaries. The elves established a formal boundary to the Malaris Forest, with the south-eastern borders formed from the Marlann and the Vandris Rivers. The eastern border was the high ridge-points and forests of the Caledorn Mountains. To the north, the boundary was the northern banks of the Amberi River. The entire western lands were enclosed by the waves of the Argerren Sea.

The Marlenya founded the Kingdom of Gallarond over three thousand years ago, and have worked hard and diligently to keep their great kingdom not only safe and strong—but virtually unknown to any outsiders, as well as any of the non-elven races and peoples that have come to dwell in the nearby regions. The Kingdom of Gallarond is a strange, mystical realm, where even the elves have not explored all of it in detail. The Marlenya have added various enchantments to further shroud and enhance the mysterious realm, and to maintain the geographical, racial and political integrity of the kingdom. The Marlenya have long memories—and remember with precise clarity, righteous indignation and bitter sorrow—the mournful fate of more than one elven realm that had its sovereign borders overrun by various enemies in savage invasions and wars of brutal, ruthless conquest.

The Marlenya have forged a great and noble kingdom that is strong and secure. However, the great land of Gallarond is also a mythical realm, interlaced with mysterious, primordial locations, strange landmarks, and mystic environments that border magical lands and other-worldly dimensions. While the elves largely rule the land of Gallarond as their dominion—they do not rule the ancient dominion alone, and must share the land with mythical monsters, faerie creatures, and other eldritch beings—not all of which are friendly to the elves. Many such mythical creatures and monsters are deadly enemies to the elves, while others are variously competitive, mischievous, or merely predatory, according to their own natures and whims.

Physical Appearance

The Marlenya are an ancient, majestic race of High Elves that are tall, graceful, and beautiful. Marlenya typically dress in fine, richly embroidered clothes, often of bright, vivid colors. Marlenya love fine jewelry, and especially favour necklaces, neck and arm torcs, and rings. While all Marlenya love jewelry, they are not typically ostentatious, and prefer to wear but a few beautiful items of jewelry at a time. Female Marlenya often wear their hair long and straight, and often worn in braids, with hair-torcs or jeweled hair-combs. Female Marlenya typically wear their hair to the middle of their back, or down to their waist in length. Female Marlenya enjoy fine, exotic perfumes, and are fond of scented baths. Male Marlenya usually wear their hair straight or wavy, and to their shoulders or the middle of their back in length. Marlenya do not grow facial hair.

Marlenya, as elves, are typically well-proportioned, alluring, and very attractive in appearance and form. Female Marlenya are athletic, curvaceous, and beautiful. Male Marlenya are athletic, muscular, and handsome. Naturally, the individual elf possesses varying dimensions and form—but whatever the particular unique appearance, an elf typically reflects an other-worldly form of exquisite grace, impressive strength and enchanting beauty.

Marlenya usually have skin tone that is a smooth, milk-white or pale, cream-white in complexion. Marlenya often have unusual eye colors, commonly having eyes of lilac-blue, violet-blue, yellow-gold, ice-grey or pale-green in color. Marlenya hair is typically long, thick, and wavy, and often of raven-black, ebony-black, platinum-blonde, or auburn in color. Male Marlenya average 6’4” in height and typically weigh 210-lbs. Female Marlenya average 6’0” in height, and weigh 170-lbs.


N.B: Player Characters are encouraged to review the Marlenya Character Tables, below.

Marlenya characters are strong and very intelligent, and gain a +1 bonus to Strength and a +1 bonus to Intelligence at character generation. Marlenya are heroic, inspiring and magnetic in their demeanor and manner, and gain a +1 bonus to Charisma at character generation. In addition, the Marlenya are almost always very attractive and alluring in appearance, and gain a +3 bonus to Comeliness at character generation. The Marlenya, while strong, are not as robust as humans, and suffer a -1 penalty to Constitution at character generation.

Marlenya Character Ability Summary
+1 Strength
+1 Intelligence
+1 Charisma
+3 Comeliness
-1 Constitution

Marlenya Character Tables

Marlenya Character Table: Skin Tone
Dice Roll/Skin Tone
01-30%: White, Milk/Albino
31-80%: White, Pale Cream
81-90%: White, Olive
91-00%: White, Tan

Marlenya Character Table: Hair Color
Dice Roll/Hair Color
01-25%: Black, Raven
26-40%: Black, Ebony
41-55%: Blonde, Platinum
56-65%: Blonde, Golden
66-75%: Red, Auburn
76-80%: Milk White
81-82%: Silver
83-84%: Black, Brown
85-86%: Brown, Dark
87-88%: Brown, Chestnut
89-90%: Brown, Red
91-92%: Red
93-94%: Red, Copper
95-96%: Blonde, Ash
97-98%: Blonde, Flaxen
99-00%: Blonde, Honey

Marlenya Character Table: Eye Color
Dice Roll/Eye Color
01-05%: Blue, Midnight
06-10%: Blue-Grey
11-15%: Blue, Ice
16-25%: Blue, Lilac
26-35%: Blue, Violet
36-45%: Blue-Green
46-55%: Yellow, Golden
56-65%: Grey, Ice
66-75%: Green, Pale
76-80%: Grey, Pale
81-85%: Grey, Iron
86-90%: Green, Bright
91-95%: Green, Kelly
96-00%: Green, Seafoam

Marlenya Height and Weight Tables
Male Marlenya Base Height: 5’10”-7’0”; (5’8” + 2d8”);
Average Height: 6’4”
Male Marlenya Base Weight: 154-280 pounds; (140+14d10);
Average Weight: 210-lbs.

Female Marlenya Base Height: 5’8”-6’6”; (5’6” + 2d6”);
Average Height: 6’0”
Female Marlenya Base Weight: 130-220 pounds; (120+10d10)
Average Weight: 170-lbs.

Politics

The Marlenya king is the king of all the elves in Gallarond—whether they are Marlenya or Sarlenya. However, the Sarlenya are more or less self-sufficient and independent from the Marlenya. For the most part, the Sarlenya are content with the Marlenya king handling any large foreign-policy arrangements with kingdoms or tribes beyond the borders of Gallarond. The Sarlenya tribes acknowledge the strength and leadership of the Marlenya king, and generally view the Marlenya as greater “elder brothers” or “elder sisters”—in honor to the Marlenya for three reasons; the Marlenya were created by the elven gods first; the Marlenya possess a greater command of the magical, arcane arts; the Marlenya bathed in, and enjoyed the Primal Waters of Creation for a longer span of years than the Sarlenya. The Sarlenya are content to live amongst the Marlenya, in their own manner, and according to their own temperament and way. In a similar manner, the Marlenya respect the Sarlenya for their own unique culture, talents, and contributions to the kingdom, and their people. The Marlenya often gently chide the Sarlenya for their primitive, barbaric ways and customs—though the Marlenya also feel a deep kinship and joyful awe in the Sarlenya’s nomadic, barbaric culture. The Marlenya are likewise often amused with their Sarlenya brethren, though the Marlenya are also proud and content of their own unique culture, and living in their own way.

The King of Gallarond rules for life, and is served by a Royal Council, called the Druna. The Druna is composed of the kingdom’s great nobles, as well as a High Wizard, and a High Druid. The council also includes various lesser ranking members, from warriors and druids, to mages, bards and other elders drawn from the realm. The Druna advises the king, as well as holding debates on various issues as circumstances demand. The elven people enjoy great personal, and economic freedoms, and while the Druna holds the power to vote a wayward monarch from the throne—such an action requires extensive debate, ceremonies, a majority vote of the entire council, as well as various and particular other criteria. The elves are traditional supporters of monarchy—and the elves’ religious philosophy is intricately intertwined with a deep belief in the need for a “Divine Monarch”—as the King, and Queen alike are seen as in many ways being divinely anointed by the gods, and entirely interdependent upon the overall health and prosperity of the “Land”.

The Marlenya, while believing in divine, absolute monarchy—are also convinced of the need for healthy, passionate debate, and voicing their opinions and concerns. The Marlenya cherish their personal freedoms, and the King is seen as the divinely-anointed guardian and defender of those freedoms, as well as the elven culture and way of life. The elven commoners serve their lawful and rightful lords—who in turn, are arranged in a feudal structure that serves the king.

The Marlenya druids have acknowledged and proclaimed there is the “Law of Tyrannis”—which is an ancient, draconian law which declares that should any citizen of the kingdom reveal the secret gateways into the land of Gallarond, such a person is guilty of high treason, and is to be executed. Furthermore, the traitor’s entire family is also condemned to death. The elves have never admitted that there has ever been such a traitor to the Kingdom of Gallarond, thus the law, evidently, has never been put to the test. The Marlenya also forbid any foreign visitors to the sacred realm of Gallarond, without having an invitation, and an escort. Any non-elves that have visited Gallarond have only done so by heavy escort, and been taken by secret ways to whatever city or part of the realm they desired to reach.

The Marlenya King has allowed specially designated border communities to be centers of trade and commerce with foreigners—and it is only to these particular places that foreigners are welcomed. Heralds from Gallarond have taken the words of their great king to foreign leaders—whether they be chieftains or kings—and explained the policy of the King of Gallarond in a clear, distinctive manner, and have also written and presented treaties where such policies are detailed. It is well known that foreign visitors are not permitted to enter anywhere in Gallarond except in the sanctioned border communities that possess an official “Foreign Gate”. As far as neighboring human communities know of—or for that matter, humans anywhere else that know of the Kingdom of Gallarond—any people that they have known or heard of that have gone into other areas of Gallarond have vanished forever, never to return. The fate of such intrepid explorers—or foolish adventurers—is a mystery. The elves, when questioned, claim ignorance—or offer the suggestion that the elven forests are very dangerous and mysterious, and various creatures and monsters that live within the ancient woods may have killed and eaten the foreign explorers. Whether or not any humans have ever entered an area of sacred Gallarond and returned alive, no human sages know for certain. As far as humans or any other foreigners know—the Kingdom of Gallarond remains a mystery, shrouded in a dangerous, mythical realm.

Culture

The Marlenya of Gallarond has an ancient and noble culture that is heroic, feudal, and mystical. The Marlenya take omens and divination very seriously, and such customs as astrology, portents, visions and prophecy are very important to them. The Marlenya have a large range of cultural customs for occasions at birth, death, marriage, adulthood, among others. There are special seasonal celebrations, ceremonies and festivals that are held throughout the year, and are eagerly attended by everyone in the Marlenya community. The Marlenya honor their gods with numerous rituals and ceremonies, as well as elaborate festivals and holidays.

The Kingdom of Gallarond is rich in natural resources. The elves of Gallarond harvest special areas set aside for lumber, as well as harvesting a large variety of crops, plants, herbs, roots, berries, and nuts. The elves raise herds of unusually large cattle—as well as various other animals, from sheep and chickens, to pigs, rabbits and game-birds. Gallarond is rich in fish and amphibians as well, and the rivers and lakes provide the elves with a large portion of their diet. The elves of Gallarond have also developed several excellent varieties of wine and ale, which is eagerly traded and sought by foreign merchants.

The elves of Gallarond are also outstanding craftsmen, and weave gorgeous clothing, fine cloaks, and beautiful pottery. In addition, elven merchants also trade elven-made books, scrolls, jewelry, and fine, exquisite furniture.

Much of the resources, wealth and goods that the Sarlenya gather or manufacture are traded for by Marlenya merchants, who then take such goods to the Border Towns and trade the Sarlenya goods to human and non-human merchants that gather there for commerce. The Marlenya sell all such elven goods—whether made by Marlenya or Sarlenya—for very high prices. The Marlenya elves have sophisticated merchant-guilds that join together in organizing trade policies for goods exported in trade to foreign markets.

The Marlenya differ from their wood-elf brethren in many ways—from being more advanced in various areas, as well as a preference for mountains, and sea-shores. The Marlenya are typically more disciplined, lawful, and proud. The Marlenya honor their gods in various natural settings, much as the Sarlenya do—but the Marlenya also build great temples to their gods. The Marlenya also enjoy living in cities, and towns—as well as great fortresses and romantic citadels perched on high, majestic mountains, or overlooking a shimmering lake, or set upon some high, scenic hill overlooking beautiful seashores with a crashing surf.

The Marlenya are also more with comfortable authoritarian tendencies than the Sarlenya. The Marlenya typically view these characteristics as “leadership” and “boldness”—though the Sarlenya simply view their Marlenya brethren as enjoying power, authority, structure, discipline and hierarchy more than they. The Marlenya tend to rely less on processes of “consensus” than the Sarlenya, often being bold, daring, and impatient. The Marlenya are also more worldly and decadent, enjoying a range of pleasures and protocols that are typically amusing—if not somewhat baffling to the Sarlenya. For example, Marlenya take great pleasure in elaborate social and sexual protocols and engaging in complex mind games and subtle manipulation. Marlenya are also much more materialistic and concerned with social status, nuances of social pecking orders and erotic games than the more straightforward and direct Sarlenya.

Of course, much of the sophisticated, elaborate cultural customs of the Marlenya are readily cast aside—at least temporarily—when the circumstance or occasion demand it. Marlenya can be very exhilarated and entirely hedonistic during various erotic festivals and celebrations, rough feasts in meeting halls with champions and warriors gathered about, drinking, yelling oaths, storytelling, and engaging in fierce bragging contests. The Marlenya are also known—and feared—to become overwhelmed with ferocious bloodlust and battle-frenzy in battle, and taking a savage joy in all aspects of slaughter and war. The Marlenya are also known for being vengeful, and can become consumed with various obsessions. In many ways, the typical Marlenya culture and its plethora of elaborate customs, mannerisms, laws, and expectations serve themselves as an elaborate system of controls—to restrain and control the deeper chaotic personality and savage passions within the Marlenya soul.

The Marlenya marriage customs are as follows:

Monogamous; Loose, Informal, Concubinage

Loose: People involved have varying expectations of absolute sexual fidelity and exclusivity; mistresses, lovers, and so on are fairly common, and generally accepted.

Informal: The culture has no strict requirements concerning divorce, and divorce is relatively easy and simple to do, with no social, religious or cultural stigmas for anyone involved. In addition, children born out of wedlock are not subject to being outcasts, and may be common and entirely accepted.

Concubinage: The culture embraces the custom of maintaining concubines for a married person, whether male or female. In the cases where concubines provide children, the children have some rights of inheritance. In addition, concubines have an official, legal and social status, and enjoy specific social, legal and inheritance rights.

The Marlenya deeply value their families, love, romance, and passion. The Marlenya, while generally being tolerant and forgiving amongst their own people, often take a dim view of “Half-Elves”—typically seeing them as a dilution of their noble race. However, there has always been a large percentage of Marlenya people that entirely disagree, and instead see it as a wondrous blessing—a joyous way of blessing a human community with a new child that is graced with heroic elven blood. In nearly every elven community and kingdom, both the Marlenya and Sarlenya people struggle personally and debate in both public and private in a constant tug-of-war politically, socially, and philosophically—between the “Traditionalists” and the “Progressives”.

Traditionalists are typically seen as being proud; arrogant; authoritarian; legalistic; stubborn; harsh disciplinarians; strict; rigid; demanding; idealistic; parochial; hard-hearted; unforgiving; intolerant; uncompromising; narrow-minded; ethnocentric; isolationist; cruel; and warlike.

Progressives are seen as arrogant; smug; self-righteous; decadent; undisciplined; hedonistic; greedy; selfish; materialistic; soft-hearted; idealistic; naïve; preferring endless and useless talking, “negotiations” and indecisive dithering; weak; far too compromising and eager to “engage” humans and other foreign races; being far too casual and forgetful about ancient Marlenya traditions and customs; being far too trusting, foolish, and short-sighted; being enamored with bizarre notions of “change”, “cultural engagement” and “modernistic”; and most egregiously, being insidiously and perniciously fond and thrilled with intermixing with humans and breeding half-elves.

Of course, such terms are generalizations, and probably no Marlenya of whatever faction entirely embraces or exemplifies such exaggerated descriptions and philosophies—and in fact, most Marlenya, to a rational, reasonable degree, embrace some of both sets of characteristics and attitudes—or more accurately, such traits and their philosophical opposites, as individual temperament and nature is wont to do, like humans and humanoids in any other community. Nonetheless, such descriptions are used by each faction’s proponents in describing the other. Such a philosophical divide and conflict has its roots in a variety of social, cultural, religious and historical aspects in interacting and reacting to enormous human expansion throughout the regions where elves have traditionally established their communities, realms, and kingdoms.

In centuries past, the elves held a famous and great debate between Arch-Duke Mallendil and Princess Nymandra, held in the ancient and glorious city of Rhaethillien, in the distant northern elven Kingdom of Rhaethillien.

The Struggle of Elven Philosophy: The Traditionalists and the Progressives

Arch-Duke Mallendil is cousin to the King of Rhaethillien, and is the son of the King’s brother, Valgarion. Arch-Duke Mallendil is the High-Lord of the Northern Marches; Commander of the Tower of Dheshanna; and a Knight of the Order of the Silver Dragons. Arch-Duke Mallendil argued in favour of the Traditionalist Philosophy, and is quoted below:

Are the elves—the Marlenya and our brethren, the Sarlenya, not the elder race? It is we, the elves—that were first in the creation; it is we, who have been blessed with not only great beauty, knowledge, wisdom and power—but also charged with a sacred duty. Our sacred duty, as given to us by our great gods, has been to shepherd the earth, the forests, the animals—and to be defenders of goodness, freedom and purity—and champions of the light, of beauty, and of the sacred, holy earth and the dominion of nature. Furthermore, as we are charged with protecting and preserving this sacred dominion of nature, we are also called to be stewards, shepherds, and guardians of the younger races, that we might teach them, guard them from the forces of darkness, and raise them up from dark barbarism.

The younger races—especially the humans—possess the divine spark of their own spirits and the nature of freedom; they may choose to live and move as they will—unfortunately, the humans are enthralled by chaotic, greedy, and violent disposition. From this—while we may appreciate and honor the humans that are exceptional, and rise above their base natures and dispositions—we must hold fast to our primary duty, and acknowledge the chaotic, greedy and violent natures that are at the heart of humanity. In doing so, we must keep ourselves hidden and separate from the humans and other younger races, as they have so frequently demonstrated through long history that their chaotic, greedy and violent natures consume them even to the point of nurturing hatred and scorn for us, their elder stewards and shepherds. In honoring our sacred duty, it is thus dangerous, foolish, and ultimately, heretical to interbreed and mix with the humans, thereby diluting our divine, beautiful and righteous blood. By indulging our sensual passions, and lasciviously embracing the humans and breeding half-elves with them, we are lowering ourselves to laying with beasts; we our embracing corruption; we are diluting our noble race, and opening the gates to our own future destruction, slavery, and extinction.

Therefore, in light of the knowledge of these facts, of embracing our sacred duty—there are clear, wise policies which flow from our noble philosophy that therefore guide us into the future. Chiefly, such philosophical concerns as follows:

Politically—we must isolate ourselves from the humans, and remain aloof from the squalid barbarism of their routine existence, only intervening directly when circumstances of fate demand that goodness, beauty, and freedom are in some way threatened if we are not to raise our hand in wrath to defend them.

Economically—while we have many goods that the humans greatly desire, and they have some resources of use to us—and some good profit can be therefore gained through trade and commerce with the humans—pursuing such interests must be done carefully, and with strength, cunning, wisdom, and strict control and watchful vigilance, so that humans do not infiltrate our lands, and rape the land and plunder the animals and resources; and so that our minds do not become enamored by the human’s corrupt philosophies; and that our bodies of glorious beauty and grace do not become polluted and debased by the human’s barbarous seed.

Culturally—our culture is vastly superior to that of humanity, and other younger races, in many ways, blessed by the gods; our wisdom, knowledge, beauty, glory and power are all greater and more sublime. Our cultural exchanges—and whatever social relationships which result—are, by careful thought and consideration, ultimately of a limited and temporary value, of some noble good and fleeting pleasure—but they, too, must be ordered with vigilance, and embraced with wisdom and prudence. Can we, at various times gain some knowledge from the humans? Certainly—just as we may genuinely enjoy and embrace an honoured and noble friendship with an individual member of their societies, or join together in some temporary alliance for a noble and righteous cause. However, it is of deepest and severe folly to somehow go to the humans, and interbreed and mix with them. In general, breeding half-elf children with the humans holds three chief consequences, as follows:

Breeding half-elf children with the humans dilutes our noble and beautiful bloodlines; the prodigious birthrates of humanity and related half-elf children vastly increases their numbers even more so, and contributes to the scarcity and continued existence of a community of pure-blooded elves.

Breeding half-elf children with the humans endangers future generations of our people by the breeding of half-elf children that partake inherently in the chaotic, greedy and violent nature of humanity, which also opens the gate to potential and sure treason and betrayal, as well as strengthening the humans with knowledge of our ways and secrets.

Breeding half-elf children with the humans, in combination with the afore-mentioned consequences, forms a cultural, religious, political, sexual and racial threat to the security, dignity, and integrity of the elven culture and kingdoms.

It should be also noted—and conceded—that the occasional marriage of an elf to some human king, queen, or other great noble or champion, is ultimately a reward to some individual human of exceptional nobility, grace, and virtue, and that the half-elf children born through such marriages are merely a small hope of doing some good through seeding the human community with children that may hopefully be exemplars of elven nobility and beauty. The individual elf—be they male or female—that does embrace some exceptional marriage to a human is a sacrifice to hope and future harmony. While such an individual elf may have the highest ideals and possess the greatest virtues of sincerity and love for their human mate—their half-elf offspring represent a sacrifice to the hope of in some small way blessing and raising the human community out of barbarism, such exceptions do not therefore warrant a wholesale change in policy or philosophy, for such is but a pebble cast into the lake.

For all of these reasons and passionate argument, it is best that all elves embrace the Traditionalist philosophy. It is the Traditionalist philosophy that in the long run provides the greatest security, integrity and honor for the elven kingdoms, and is the best way of preserving our sacred duty to our gods, and preserving the sacred and holy dominion of the natural world.

Princess Nymandra is a daughter of the royal house of the Kingdom of Rhaethillien; Furthermore, Princess Nymandra is the High-Priestess of the goddess Lytherien of the Kingdom of Rhaethillien; Lady of the Vale of Joy; a Knight of the Order of the Shimmering Glade; Mistress of the Caverns of Syllande; and Mistress of Lytherien’s Cloud. Princess Nymandra argues in favour of the Progressive Philosophy, and is quoted below:

The progressives feel that the world has changed—the world, and the human tribes and realms in it, as well as other humanoids—are not the same culturally, politically, or militarily as they were when the world was young, and the elves ruled their kingdoms in an unchallenged dominion. Furthermore, since the days of the ancient wars, through more recent ages, the elves have suffered severe losses—both in population, military armies and power, and experienced the shrinking and loss of much of their primordial dominion of old. In addition, much more would have been lost if not for the rise and dominion of the Vallorean Empire, as well as other human kingdoms that have stood against the enemies of the elves, and rolled them back, and emerged victorious through many wars and battles.

The fact that the elves more or less needed the human kingdoms to do what they did—whether or not the humans fought so many wars with a sense of altruistic concern for the elves—is proof that the age of the elves has past, and a new Age of Man has arrived. The elves must simply accept this fact, and develop wise and careful policies which preserve the elves’ security and culture—but at the same time acknowledges the rise of the Age of Man, and is not fearful of being open-minded, and engaging the humans in wide and sincere trade policies, and open and free cultural exchanges.

Part of this plan and philosophy envisions a broad attitude of intentionally seeking the pleasures and joys of breeding and intermixing with the humans, so as to bless their communities with children blessed with the beauty and grace of elven blood, and also to greatly increase the population of half-elves living within human communities, precisely so that the humans, over a prolonged period of interbreeding and cultural mixing, will embrace new philosophies of life that are more respectful and in harmony with the elves and the natural world.

Such a long-term, wise and progressive policy on the part of the elves is an excellent and very honourable and noble philosophy that will ultimately greatly benefit the elven kingdoms, and add great strength to preserving the ancient elven culture and people. In addition, many of the human empires and kingdoms are not so different from the elves, and possess many great and noble virtues, as well as positive traits, great wealth, resources, and knowledge that can be of great benefit and joy to the elves. Part of the success of such a long-term policy and philosophy requires that the elves be open-minded, tolerant, and accepting of change, new ideas, different customs and ways of doing things. In addition, pursuing and embracing such a progressive philosophy for the greater security and preservation of the elves requires that the elves seek to fully integrate trade with the humans; that the elves eagerly seek to enhance and increase cultural exchanges, and engage in dynamic political, military and economic treaties with the humans. It is from such an open-minded philosophy of engaging the humans through mutually beneficial economic, cultural, and military policies that the elves can embrace the humans in a more thorough, deeper influence of love, passion, pleasure, art, beauty, goodness, and friendship in such sweeping ways as to help the humans improve, learn, and grow into a people that are more in harmony and unity with the elves and the natural world.

Furthermore, to make such a philosophy an increasing element to the humans—requires that the elves help the humans by breeding with them prodigiously, and leading the humans into embracing all manner of joyful relationships and friendships with the elves so that through such sexual relationships and breeding, the humans will gain a deeper appreciation for the elven culture and people, as well as nurture a deeper sense of loyalty and desire to protect and preserve the elven people and the elven culture that they have grown to love so much. Through these relationships of mutual benefit, love, and friendship, the humans may gradually embrace a philosophy that is more in harmony with the elven culture and the natural world.

And finally, not only does such a progressive philosophy provide better long-term benefits for the elven people and culture—interbreeding with the humans is fun, enjoyable, and beautiful. Half-elven children are beautiful and sacred, and should be loved and enjoyed—rather than despised and viewed as diluted mongrels. The elves—as the older race to humans, have a great responsibility and sacred duty to share our philosophy of life and harmony with the younger races, and especially to humanity, so that all may enjoy greater love, beauty and freedom, and that darkness and evil may be defeated. Every generation faces the threat and dangers of evil and darkness, and we cannot afford the arrogance and stubborn philosophy of Traditionalists if we are to be successful and preserve our culture and kingdoms for future generations. For all of these reasons and passionate arguments, all elves should embrace the Progressive philosophy.

Religion

The Marlenya honor their gods in natural settings, much like their Sarlenya brethren, but also by building large, elaborate temples. Marlenya temples are always finely-decorated, and of exquisite workmanship. Marlenya temples often feature a wondrous blending of natural elements with urban, architectural elements in stunning and beautiful ways. The Marlenya hold seasonal celebrations and festivals throughout the year in honor of the gods, and such events are always meticulously well-planned, well-organized, and fantastic. Such Marlenya festivals often feature elaborate dramas and staged recreations of famous events in elven history and mythology, as well as enormous feasts, wild parties, and sensual, hedonistic orgies. Marlenya often use wondrous displays of glamour, magic and illusion to enhance these celebrations and festivities to the joyful amusement of all participants.

Marlenya druids are the chief priests of the Marlenya religion, though there are various temples and religious orders that also use priests and priestesses, as they are blessed with different aspects of divine power and talents. Some cults are led by priestesses or priests, rather than druids, for example, depending on the patron deity of the particular cult.

The gods of the Marlenya are noted below:

Araddan—Supreme god of the Marlenya pantheon. God of the sun, fire, knowledge, nobility, magic and law

Ellanya—Supreme goddess of the Marlenya pantheon. “Great Mother” and goddess of earth, nature, animals, water, air and fire

Marellion—God of the sea, storms, rulership, water, chaos and destruction

Nimelwe—Goddess of the sea, animals, nature, winds, wisdom and travel

Laegerion—God of the sea, music, poetry, crafts, the sun, and magic

Arrillien—Goddess of the sea, nature, magic, knowledge, compassion, and beauty

Nytherien—Goddess of nobility, beauty, rivers, lakes, magic and knowledge

Finnaerond—God of magic, smithing, fire, crafts, knowledge and earth

Mallaendril—Goddess of chaos, fortune, trickery, art, music, and fire

Maelarond—God of trade, crafts, fortune, travel, law, and knowledge

Khaelladan—God of war, valour, strength, chivalry, nobility and glory

Findaerion—God of war, mountains, storms, thunder, strength and courage

Elbeneth—Goddess of war, wisdom, horses, the stars, hope, and glory

Thaerellion—God of summer, hunting, forests, nature, wild animals, and nobility

Lytherien—Goddess of spring, fertility, passion, beauty, music and the sun

Illandra—Goddess of autumn, knowledge, harvests, abundance, agriculture, and domestic animals

Seldaenar—God of winter, storms, death, law, prophecy, and wisdom

Ellandriel--Goddess of forests, animals, fertility, the moon, passion, and darkness

Khellaenar--God of chaos, fertility, savagery, wild animals, trickery, and magic

Findilwe--Goddess of shepherds, healing, love, marriage, the home, and joy

Warfare

The Marlenya recruit their forces from throughout the feudal holdings and lands of the kingdom, and both men and women are allowed to serve in the military. Marlenya forces are typically composed of well-armoured infantry, armoured in glittering chainmail, and armed with spears, swords, and axes. Specially trained units of foot archers are always plentiful, as well as mounted horse-archers, and heavily armoured elven knights. The elven knights wear excellent armour, and typically carry swords, axes, lances, and bows into battle. The Marlenya rely significantly on Sarlenya troops to serve as raiders, scouts, and skirmishers, though there are always some Marlenya that train and equip themselves for such duties. Marlenya forces are typically supported well by druids, clerics, and wizards.


Cultural Weapons and Armour

Marlenya Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)
Scale Mail (AC 6)
Breastplate (AC 5)
Shield, Steel
Shield, Wood

Marlenya Cultural Weapons
Dagger, Dart, Club, Sling, Shortsword, Broadsword, Longsword, Handaxe, Battleaxe, Javelin, Spear, Lance, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Quarterstaff, Two-handed Sword, Great Axe, Footman’s Mace, Horseman’s Mace, Footman’s Flail, Horseman’s Flail
 
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SHARK

First Post
Elves, Wood—Sarlenya, Gallarond

History

The Sarlenya—typically known as Wood Elves to non-elves—have an ancient history stretching far back into antiquity, even to the beginning ages of the world. There are three primary races of elves in the world, known as the Marlenya, Sarlenya, and Darlenya. Sarlenya are almost always closely allied with neighboring communities of Marlenya, as the two groups seldom live far from each other, and the Sarlenya readily mix within the environment and local communities of Marlenya.

The Sarlenya are politically independent from the Marlenya, though the Marlenya are generally acknowledged as greater “elder brothers” or “elder sisters”—in honor to the Marlenya for three reasons; the Marlenya were created by the elven gods first; the Marlenya possess a greater command of the magical, arcane arts; the Marlenya bathed in, and enjoyed the Primal Waters of Creation for a longer span of years than the Sarlenya. The Sarlenya are content to live amongst the Marlenya, in their own manner, and according to their own temperament and way.

The Sarlenya seldom form kingdoms, though a few have been established, historically speaking. While some Sarlenya typically always live amongst the Marlenya, the majority of Sarlenya live somewhat separately from the Marlenya, gathered together in their own independent communities. The Sarlenya are primarily a nomadic people, though they occasionally form villages and towns at critical junctures, crossroads, and lake-shores where the environment easily supports a larger, denser community. In addition, the Sarlenya often build mound-communities—such fortified communities are established within a single, large hill, or a cluster of hills. Having said that, most Sarlenya typically prefer to roam and wander about in nomadic bands, establishing a rough, seasonal circuit of encampments.

Physical Appearance

Sarlenya are typically somewhat shorter in height than average humans, and tend to be lean, graceful and athletic in physique. Sarlenya, as elves, are almost always very attractive in their appearance, as their other-worldly nature reflects itself in their flawless, smooth skin, alluring eyes, and charming, sensual features. Sarlenya are never too fat, or too thin, though their height and weight characteristics are variable for individuals, their features are always athletic, curvaceous and beautiful for females, while the Sarlenya males are always athletic, muscular, and handsome.

Most Sarlenya tribes have ancient tribal tattoo customs, where both male and female Sarlenya gain various tattoos upon reaching maturity. Such tribal tattoos are inscribed by the elf’s family members or close friends, and if none have the required skills, a druid or shaman are all typically trained to possess great skills in inscribing tribal tattoos. Once a set of tattoos—each are unique to the individual—are inscribed, a tribal druid or shaman performs various rituals in blessing and interpreting the tattoos.

Sarlenya also often decorate their bodies with different styles of ear and nose piercings, using forms of jewelry as well as specially prepared bones. All Sarlenya typically love jewelry, from earrings and nose-rings, to nose-bones, necklaces and finger-rings. Sarlenya also love various neck and arm torcs, and different styles of bracelets. While Sarlenya typically love items of jewelry, they never wear such in a gaudy and ostentatious manner, typically preferring to wear but a few beautiful and favoured items.

The Sarlenya typically have bronze-brown to tan skin complexion, dark brown, green or grey eyes, and ebony-black, black-brown, or dark-brown hair. Average height for male Sarlenya is about 5’4” and average weight is 130-lbs. Female Sarlenya average 5’0” in height and 100-lbs. in weight. Male and female Sarlenya typically have height and weight ranges indicated as follows:


N.B: Player Characters are encouraged to review the Sarlenya Character Tables, below.

Sarlenya characters are vigorous and very agile, and gain a +1 bonus to Dexterity and a +1 bonus to Constitution at character generation. Sarlenya are also daring and inspiring in their demeanor and manner, and gain a +1 bonus to Charisma at character generation. In addition, the Sarlenya are almost always very attractive and alluring in appearance, and gain a +2 bonus to Comeliness at character generation.

Sarlenya Character Ability Summary
+1 Dexterity
+1 Constitution
+1 Charisma
+2 Comeliness

Sarlenya Character Tables

Sarlenya Character Table: Skin Tone
Dice Roll/Skin Tone
01-05%: White, Pale
06-10%: White, Tan
11-20%: White, Olive
21-30%: Tan, Olive
31-40%: Tan, Golden
41-50%: Brown, Tawny
51-65%: Brown, Olive
66-80%: Brown, Cinnamon
81-00%: Brown, Bronze

Sarlenya Character Table: Hair Color
Dice Roll/Hair Color
01-20%: Black, Ebony
21-40%: Black, Brown
41-65%: Brown, Dark
66-75%: Brown, Chestnut
76-80%: Brown, Golden
81-82%: Brown, Honey
83-84%: Brown, Red
85-86%: Red
87-88%: Red, Auburn
89-90%: Red, Copper
91-92%: Blonde, Brassy
93-94%: Blonde, Ash
95-96%: Blonde, Flaxen
97-98%: Blonde, Golden
99-00%: Blonde, Honey

Sarlenya Character Table: Eye Color
Dice Roll/Eye Color
01-20%: Brown, Dark
21-30%: Brown, Bright
31-40%: Brown, Pale
41-50%: Brown, Golden
51-55%: Green, Bright
56-60%: Green, Kelly
61-65%: Green, Pale
66-70%: Green, Seafoam
71-72%: Hazel, Gold-Flecked
73-78%: Hazel, Brown
79-83%: Grey, Pale
84-88%: Grey, Ice
89-94%: Grey, Blue
95-96%: Blue, Dark
97-98%: Blue, Green
99-00%: Blue, Bright

Sarlenya Height and Weight Tables
Male Sarlenya Base Height: 5’0”-5’10”; (4’10”+2d6”);
Average Height: 5’4”
Male Sarlenya Base Weight: 106-160-lbs; (100+6d10);
Average Weight: 130-lbs.

Female Sarlenya Base Height: 4’6”-5’4”; (4’4”+2d6”);
Average Height: 5’0”
Female Sarlenya Base Weight: 76-130 pounds. (70+6d10);
Average Weight: 100-lbs.


Politics

The Gallarond Sarlenya are primarily a nomadic, pastoral people organized into tribes. The Sarlenya tribes and communities are generally politically and economically independent from the Marlenya, and live very much in harmony with the natural world, intentionally and purposely seeking to live as lightly on the natural landscape as possible. Sarlenya communities and tribes are led by a High Chieftain, selected and voted to rule by the Tribal Council. The Tribal Council is composed of a large group of elders, shamans, druids, warriors and bards drawn from the whole community. In small enough tribes, all adult members of the community—both male and female—serve on the Tribal Council.

The High Chieftain is elected to the position for life—unless otherwise voted out of his position by a majority vote of the Tribal Council. The High Chieftain is also served by several other Chieftains—such chieftains are skilled, and respected for their area of knowledge and expertise, such as Chieftain of the Hunting Bands; War Chieftain; Chieftain of Berserkers; Chieftain of Craftsmen; and so on. Each tribe or community organizes and appoints the various chieftains as they desire, and have specialties for, as appropriate. The Tribal Council also typically has several other related councils—a Warrior’s Council; a Druid’s Council; a Craftsmen’s Council, and so on that meet at various appointed times to discuss and debate issues of particular importance to them, as desired by the membership and the council leadership.

In the realm of Gallarond, there are 12 tribes of Sarlenya. The Sarlenya tribes are as follows:

Sarlenya Tribes of Gallarond

1. Daemeri
2. Naemeri
3. Maecembi
4. Caembi
5. Baecaru
6. Maendaru
7. Vaedari
8. Caeldari
9. Caelani
10. Suelani
11. Laecani
12. Saercani

Each of the Sarlenya tribes is independent of each other, and speaks for themselves. While each Sarlenya tribe is generally nomadic, each tribe has various members and family-groups living in scattered villages and towns throughout the realm. In addition, while each Sarlenya tribe is politically independent, each is a vassal-tribe to the overall Marlenya Kingdom of Gallarond. Each Sarlenya tribe has been a traditional ally to the Marlenya Kingdom through ancient oaths of loyalty and allegiance sworn to the Marlenya king.

Each spring, there is a special, formal ceremony where the current Sarlenya chieftains symbolically renew their oath of loyalty and allegiance to the Kingdom of Gallarond. The Marlenya king—or his appointed great nobles—join together with the Sarlenya chieftains at a place known as Dhulandra’s Vale, where the Stone of Halladorn is located. The Stone of Halladorn is an immense, shimmering black stone that fell from the heavens in ages long past. The Stone of Halladorn is where the Sarlenya chieftains first swore their oaths of loyalty and allegiance to the Marlenya kingdom, when the Kingdom of Gallarond was founded over three thousand years ago. During the yearly ceremony—known simply as the Blackstone Ceremony, the Sarlenya chieftains and the Marlenya king and nobles exchange fine gifts, and the oaths are spoken and recorded in the Marlenya Chronicle of Gallarond. Afterwards, the various nobles and chieftains enjoy a great period of feasting and celebrations which last for ten days. Traditionally, the nobles and chieftains are accompanied by their respective entourages of followers, and usually thousands of other elves from both communities also attend the great festivities and ceremonies during Blackstone.

Culture

The Gallarond Sarlenya are more tribal, primitive and rural than the Marlenya, though the Sarlenya are quite capable of building permanent settlements of villages and larger communities. However, while the Sarlenya are capable of building more permanent settlements—they know full well about cities of stone, wood and glass—the Sarlenya typically have little desire to ever live permanently within a large city.

The Gallarond Sarlenya tribes are generally polygamous, though various tribes also embrace elements and traditions of a group/tribal marriage, where female Sarlenya may have more than one husband at the same time. Naturally, in practice most Sarlenya are generally monogamous—having only one spouse at a time—though depending on the social and political status of an individual Sarlenya, polygamy is permitted, whereupon a male Sarlenya may have more than one wife. Other Sarlenya—if they are wealthy enough, and the females are agreeable—may also have multiple wives.

The Gallarond Sarlenya marriage customs are noted in brief, as follows:

Polygamous/Tribal/Group; Loose, Informal

Loose: People involved have varying expectations of absolute sexual fidelity and exclusivity; mistresses, lovers, and so on are fairly common, and generally accepted.

Informal: The culture has no strict requirements concerning divorce, and divorce is relatively easy and simple to do, with no social, religious or cultural stigmas for anyone involved. In addition, children born out of wedlock are not subject to being outcasts, and may be common and entirely accepted.

The Gallarond Sarlenya typically travels in nomadic bands, wandering and roaming the forests, hills, and meadows. The Sarlenya roam the wilderness—hunting, fishing, and herding groups of cattle and sheep from pasture to pasture. The Sarlenya constantly gather herbs, plants, fruits and nuts from the surrounding wilderness, as the area and season allows. The Sarlenya move to regular encampments when they are available or near—or make a new, temporary encampment if a more permanent one is not available.

Economically, the Sarlenya are largely self-sufficient, living off the land and in harmony with the natural world. However, while the Sarlenya revere the natural world, the Sarlenya pantheon does not prohibit the Sarlenya from taking resources and using such according to their needs, as well as permitting the Sarlenya to alter and change the local environment as circumstances and need demand.

The Sarlenya do, however, zealously embrace a serious, militant philosophy that demands they respect the natural world, and any project or action must be carried out with appropriate thought and care for the environment. In addition—much in contrast with the typical attitudes of humans, as well as other humanoids—any project or action changing the natural environment or affecting the natural animals of the area must be done so not merely with a sense of responsibility—but also one of thoughtfulness and consideration as to helping the creatures or the environment live with the required changes, or deal with the circumstance in some viable manner. The Sarlenya embrace a cultural philosophy that is environmentally responsible and dynamic in every way, and which is vigilant in seeking active, flexible solutions and behavior that integrates with the natural environment in a sound, thoughtful, and enlightened manner.

The Sarlenya trade many valuable products, from animal furs and skin, to antlers, claws, hooves, feathers and teeth. The Sarlenya also trade meat, fish, shells, herbs, fruits, nuts, and plants. The Sarlenya manufacture a variety of poisons, as well as dyes, salves, ointments, and other medicinal products. In various areas of their tribal lands, each of the Sarlenya tribes grows and cultivates a large section of tree-groves that are specially for harvesting for wood-products. The Sarlenya tribes generally prefer to use these wood-products for timber when their own needs require it, while some supplies of such excellent native timber is always used for trade.

The Sarlenya make wonderful colored beads, as well as fine clothing and textiles. The Sarlenya also trade wool, as well as fine pottery that possess a unique and distinctive style. Sarlenya pottery possesses several recognizable features that are unique to the Sarlenya artistic style; the Sarlenya pottery style always features engraved ring-designs, and often has a single type of animal motif painted onto the pottery. The upper and lower portions of the pottery typically feature intricate leaf-patterns. The Sarlenya have developed several varieties of blended fruit-juices, as well as wonderful ciders.

The Sarlenya tribes have a variety of customs concerning people and their place within the larger Sarlenya society. The Sarlenya have various rituals and ceremonies for adolescents reaching maturity; birth ceremonies; marriage rituals; and funeral ceremonies. The Sarlenya also perform rituals at significant places in time, such as before a battle; after a battle; before and after a great journey; as well as at other occasions regarding personal events or experiences that are significant.

Religion

Like the Marlenya, the Sarlenya are deeply spiritual, and mystical. The Sarlenya consult auguries and omens routinely, to determine aspects of a person’s fate or the details of a person, or a course of action. Sarlenya druids and shamans routinely perform services of divination for everyone in the community, as needed. Such services typically require payment in some form. Prophecies are fairly unusual, though mystical visions and dreams are common experiences for many Sarlenya. Whenever a Sarlenya child is born, the parents consult with the tribal druids and shamans to learn of any particular prophecies concerning the individual child, as well as divinations pertaining to the child’s essential character and temperament. When a Sarlenya reaches maturity, the tribal druids and shamans perform a series of rituals to determine particular ambitions or goals that the individual should pursue, as well as any potential taboos that the individual must always be careful to observe and maintain. Violation of such a personal taboo for any reason invites evil spirits to interfere, attack, or oppose the person in various ways, bringing ill-fortune and even disaster to the person for such transgression. In addition, the individual is ritually blessed by the tribal druids and shamans in a special ceremony celebrating the person’s transition into being an adult member of the community.

Sarlenya revere the entire natural world, believing that all natural animals and creatures are in their own way, sacred and divinely appointed by the gods to live and move according to their nature. The Sarlenya people view their own existence as intimately intertwined with everything else in the natural world. Furthermore, each natural creature, and even the various elements and places of the natural world possess their own individual spirit, or a guardian spirit that exemplifies or watches over the place or thing. Thus, natural animals such as the deer, wolf, and bear for example, each have a great animal spirit that watches over them, and ordains the way in which each creature exists and moves—as well as their own personal, unique spirit. Furthermore, the forest has a divine spirit, as well as the mountains, meadows, lakes, rivers and marshes. Whatever natural element has a unique spirit, and may also have a range of temporal, natural guardians, allies, and friends, as well as various supernatural guardians and allies. All such natural and supernatural creatures and spirits are in union with, and servants to the gods and goddesses of the Sarlenya pantheon.

Throughout the year, the Sarlenya tribes hold a large variety of religious ceremonies and celebrations honoring the gods, as well as other occasions of spiritual significance. The various religious holidays and celebrations—as well as the four seasonal celebrations—are typically celebrated through a variety of religious rituals, ceremonies, and festivals. Each religious celebration is eagerly attended by the entire Sarlenya community, and often serves as focus points for other cultural and political traditions and customs.

Generally speaking, the Sarlenya do not build temples and such to worship the gods in. The Sarlenya honor the gods in special natural locations, such as a mountain-top, a special lake, blessed river, or a sacred grove of trees. On occasion, the Sarlenya build some great stone amphitheater, or a large singular building of rough stone or timber to serve as ceremonial locations for various rituals, as well as to act as a secure housing for religious possessions and food, as well as blessed relics, weapons, jewelry, and the like. In addition to honoring the gods in various natural locations, the Sarlenya also build and erect other spiritually important locations, such as great stone circles, monoliths, giant, carved animal figures of stone or wood, as well as intricately painted religious scenery along the faces of ravines, caves, and cliffs. The Sarlenya build huge earthen grave-mounds in which the Sarlenya carve burial chambers within, where the deceased are interred inside carved stone tombs. Such Sarlenya burial mounds also feature various possessions and ceremonial goods belonging to or honoring the deceased.

The Sarlenya tribes have druids as their primary religious leaders, and who also serve as the majority of the priesthood for any Sarlenya tribe. However, the Sarlenya have embraced some new forms of religious expression and practice over the centuries, and from this process some Sarlenya tribes also have shamans serving the tribe alongside the druids. In leadership, the druids hold more authority, though the shamans are respected for their different magical powers and talents, and the shamanistic tradition has been generally welcomed throughout all Sarlenya tribes as a spiritual tradition related to, but different from the druidic traditions.

The gods of the Sarlenya are noted below:

Gallandra—Supreme goddess of the Sarlenya pantheon. Goddess of fertility, nature, earth, air, fire and water

Elladorn—Supreme god of the Sarlenya pantheon. God of the sun, magic, knowledge, fire, prophecy and nobility

Thaeradorn—God of mountains, storms, thunder, war, strength and adventure

Berrenar—God of hunting, forests, wild animals, nature, nobility and valor

Sindathor—God of trade, crafts, fortune, hospitality, knowledge and travel

Belaras—God of chaos, trickery, fortune, savagery, wild animals, and fertility

Maegeros—God of mountains, fire, smithing, strength, magic and crafts

Galendil—God of nobility, music, travel, trickery, knowledge, and fortune

Mindrasil—Goddess of winter, nature, air, storms, darkness and death

Lyganneth—Goddess of autumn, nature, earth, harvests, abundance, and domesticated animals

Gallanwe—Goddess of summer, nature, fire, the sun, passion, and glory

Lyrannia—Goddess of spring, nature, water, fertility, rivers, and hope

Mithandrian—Goddess of the moon, darkness, forests, wild animals, chaos and savagery

Narthandra—Goddess of fertility, beauty, passion, music, art, and poetry

Caellawyn—Goddess of the home, marriage, crafts, joy, love and wisdom

Sarrellian—Goddess of shepherds, fertility, passion, romance, trickery and travel

Allandris—Goddess of the moon, stars, prophecy, healing, magic and knowledge

Gallaril—Goddess of chaos, war, wrath, pride, greed and murder

Rhaethonil—Goddess of chaos, war, beauty, lust, envy and madness

Thaeranil—Goddess of chaos, war, sloth, gluttony, decadence and plague

Warfare

The Sarlenya recruit warriors from villages, towns, and mound-forts, as well as from nomadic bands and encampments. The Sarlenya armies are typically composed of a variety of forces, from swift-moving light and medium cavalry—both mounted lancers and mounted archers—to large infantry units armed with spears and axes. Sarlenya recruit special troops formed of bands of champions, elite berserkers, and ruthless raiders. Sarlenya armies and regional military forces are always accompanied by large numbers of skirmishers, who serve as scouts and screening forces, raiding behind enemy lines, as well as constantly harassing front-line enemy troops with ranged missile fire, as well as ambushes and field traps.

Cultural Weapons and Armour

Sarlenya Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)
Scale Mail (AC 6)
Breastplate (AC 5)
Shield (Wood)

Sarlenya Cultural Weapons
Dagger, Dart, Club, Sling, Handaxe, Battleaxe, Quarterstaff, Shortsword, Longsword, Two-handed sword, Javelin, Spear, Lance, Shortbow, Composite Shortbow, Longbow, Composite Longbow
 
Last edited:

SHARK

First Post
Human—High Vallorean, Tethorna

History

The High Valloreans were at one time in ages long past a collection of rugged, ferocious barbarian tribes from the mountains and forests in northern Vallorea. Over the centuries, the Tethorna Vallorean tribes conquered other tribes, and built a group of powerful city-states, which gradually unified and joined into a great and powerful empire. The High Valloreans are the ruling class throughout the Vallorean Empire, and a large portion of the senate, bodies of nobles, knight orders, wizard orders, temple leadership, and such are occupied by High Valloreans. In recent centuries, more common Valloreans have been gaining wealth, status and positions of political and economic power within Vallorean society. The High Valloreans, while possessing lifespans considerably longer than lesser men, and holding forms of great strength and vigor, are nonetheless a minority in the empire as a whole. Increasingly, as the Valloreans numbers greatly increased, and the empire expanded, more and more Valloreans gained in social and political power. While the Valloreans have general equality through the law with high Valloreans—there are various particular rights and privileges that only High Valloreans enjoy. The High Valloreans have forged a glorious, enduring empire that has served as a great bastion of humanity in a dark and savage world. The capitol city of the Vallorean Empire is Tarmenor—believed to be the largest, greatest city of humanity in the world. The Vallorean Empire controls the western Dragon Sea, and reigns with an awesome navy of huge, powerful warships and highly-trained, ferociously-disciplined and zealous crews. On land—the Vallorean Empire has been built by the hands of the Vallorean legions.

The Vallorean legions are composed of hardened, vigorous professional soldiers that are stern, violent men of great skill and ruthless, unyielding discipline. The Vallorean legions are typically led by orthodox, competent and professional generals, known as Legates, who have specialized training, as well as books detailing the extensive knowledge, training, tactics and strategy of warfare from famous generals throughout the empire’s history. Such Legates lead their legions with dignity, valour, and unflinching discipline.

On the battlefield, the Vallorean legions are generally superior to all barbarian armies—and many civilized armies as well—for the chief and salient reasons of toughness, tactics, discipline, and ruthlessness. Some scholars have wondered how the Valloreans have managed to create such a powerful, glorious empire that has endured for over a thousand years. The Vallorean Empire has chiefly been able to do this by the unique organization of their legions, and several political policies and cultural attitudes that prevail, to combine into forming a particular formula that is the basis for the Vallorean dominion.

Firstly, the Vallorean legions are tactically flexible, with easily detached and recombined formations. As a matter of course, Vallorean legions fight in ordered, disciplined ranks and files, and are able to quickly and easily deploy into various formations that provide significant tactical advantages over their enemies—even when the legions are vastly outnumbered. For example, the Vallorean square—made up of long files, with checkered ranks extending deeply behind the front rank. This ubiquitous formation is made more flexible by having the various ranks step to the side and back, endlessly rotating the ranks to the rear, and promoting a fresh rank to the front where the fighting is occurring. As the ranks rotate, this simple innovation allows the various ranks at any given time to not only gain immediate medical care, but also to have fresh water, and to rest. This formation and tactic provides the Vallorean legions with fighting ranks of legionnaires that are always refreshed, eager and vigorous—as opposed to the barbarians, which typically fight in a chaotic, screaming, disorganized mob, and exhaust their best warriors in constant fighting, each warrior concerned primarily with their own glory, and not being thought of as cowards or weak by their tribe and fellow warriors. For the Vallorean legionnaires, while individual glory is important and valued—of far greater value is the discipline and obedience of the whole unit, and their performance on the battlefield as a unit—as opposed to what they do as individual soldiers.

In all forms of military knowledge and skills, the Vallorean legions have a historical, professional basis of learning—the advanced Vallorean culture possesses books, and also advanced schools and academies where the knowledge and wisdom of the generations of soldiers, centurions, and generals are preserved, and taught in systematic ways down through the generations. This basis of professional knowledge essentially provides Vallorean commanders with standardized strategic concepts, tactical thinking, unit formations, and battlefield solutions, tricks and stratagems that allow every Vallorean commander to be at least generally competent, and professional in his judgments, command, and leadership. This provides the Valloreans with a uniform, predictable consistency of competent battlefield leadership and performance—as opposed to the barbarian people’s often chaotic, random “luck of the draw” as to the genuine skills of whatever barbarian chieftain or warlord may possess—and certainly an unpredictable performance in the face of a large, professional Vallorean army led by a professional general. Even many civilized and advanced kingdoms and city-states cannot produce such steady, reliable and competent military leadership in the same consistent degree of the Vallorean Empire.

Secondly, the legions are tough, hardened professional soldiers—they train, march, and live for war, every day of the week, every month of the year. Within the ranks, the common legionnaire has been hardened by constant, vigorous training, and drilled over and over with the use of tactics, weapons, and formations. When not actively fighting in battle, Vallorean legionnaires are always training for war—practicing combat tactics and formations, weapon drills, vigorous athletics and team sports, as well as wrestling and boxing. These specifically military duties are interlaced with extensive, harsh training out in the field, where Vallorean legionnaires live in the mud, rain, or burning heat of the sun; march for 20 miles in a day with heavy packs and full gear; lots of running, jumping, and swimming in cold rivers; all routinely finished at the end of the standard day in the field by the construction of a strong field-camp, fortified with an extensive trench, fortified earthen and wooden wall; and wooden spines all around.

Furthermore, the Vallorean legionnaires are skilled and hardened by all kinds of rough, physical labour—chief of which is the constant construction and maintenance of the famous Vallorean roads, as well as the construction of bridges, aqueducts, bathhouses, many civic buildings, fortified walls, towers, and fortresses. Vallorean legionnaires are also trained and drilled in the construction and deployment of a wide variety of war machines—from ballista and catapults, to battering rams, scorpions, and siege towers. The Vallorean legionnaires are widely trained in basic skills with a variety of tools, as well as basic skills in carpentry, blacksmithing, stonemasonry, concrete-mixing, bricklaying, engineering, and siege warfare. While there are certainly specialists and professionals of various trade-skills serving in the legions, all legionnaires are provided with basic professional skills noted, and can perform in a variety of tasks and complete various projects—though for more complex projects, they would need to be supervised by a more experienced professional.

The Vallorean legionnaires, as professional soldiers, are paid professional wages; they are supplied with a basic, standardized kit of equipment, armour and weapons; they are provided with access to consistent, professional, and advanced medical care; they march, live, and fight unburdened by the presence of women, wives, children, or other family on the battlefield or close at hand; they are provided with a highly-valued reward in retirement; and for provincials, serving in the legions also gains them Vallorean citizenship, which not only confers political, legal, and financial rights to them, it also elevates their social status, and provides these benefits to their immediate family and their descendents through the generations.

The Vallorean legionnaires, as soldiers, are not necessarily stronger or in some inherent way superior to their enemies—for in truth, they are not. In fact, many barbarian warriors are considerably larger, and stronger, and inherently more daring and ferocious. The Vallorean legions, while equipped with fine, heavy armour, strong, heavy shields, and excellent, lethal weapons—many barbarian peoples and other civilized nations and peoples possess weaponry and armor that is at least of comparable quality to the Valloreans—and occasionally superior in design or performance. However, the Vallorean legions make use of their weaponry and equipment in a more thorough, consistent, disciplined and professional manner. Furthermore, the advanced, sophisticated imperial economy, manufacturing, and administration allows the legions—every legionnaire, to have such supply of armour, weapons and equipment, with vast supplies of more always available.

The Vallorean legions live by the milk of harsh, brutal, discipline. The Vallorean legionnaire is expected to be loyal, courageous, disciplined, obedient, and tenacious. Vallorean legionnaires are required to be obedient to their officers—failure in such results in the guilty legionnaire being punished by their centurions, which customarily administer severe beatings by using a long, supple, wooden rod, which they traditionally carry with them as a symbol of their rank and authority—as well as an instrument of punishment and discipline. More severe examples of disobedience, or cowardice, dereliction of duty, and so on, are often punished by death. Vallorean officers are expected to be courageous, disciplined, resourceful, strict, intrepid, daring, just, fair, and loyal. Vallorean officers that fall short of these virtues, or fail to properly discipline and train their legionnaires, may be dishonourably discharged from the legions, or executed, depending on the severity of the failure, and the judgment of the commanding Legate. Needless to say—an officer that fails in loyalty or obedience to his Legate or has otherwise failed in the performance of his duty, may be dishonourably discharged from the legions, or executed, as the commanding Legate desires and judges appropriate.

Legionnaires are typically run through a gauntlet of two files of their fellow legionnaires that proceed to beat them to death with stout wooden clubs. Vallorean officers found guilty of various crimes are typically punished in public, by being beheaded on a rough wooden platform in front of the whole legion. When a Vallorean Legate has been displeased by the overall poor discipline and battlefield performance of a particular legion—the whole legion is punished, in public, by being decimated. The guilty legion is assembled in public, and gathered all together in strict formation, whereupon the Legate goes down the ranks, and randomly by lot picks every tenth legionnaire and executes the soldier on the spot by plunging his sword into him, several times if necessary, until a tenth of the legion has been so judged and executed.

The Vallorean legions are infamously ruthless—while the Vallorean Empire is typically keen to embrace diplomacy, once the enemies of Vallorea have provoked the wrath of the Vallorean Empire and chosen war, the fate to come is an absolute and total judgment of relentless war, death, slavery, and ruthless subjugation. In the minds of the Vallorean emperors and the Vallorean senate, such a policy is threefold in benefit; (1) such a ruthless policy serves as a political deterrent to war, and thus ensures peace, prosperity and harmony. Enemies of the Vallorean empire know full well that if they choose war with Vallorea—and fail to achieve victory, or some diplomatic treaty with the Valloreans--that the might and wrath of the empire will bring total ruin and subjugation of their entire realm and society. Thus, the mere suggestion made by Vallorean diplomats and ambassadors that legions will soon be on their way—is often quite sufficient to greatly inspire any foreign diplomats, kings or other leaders to quickly seek a peaceful resolution with the Valloreans—and always such a resolution is obedient and profitable to the desires, policies and goals of the Vallorean emperor. (2) Such a ruthless policy of total war and ruthless subjugation possesses the benefit of expanding the frontiers of the empire, and adding great wealth in natural resources, taxes, booty and slaves. (3) Such a ruthless policy provides all participating legions and their commanding Legate an opportunity for glory, as well as enrichment. By ancient custom, the commanding Legate allows his victorious legionnaires to keep with some exceptions, as stipulated and decreed by the commanding Legate, all such booty and treasure that they can carry. Furthermore, victorious legates often reward their victorious troops with additional rewards of booty, from armour and weapons, to other treasures, coin, slaves, and great feasts and other privileges. By ancient custom, a portion of such captured booty and spoil of war gained during the campaign also goes to the senate.

During the campaign, Vallorean legionnaires are routinely expected to be brutal and ruthless in combat with enemy warriors and soldiers, and to be prepared to chase down and capture any fleeing leaders, their families, and retainers, and imprison them, torture them, or execute them, as desired by the commanding Legate. By ancient Vallorean custom, the first legionnaire over the wall of a besieged city is to be specially rewarded and recognized with honours by his commanding Legate. Vallorean legions in conquering a territory or city routinely bring absolute devastation to the enemy lands, killing animals, slaughtering the population, and bringing fire, death and slavery to everyone in their power. Whole cities are burned to the ground, and tilled with salt so that nothing may grow their ever again; whole cities are methodically and thoroughly looted of every fine treasure and booty; enemy leaders, their families and retainers, are often crucified along the roads leading to the city or atop broad, high hills, so that all may see the wrath and judgment of the Vallorean Empire; especially important enemy leaders and their families are taken in chains back to Tarmenor, where they are marched through the streets of the city in a great triumphal procession, celebrating the glorious victory of the Vallorean legions; vast portions of an enemy population are slaughtered en masse, with their bodies burned in great heaps or cast into vast trenches of mud or sand; what portions of an enemy city’s population that are not ruthlessly put to the sword, are marched away in chains as slaves to further enrich and serve the empire. The ruthlessness of the Vallorean legions is a key and important factor not only in preserving and promoting peace, but in achieving glorious victory and wealth for the empire once war has been embraced.

The enduring success of the Vallorean Empire is promoted and ensured by the dedication of professional, disciplined, highly-trained and loyal legions. However, there are several other factors that contribute to the success of the empire as well. Culturally, the Valloreans are tenacious, and untiring in their love of war and military glory and honour. Valloreans naturally believe not only in the superiority of their civilization, but also that they have a divine appointment to be the guardians and champions of humanity in general—and of the West in particular. Politically, the Vallorean Empire allows its citizens to vote and enjoy a range of participatory processes that have meaningful consequences to their daily lives. Furthermore, Vallorean citizens enjoy a range of political and legal benefits, and the Vallorean society also holds genuine hope for significant social and economic mobility, providing the unwashed masses with a genuine stake in the continued prosperity and dominion of the Vallorean Empire.

These reasons and motivations ensure that the Vallorean Empire always has a vast number of soldiers that may be recruited into the legions. Strategically, the Vallorean Empire is often much more resilient and capable of suffering severe losses, disastrous defeats—and still, within a short time, be able to come back and counter-attack with even more armies. The capacity of the vallorean empire to recruit, train, and equip armies of motivated, well-trained soldiers in a rapid manner has provided the empire with immense resiliency that allows them to ultimately crush their enemies, even when on occasion, their enemies have superior leaders, or have achieved some devastating victory against a vallorean army sent against them. From all of this, the vallorean empire has grown, and endured, and stands as a bastion of glory, strength, and prosperity that continues to inspire humanity in the face of a savage world of darkness and barbarism, lurking with vast hordes of barbarians and monsters, and ripe with plagues and disasters.

Physical Appearance

Tethorna Valloreans are typically very tall, with powerful, heroic physiques. Tethorna Valloreans are often charismatic, charming, and dynamic. Tethorna Valloreans typically have pale, white skin that is usually smooth and flawless. Tethorna Valloreans typically have raven-black, ebony-black, or platinum-blonde hair. Tethorna Valloreans usually have some color of blue, grey, or green eyes, and occasionally golden eyes that are a mix of amber and dark gold.

Urban Tethorna Vallorean men typically wear their hair very short in styles similar to a “crew cut”; “High and Tight”; “Flat-Top” and other similar variations. Short styles that reach the neck or top of the shoulders are also fairly common, and socially acceptable. These styles for Tethorna Vallorean men predominate in both the northern and southern provinces of the empire. Tethorna Vallorean men are also typically clean-shaven, as having facial hair is often considered to be a barbarian custom, as well as a rural commoner custom. Likewise, Tethorna Vallorean society typically views having long hair past the neck to be a barbarian and rural custom. However—many Tethorna Vallorean men who live in northern provinces and rural areas in particular also embrace wearing their hair longer, to the neck, shoulders, or even the middle of the back in length. Northern Tethorna men also embrace wearing beards in various styles. In many regions of the northern provinces—as well as in northern cities—these fashion and grooming customs are considered quite acceptable, though often humorously or gently critiqued as “old fashioned”; “barbarian style”; or “rough”. In ancient times—during the time before the Vallorean Empire was formed, when the Tethorna Valloreans were still living as rural barbarians and were ruled by the Great Chieftains, such styles of longer hair and beards were the entire cultural norm. Tethorna Valloreans have thick hair that is typically straight, though wavy and curly hair is not uncommon.

Tethorna Vallorean women often wear their hair long and straight, or in long, curled masses. The Tethorna Valloreans often prefer darker colored clothing, and fine jewelry of all kinds is very popular. In rural settings, Tethorna Vallorean women typically wear modest perfume or cosmetics, if any at all; while in urban areas, Tethorna Vallorean women are very fashionable and sophisticated in their styles and tastes of perfume, oils, cosmetics, and clothing. Male Tethorna Valloreans likewise are more influenced by the prevailing cultural customs, typically ranging from simple, rustic and unpretentious preferences in a rural environment, and far more fashionable, sophisticated and rich in urban communities.

For the Tethorna Valloreans, their family lineages and histories are considered to be extremely important, and are lavishly and diligently recorded since the founding of the empire. Almost all Tethorna Valloreans possess scrolls or books which document their family lineage and history all the way back to the founding of the empire, and beyond, as well. All Tethorna Valloreans learn to speak and write Common Vallorean, and also High Vallorean. High Vallorean is the ancient language of the Tethorna Vallorean tribes, and is zealously maintained and guarded by the Tethorna Valloreans as an ancient and cherished aspect of their culture and heritage. High Vallorean is typically only taught to Tethorna Vallorean people, though occasional exceptions are made. All Tethorna Valloreans are literate, and may learn additional languages for each point of intelligence beyond 10, in addition to their base languages of Common Vallorean, High Vallorean, and Urrgan. Most common Valloreans, as well as non-Valloreans refer to the Tethorna Valloreans as the “High Valloreans”—while common Valloreans are referred to as “Common Valloreans”, or typically, just as “Valloreans”. While the Valloreans may have many cultural nuances that differentiate themselves from the High Valloreans, except when referring to a particular trait or custom of the High Valloreans, Vallorean culture is generally dominant and universal throughout the empire. Certainly, all foreigners and non-Vallorean peoples make the general reference to the “Valloreans” and the “Vallorean Culture” as being synonymous with the entire Vallorean culture as a whole, without making distinctions between the “Valloreans” and the “High Valloreans”


N.B: Player Characters are encouraged to review the Vallorean Character Tables, presented below:

Tethorna Valloreans are very tall, strong, vigorous, and charismatic. Tethorna Valloreans gain a +1 bonus to Strength at character generation, as well as a +1 bonus to Constitution and a +1 bonus to Charisma at character generation. Tethorna Valloreans are, however, typically less agile than other humans, and suffer a -2 penalty to Dexterity.

Tethorna Vallorean Character Ability Summary
+1 Strength
+1 Constitution
+1 Charisma
-2 Dexterity

Tethorna Valloreans are blessed with a great vigor, and do not suffer the standard effects of aging, and maintain the strength and vigor of their youth well into their final years. Only when the Tethorna Vallorean approaches the extent of their lifespan, do they begin to show signs of aging. Such advanced effects of aging come upon them rather quickly; presaging their journey to the afterlife is at hand. Pure Tethorna Valloreans possess a lifespan that is two-three times greater, or more—than lesser men.

Tethorna Vallorean Character Tables

Tethorna Vallorean Character Table: Skin Tone
Dice Roll/Skin Tone
01-70%: White-Pale
71-90%: White-Olive
91-00%: White-Tan

Tethorna Vallorean Character Table: Hair Color
Dice Roll/Hair Color
01-40%: Raven-Black
41-50%: Ebony-Black
51-60%: Black-Brown
61-00%: Platinum-Blonde

Tethorna Vallorean Character Table: Eye Color
Dice Roll/Eye Color
01-05%: Blue-Bright
06-10%: Blue-Midnight
11-20%: Blue-Ice
21-30%: Blue-Grey
31-40%: Blue-Green
41-50%: Grey-Iron
51-60%: Grey-Pale
61-65%: Grey-Green
66-70%: Grey-Ice
71-80%: Green-Pale
81-85%: Green-Kelly
86-00%: Golden-Yellow

High Vallorean Height and Weight Tables
Male Tethorna Base Height: 6’2”-7’4”; (6’0”+2d8”);
Average Height: 6’8”
Male Tethorna Base Weight: 180-360-lbs; (160+20d10);
Average Weight: 260-lbs.

Female Tethorna Base Height: 5’10”-7’0”; (5’8”+2d8”);
Average Height: 6’4”
Female Tethorna Base Weight: 136-280-lbs; (120+16d10);
Average Weight: 200-lbs.

Politics

The Vallorean Empire is ruled by the Vallorean Emperor. Politically, the Vallorean Emperor also enjoys the titles of Drannicus Imperator, and Primus Magisteri, and Princeps. The Vallorean Emperor is by tradition given the titles and position by majority vote of the Vallorean Senate. The Vallorean Senate is organized from various senior and lesser orders, composed of members of noble families from throughout the empire. Furthermore, the emperor is supported by two Consuls, each being elected to the position by the Vallorean Senate. Various noble titles, composed of Lords, Barons, Counts, Dukes, among others, are given to various members of noble families. Within the Vallorean Empire there are noble titles, and noble titles that serve as separate functions or ranks, reflecting a particular government position, post, or responsibility. Serving the empire are governors, prefects, tribunes and magistrates in various capacities. Magistrates and others are voted into office by popular vote. All male and female Vallorean citizens possess the right to vote, as well as the right to run for the office of magistrate.

The Vallorean Emperor serves for a lifetime appointment. Succession to the throne is often hereditary, though not always so, and any designated successor to the throne must be successfully elected by the Senate, confirmed by the Senate, and blessed by the High Concord.

Culture

The Tethorna Vallorean culture is an ancient, sophisticated culture that has developed a powerful civilization over two thousand years. The Vallorean Empire itself has existed for over a thousand years. The Vallorean culture is heroic, warlike, dynamic, traditional, hierarchical and patriarchal. The Valloreans are typically traditional, orthodox, warlike, materialistic, competitive and religious. Prime values in Vallorean society are honor, dignity, the family, the state, one’s noble lord, structure, hierarchy, discipline, loyalty, valor, piety, and military glory. The Valloreans ostensibly embrace an unusual form of mono-pantheism; what this essentially means is that the Vallorean Pantheon of gods is the only state-sponsored, sanctioned, and state-approved religions. There are exceptions, and exemptions, though most other non-Vallorean religions are typically outlawed and persecuted. Favoured non-Vallorean religions permitted to exist within the Vallorean Empire are heavily taxed, and do not enjoy a range of political and legal rights and privileges that the various cults of the Vallorean pantheon enjoy.

The typical Vallorean citizen is religious, prays daily, and makes weekly sacrifices to the Vallorean gods, as well as making weekly visits to several different temples of the various cults, as well as a patron deities’ temple for additional sacrifices, religious services, worship, as well as special counseling, and various religious activities and instruction. Vallorean temples are very involved with a large range of social outreaches and communal activities, and Vallorean citizens routinely and regularly participate in all such temple-sponsored services and activities.

Valloreans are generally monogamous, and marriage is highly valued, honored, and cherished. Traditionally, Valloreans expect their daughters to be virgins until the holy and divine-anointed state of marriage is gained. Ideally, young Vallorean men are also expected to be virgins until marriage, though there is less societal and family sanction against males who are not virginal, as compared to women. Vallorean men and women alike, as adults, whether married or unmarried, are allowed and expected to participate in the various religious fertility rituals and celebrations—it is during these particular occasions when a Vallorean is allowed to engage in sexual activity with someone that is not their married spouse. However, it is only during these occasions when extra-marital sexual relations are considered proper and acceptable. Carrying on with lovers, concubines, or other sexual playmates in brothels and bathhouses for both men and women outside of such sanctioned occasions is not approved of or accepted by the traditional Tethorna Vallorean society.

As children, all Vallorean children are expected to be disciplined, honest, virtuous, respectful, well-mannered and obedient. By Vallorean law, Vallorean children that are disobedient or dishonorable may be beaten or punished as the parents see fit, and the father holds the right and authority to kill his disobedient and dishonorable children. In adulthood, all adult men and women are expected to lead lives of discipline, dignity, integrity, honor, and virtue. Valloreans often arrange marriages for their daughters when they reach adolescence, though occasionally the girl is permitted to choose a favoured candidate. Valloreans adolescents or even adults that embrace marriage without the express approval of their parents, especially the father, may be fined or stripped of various privileges and family resources, disinherited, and or thrown out of the family home in shame and disgrace.

In marriage, Vallorean women are expected to be loyal, obedient, submissive, respectful, hard-working, industrious, thrifty, responsible, virtuous, as well as always being dignified, graceful, and pious. In marriage, Vallorean men are expected to be authoritarian, disciplined, dignified, proud, loyal, hard-working, responsible, honourable, civic-minded, politically and philosophically educated, industrious, and pious.

Tethorna Vallorean marriage customs are summarized as follows:

Monogamous; Strict, Formal

Strict: A strict adherence to fidelity and exclusive sexual relations is expected. Violation of these expectations and customs may provoke serious social and or legal consequences. Adultery is often punished with savage torture, and often death sentences are the standard.

Formal: The society has very high standards and strict rules and expectations for any kind of divorce. There may be specific requirements that the couple or people involved must exhibit in order to be allowed to divorce. There may be various significant social and religious stigmas attached to anyone that has been divorced. Children born out of wedlock are likewise social outcasts if such is becomes known.

Economically, the Vallorean Empire is a vast dominion, rich in natural resources of every kind, and enjoys a sophisticated, coin-based economy. The Tethorna Valloreans have a great passion for trade—nearly as much as their passion for combat and warfare. Vallorean merchants and nobles alike are typically always highly keen on discovering and exploiting any economic resources—and the Valloreans are well-known for fully exploiting various trade-treaties, resources, and merchants as a prelude to massive military invasion and conquest of foreign lands and peoples. The Valloreans have famously used any disruption or change in trade and access to natural resources as sufficient cause to invade and crush neighboring peoples and tribes. “Trade” was disrupted, or some access to some natural resource was believed to be threatened, and thus, in the interests of protecting Vallorean “Trade Interests”, the Vallorean legions must therefore intervene so as to “restore law and order, and ensure the continued safety of trade”. In Vallorea, wealth and trade are critically important, and merchants and tradesmen are typically viewed as honorable and dignified professions.

Military glory is perhaps the greatest value that is held and cherished by the Valloreans. Military glory and martial prowess is, along with economic wealth, and academic achievement, a triumvirate of prime cultural values for the Valloreans, and one or more of them are all essential for any kind of political career. The legions are a primary military career, though the Vallorean Navy also has a very long and noble history, and is highly regarded as a career for citizens as well as the army. Vallorean commoners often enlist in the military, and make a career in the military a path to professional success, social respect, and reasonable financial security. Vallorean knights typically spend several years serving in the cavalry regiments of the Vallorean legions, before returning to the noble armies of their noble lord back in their homeland.

Historically, the Tethorna Valloreans admire and greatly respect both the dwarfs and the elves. In Vallorean history, there have been a few occasions where a great Vallorean prince or noble married an elf—as both male and female Vallorean nobles have loved and married elven lovers. Elves and dwarfs are both generally welcome anywhere in the Vallorean Empire. However, while the adventurous nobles and great heroes of the Vallorean Empire have periodically embraced relationships with elves as lovers, and with dwarfs as friends, much of the empire has never even seen either an elf or a dwarf, and in many regions, elves and dwarfs are mythological creatures of great intrigue or beauty—but also of potential danger. In many primitive, rural areas of the empire, elves and dwarfs are believed to be mystical, strange, dangerous, wicked and evil. Periodically, any dwarfs or elves discovered in these brutal, rustic areas have been captured and killed by hysterical, wild-eyed and grim mobs, determined to keep their communities safe from being contaminated by such dangerous magical beings. The Tethorna Vallorean populations are generally far more educated, sophisticated, and knowledgeable, and do not hold to such violent, brutal superstitions.

In rural areas of the empire, Halflings are accepted and considered normal, natural creatures that are generally peaceful and inoffensive. In the larger Vallorean cities, people are far more urbane, worldly, and educated, and thus have fairly open and tolerant views for all kinds of races of creatures and humanoids, especially elves and dwarfs, but also for ogres, half-ogres, minotaurs, albeeri, harthak, saedren, and urrgan peoples. Naturally, however, such members of these races must appear to be members of various societies and tribes sanctioned and approved by the Vallorean Empire. Within the cities, the common depictions and customs of such races are generally known throughout the populace at large. Vallorean Ogres, for example, are viewed entirely differently from barbarian ogres, which are viewed and known to be evil, brutal and savage creatures. Vallorean Ogres are descendents of ogre tribes that submitted to the empire and became citizens. In some regions of the empire, there are huge populations of half-ogres that have been bred on vast agricultural farms alongside multitudes of state-owned barbarian slaves that work throughout their entire lives, living and working on these vast farming estates, as well as enormous mines in various hills and mountain ranges. Typically, half-ogre populations on such labor communities live and work amongst themselves, and are kept separate from state-owned human slaves.

From the most ancient of times, the Tethorna Valloreans befriended tribes of the wild and barbaric Urrgan. Urrgan are a race of noble, humanoid wolf-people that are often generally nomadic and rural, either living in small rustic villages in the forests, or wandering in the wilderness as nomadic bands. The Urrgan are typically noble, valiant, simple and barbaric, though they are generally friendly and on very good terms with local Vallorean populations, especially communities that contain Tethorna Valloreans. All Urrgan peoples, whether they live in the wilderness or within urban towns and cities are considered as Vallorean citizens, and are generally held with a deep sense of affection, loyalty, admiration, and paternal protectiveness by the Valloreans, whether Tethorna or common Vallorean.

Tethorna Valloreans typically believe that they have been divinely-appointed to be the guardians of the West, and to be the saviors of humanity, and the champions of all that is righteous and good. The Tethorna Valloreans are generally convinced that it is they, for the past thousand years and more, have been the guardians and protectors of law, order, freedom, dignity, and righteousness, and have defended countless realms and peoples from being subjugated and destroyed by the forces of darkness. Indeed, over two thousand years ago, the elves and dwarfs were engaged in a huge war with vast armies of beastmen, orcs, and monsters known as the Dragon Wars. The Tethorna Vallorean tribes—in those days, vast and powerful in numbers—marched to help the elf and dwarf kingdoms to the far north that were threatened by the forces of darkness, and proved to be decisive in achieving victory. After the Dragon Wars ended, the Tethorna Valloreans eventually formed the Vallorean Empire, which has grown powerful and endured ever since.

The Tethorna Valloreans have an ancient custom of holding gladiatorial fights as part of the funeral rituals and celebrations of a Tethorna Vallorean noble that has died, and is now traveling to the afterworld to serve the gods in glory. From this ancient custom, the Tethorna Valloreans have embraced Gladiatorial Games for the whole empire, as a way of providing entertainment to the masses, gain vast wealth, but also to serve as a sort of mystical religious blessing honoring all of the soldiers fighting and dying in the legions, serving and protecting the empire. Furthermore, as hand-to-hand combat is typically bloody and savage, the Valloreans feel that young men—especially from a young age need to become accustomed to the sight of bloodshed, and the screams of the dying. Through such spectacles of the gladiatorial games, the whole populace might be better hardened and steeled to violence and bloodshed, so they are better equipped to fight and serve the empire with unwavering courage and grim tenacity.

The Tethorna Valloreans believe that the courage and ferocity shown by the gladiators, and their sacred blood being spilled in honor to the Vallorean legions, provides divine blessings to the legions, and also serves as a form of spiritual redemption for the dying gladiators as they enter their journey to the afterlife. No matter what crime, what offense, a gladiator engaged in the life before becoming a gladiator, while he still may be damned in the afterlife, the gladiator may achieve if not total salvation, then at least the gladiator gains some measure of honor and glory in the manner in which they fight and the manner in which they face death.

The Tethorna Valloreans are united by a common culture, language and religion. However, there is some degree of schism, both politically and culturally. Politically, the Tethorna Valloreans of provinces in the northern half of the empire are very jealous of protecting their ancient feudal rights, and carefully and zealously defend their noble powers, rights, and privileges. The Tethorna Valloreans of the northern lands are typically feudal and deeply independent politically. Valloreans in the north are typically violent, martial and warlike, and are highly authoritarian and parochial. The northern Valloreans believe in their divinely-anointed rights and powers, as well as the ancestral rights, lands and powers given them by the Great Chieftains before there even was a Vallorean Empire.

Northern Valloreans are also typically rural, and much of communal life is centered on the ancestral castle of the noble lord—rather than a great city. Northern Valloreans deeply revere the natural world, especially the great forests, majestic mountains, and the shimmering lakes and rivers. Northern Valloreans work mightily and with great care to protect and preserve various natural areas and landmarks, and are careful in thought and policy in any policies of land use and development.

Northern Valloreans are often idealistic, heroic, and romantic in how they view the world, and how the world works, and should work. Northern Valloreans believe in many rural and mystical religious and cultural customs, and embrace their own mystical religious customs with great passion and fervor. Northern Valloreans—especially those of full Tethorna blood—are deeply against the intermixing with non-Tethorna peoples, as doing so dilutes the Tethorna blood, which is believed to be blessed by the Vallorean gods, and a chief source of the Tethorna Vallorean’s famously long lifespans, and incredible vigor and strength. Culturally and socially, as well as religiously, northern Valloreans are typically stubborn and very traditional, and are zealous in their resistance to any kind of change or demands for them to change, and become more “modern” and more “worldy”.

The northern Valloreans generally live in provinces that are far more ethnically, culturally, and politically homogenous and unified. The localized unity and rugged wilderness of much of the northern lands has contributed to the unchanging culture of the northern Valloreans, and even the various non-Vallorean tribes and peoples that have been conquered or absorbed over the centuries have been very close and similar to the Valloreans in culture, politics, and religion. Nonetheless, even in conquest, northern Valloreans often embrace a certain respect and thoughtfulness regarding foreign peoples and customs, and generally seek to accommodate foreign people’s customs and values in a forthright manner, subject to what they believe as the general supremacy and security of Vallorea. In contrast, the northern Valloreans often feel that the southern Valloreans are often not merely concerned with the welfare and security of the empire—but also view all non-Valloreans as uncouth, savage barbarians that when conquered, must submit their culture and customs—not just their religion—wholesale to the demands of the empire, and must simply accept that their cultures are essentially inferior in every way to that of the Valloreans, and the sooner they conform and embrace the Vallorean culture, the better off they will be.

The northern Valloreans, while firmly believing in the supremacy of the empire, also believe that even in conquest, the Valloreans are obligated to make as many reasonable cultural accommodations to the foreign peoples as can be done so, while honoring and securing the Vallorean supremacy. There is often passionate and heated philosophical discord between many northern and southern Valloreans over where to draw the lines as it were in the process of conquest and cultural blending that will likely never be truly resolved, as both factions have developed differing views in response to the very different environments that they find themselves living in, and informing their philosophical and political views.

Southern Valloreans tend to be everything the northern Valloreans are not—generally speaking, the southern Valloreans are very urban, sophisticated, and worldly, and live comfortably in a world that features many facets and changing currents of thought and philosophy. The southern Valloreans are not always—but much more likely to interbreed with non-Valloreans, and also to live in huge cities, and are constantly concerned with wealth, and the acquisition of more wealth, power, and status in a complex political and social environment. Southern Valloreans have resigned to themselves the need and desire to breed with other races and peoples, and generally assume everyone does so, and is eager to do so. However, even in the southern provinces, there are some Tethorna Valloreans that remain pure-blooded, or largely so, and actively speak against and condemn fellow Tethorna Valloreans that intermarry with foreign peoples. Southern Valloreans are, though in different ways, more imperialistic and materialistic than northern Valloreans. Southern Valloreans politically and philosophically are more comfortable with restraining or modifying individual noble’s powers, while strengthening and increasing the powers of the Emperor, as well as the Magistrate Councils and political participation by the urban masses.

Southern Valloreans are also often more comfortable with political customs that reflect the primacy of “The ends justify the means” as well as “The rights of the many outweigh the rights of the few.” Naturally, in dealing with the more culturally and religiously diverse lands and peoples in the southern regions and provinces of the empire, the southern Valloreans are typically forced to live in many hypocritical ways and embrace wholesale contradictions to many expressed political and philosophical values. This, too—the southern Valloreans are more comfortable with, and accept they must reign and govern a great empire where they must live fully in the real world of pragmatism, lust, greed, self-interest, competition, and innumerable philosophical, religious and cultural differences and conflicts.

Thus, while the Valloreans are generally united by a common language, religion and culture, “in-house” they have more than a few issues that provoke passionate public and private arguments and feuds, as well as occasionally heating up to such extent as to inspire nobles dueling in the parlours and palaces, as well as confronting each other in noble tournaments. In addition, due to these political and cultural frictions, various nobles and merchants alike are occasionally engaged in urban street campaigns, where mobs and gangs of hired thugs, mercenaries, former gladiators, as well as groups of ordinary citizens clash in savage and bloody riots. Furthermore, within the fine, white-marbled halls of various establishments and offices as well as schools and estates, there are often rich dinners and gatherings held where philosophers, nobles, priests, and other men and women of letters, education and eloquence engage in spirited philosophical debates dealing with all of these issues, among other topics of interest.

Religion

The Valloreans are primarily mono-pantheists, and united in their religious faith in one, single, religious pantheon that holds dominion over the entire Vallorean Empire. Vallorean temples hold various seasonal celebrations and festivals throughout the year, and are actively involved in numerous communal outreaches and activities for the entire community, as well as sponsoring weekly worship and religious services in every neighborhood and community.

The Tethorna Valloreans build large, elaborate temples of stone and wood, as well as other fine materials, and elaborately decorate their temples with as much wealth and fine craftsmanship as the community can afford. All Vallorean cities have prominent temples to each of the major gods, and often smaller temples to other lesser deities. Towns and villages may typically have one or several small temples to major deities, as well as a few shrines in honor to other deities that are especially favoured by the local community.

The Vallorean gods are briefly detailed as follows:

Vallenar—Sar-Vallenar; Supreme God of the Vallorean pantheon; “God of the Rising Sun”; “God of the New Dawn”; God of the sun; fire; war; righteousness; glory; valor.

Vallenar—Tar-Vallenar; Supreme God of the Vallorean pantheon; “God of the Majestic Sun”; God of the sun; rulership; judgment; law; fire; nobility

Vallenar—Ar-Vallenar; Supreme God of the Vallorean pantheon; “God of the Setting Sun”; God of the sun; fire; magic; law; knowledge; prophecy

Dhoranna—Kal-Dhoranna; Supreme Goddess of the Vallorean pantheon; Goddess of fertility, passion; vengeance; chaos; wild animals; and rulership

Dhoranna—Var-Dhoranna; Supreme Goddess of the Vallorean pantheon; Goddess of fertility; nature; earth; water; air; and fire

Dhoranna—Sar-Dhoranna; Supreme Goddess of the Vallorean pantheon; Goddess of fertility; wisdom; love; marriage; crafts; healing

Paladan—God of healing, smithing, fire, strength, wisdom and hope

Teganna—Goddess of the Moon; the stars; beauty; romance; glory; and war

Aribeth—Goddess of the Moon; justice, wisdom, purity, compassion and healing

Rhyllu—Goddess of the Moon, magic, chaos, prophecy, knowledge and secrets

Ulleric—God of Winter; mountains; storms; thunder; strength; and war

Utharna—Goddess of Winter; chaos; battle; death; storms; and destruction

Taarna—Goddess of Autumn; earth; harvests; domesticated animals; crafts; abundance

Halladar—God of Autumn; chaos; forests; nature; wild animals; earth

Galdar—God of Summer; forests, wild animals, nature, hunting, and nobility

Dramah—Goddess of Summer; fire; passion; fertility; music and art

Sarmanda—Goddess of Spring; waters; fertility; joy; passion; healing

Dartherrus—God of Spring; chaos; wild animals; music; passion; fertility

Martherrian—God of trade; travel; crafts; law; wealth; fortune

Nohbirrian—God of death; plague; pestilence; law; nobility; fate

Hardrannus—God of trickery; fortune; chaos; music; art; poetry

Elladain—God of the sea; trickery; nobility; travel; chaos and fortune

Mallannon—God of the sea; chaos; water; storms; animals; destruction

Dhamarna—Goddess of the sea; waters; animals; beauty; wisdom; compassion

Warfare

The Vallorean Empire is the strongest empire in all of Western Arthann. The Vallorean Empire has gained this great dominion by building and maintaining a huge, highly-trained and disciplined professional army, and a strong, powerful navy. The Vallorean Empire has an army of many legions of tough, professional soldiers organized into units of heavy infantry, as well as excellent heavy cavalry forces. In addition, the army also includes within the legions various units of archers and skirmishers. The Vallorean Empire typically augments the professional legions by the use of provincial auxiliary forces to supply additional skirmishers, raiders, archers, light and medium cavalry, as well various native barbarian forces which possess a range of special skills, training, and talents.

Cultural Weapons and Armour

Tethorna Vallorean Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)
Scale Armor (AC 6)
Breastplate (AC 5)
Chainmail Hauberk (AC 5)
Banded Armor (AC 4)
Platemail (AC 3)
Shield, Wooden
Shield, Steel

Tethorna Vallorean Cultural Weapons
Dagger, Dart, Sling, Club, Heavy Mace, Light Mace, Handaxe, Battleaxe, Heavy Flail, Light Flail, Warhammer, Shortsword, Broadsword, Longsword, Bastard Sword, Greatsword, Great Axe, Great Flail, Great Warhammer, Javelin, Spear, Lance, Pike, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Great Longbow
 
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SHARK

First Post
Human—Common Vallorean

History

Common Valloreans are by far the largest population within the Vallorean Empire, and representative of various Vallorean populations abroad on foreign shores. The Valloreans are genetically mixed between Tethorna Valloreans and other provincial peoples and barbarians, and possess a particular political and cultural history unique to each region and province within the empire. Generally speaking, the dominant Vallorean history has been fully embraced and accepted by the various Vallorean populations, simply being integrated with their own local native histories, and held as a time when they were variously allied, conquered, or otherwise absorbed into the empire.

Physical Appearance

Common Valloreans are typically fairly tall, with strong physiques. Common Valloreans are often charismatic, charming, and dynamic. Valloreans may often have pale, white skin—though other skin tones are generally predominant. Valloreans often have black-brown, ebony-black, blonde or dark-brown hair, though many colors occur, and dominate, depending on the local region and province. Valloreans usually have some color of blue, grey, or brown eyes—again, however, highly reflective of the local and regional ethnic population or individual family.

Common Vallorean men often wear their hair cut short or perhaps to their shoulders or middle of their back in length. Valloreans have thick hair that is typically straight, though wavy and curly hair is not uncommon. Vallorean hair varieties, as well as styles and customs are highly variable, depending on the local region and ethnic environment. Vallorean women often wear their hair long and straight, or in long, curled masses, though with great diversity in styles and customs, depending on the local region and ethnic environment. The Common Valloreans typically enjoy a huge range of fashion styles, colors, and materials, depending on the local region and ethnic cultures, as well as the individual family and neighborhood. Valloreans typically embrace all manner of fine jewelry, perfumes, oils, and cosmetics with a broad range of preferences, styles and customs, depending on the local region and ethnic environment and influences. In rural settings, Vallorean women typically wear modest perfume or cosmetics, if any at all; while in urban areas, Vallorean women are very fashionable and sophisticated in their styles and tastes of perfume, oils, cosmetics, and clothing. Male Valloreans likewise are more influenced by the prevailing cultural customs, typically ranging from simple, rustic and unpretentious preferences in a rural environment, and far more fashionable, sophisticated and rich in urban communities.


N.B: Player Characters are encouraged to review the Vallorean Character Tables, presented below:

Valloreans are often tall, strong, vigorous, and charismatic. Valloreans have a huge variety of skin tones, hair and eye colors, and various ethnic features inherited from their Tethorna Vallorean blood, and various non-Vallorean bloodlines. Through the centuries of conquest, slavery, marriage and interbreeding, most of the particular Tethorna Vallorean characteristics have been bred out, and Valloreans are largely identical to standard humans throughout the world in every genetic way. Valloreans are standard humans in every way, though may have occasionally superficial characteristics more in common with their ancient Vallorean heritage. Valloreans may be half-Tethorna Vallorean, and half-something else, or as likely to have some Vallorean blood, and a large infusion of one or more other ethnic bloodlines from a process of constant and chaotic interbreeding and intermarriage through the years.

Vallorean Character Ability Summary
As per standard human character generation, as follows:
Human characters gain a +2 bonus to any two selected abilities at character generation.

Vallorean Character Tables
Vallorean characters may possess features of the dominant Vallorean bloodline, though they have a mixed heritage of some kind. Just as likely, a “Vallorean” may appear as a particular dominant ethnic member, or a blending of such ethnic bloodlines, with only a vague or distant Vallorean heritage.

Vallorean Character Table: Skin Tone
Dice Roll/Skin Tone
01-25%: Pale-White
26-40%: Olive-White
41-50%: Florrid-White
51-55%: Light-Brown
56-60%: Light Tan
61-65%: Olive-Tan
66-75%: Olive-Brown
76-90%: Cinnamon-Brown
91-95%: Tawny-Brown
96-00%: Bronze-Brown

Vallorean Character Table: Hair Color
Dice Roll/Hair Color
01-20%: Black-Brown
21-50%: Ebony-Black
51-60%: Dull-Black
61-75%: Dark Brown
76-78%: Chestnut Brown
79-81%: Chocolate Brown
82-84%: Honey-Brown
85-87%: Golden-Brown
88-90%: Red-Brown
91-92%: Red-Auburn
93-94%: Ash-Blonde
95-96%: Golden-Blonde
97-98%: Honey-Blonde
99-00%: Brassy-Blonde

Vallorean Character Table: Eye Color
Dice Roll/Eye Color
01-20%: Dark Brown
21-30%: Golden-Brown
31-33%: Hazel-Brown
34-36%: Bright-Brown
37-40%: Pale-Brown
41-43%: Bright Blue
44-53%: Blue-Grey
54-57%: Blue-Green
58-60%: Ice-Blue
61-70%: Iron-Grey
71-80%: Pale-Grey
81-85%: Ice-Grey
86-90%: Bright-Green
91-97%: Pale-Green
98-00%: Golden-Yellow

Vallorean Height and Weight Tables

Male Vallorean Base Height: 5’4”-6’6”; (5’2”+2d8”);
Average Height: 5’10”
Male Vallorean Base Weight: 134-260-lbs; (120+14d10);
Average Weight: 190-lbs.

Female Vallorean Base Height: 5’0”-6’2”; (4’10”+2d8”);
Average Height: 5’6”
Female Vallorean Base Weight: 92-200-lbs; (80+12d10);
Average Weight: 140-lbs.

Vallorean Cultural and Ethnic Heritage

Varanthus Regional Vallorean/Foreign Ethnic Cultures
01-15%: Tethorna Vallorean Primary/Mixed*
16-50%: Vallorean/Varanar Character Tables*
51-65%: Vallorean/Nemberi Character Tables*
66-75%: Vallorean/Gharnoth Character Tables*
76-85%: Vallorean/Malbari Character Tables*
86-95%: Vallorean/Archaedian Character Tables*
96-00%: Vallorean/Other Ethnic Heritage*

*Reference Vallorean Heritage Explanations, below:

Vallorean Heritage Explanations

01-15%: Tethorna Vallorean Primary/Mixed*
The character appears largely to be a Tethorna Vallorean, though the character has a family member in the distant, recent, or immediate past that was some kind of barbarian or foreign mixed blood. Typically, such an individual has a long family history of pure Tethorna Valloreans, and their mother or father was non-Tethorna Vallorean. Most such instances are a pure Tethorna Vallorean parent mixing with a Vallorean. Naturally, other intermixing with an entirely different ethnic member may also occur, though intermarriage with Valloreans is a much more common occurrence, especially for Tethorna Valloreans, as they often desire the closest bonds of blood, culture and religion. The character uses the Tethorna Vallorean Character Tables or Vallorean Character Tables, or the appropriate ethnic character tables. Also, while the skin, eyes, and hair tables may be Tethorna primary, the height and weight tables are from the Vallorean section, or an appropriate ethnic section. Note, however, while the character may appear virtually pure as a Tethorna Vallorean, the character does not gain the benefits of a pure Tethorna Vallorean, as their blood has somewhere in their past, either long ago or recent, been mixed with non-Tethorna blood.

16-50%: Vallorean/Varanar
The character may roll on the Vallorean Character Tables, or the Varanar Character Tables, or if desired, mix and match from either, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or the Varanar height and weight tables.

51-65%: Vallorean/Nemberi
The character may roll on the Vallorean Character Tables, or the Nemberi Character Tables, or if desired, mix and match from either, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or the Nemberi height and weight tables.

66-75%: Vallorean/Gharnoth
The character may roll on the Vallorean Character Tables, or the Gharnoth Character Tables, or if desired, mix and match from either, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or the Gharnoth height and weight tables.

76-85%: Vallorean/Malbari
The character may roll on the Vallorean Character Tables, or the Malbari Character Tables, or if desired, mix and match from either, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or the Malbari height and weight tables.

86-95%: Vallorean/Archaedian
The character may roll on the Vallorean Character Tables, or the Archaedian Character Tables, or if desired, mix and match from either, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or the Archaedian height and weight tables.

96-00%: Vallorean/Other Ethnic Mix
The character may roll on the Vallorean Character Tables, or mixing and matching from two or more other sets of ethnic character tables, as appropriate. Furthermore, the character uses either the Vallorean height and weight tables, or an appropriate ethnic selection for height and weight.

Politics

In the various provinces, there are occasionally local forms of government, tribal government and other political arrangements that may be allowed to exist in a distinct form, and otherwise integrated into the larger political scheme and system of the empire, as determined by the provincial king or governor.

Culture

The Vallorean cultures are an overall blending of the dominant Vallorean culture influenced and integrated with a wide variety of local and regional ethnic cultures and customs. Vallorean morals, customs, standards and expectations are heavily influenced by the dominant Vallorean culture, though with varying degrees of influence and integration from the various ethnic cultures prevalent in the region.

Vallorean marriage customs—especially in distant provinces, or rough border areas often embrace a set of marriage customs generally diluted and changed from the primary Vallorean customs, and may have various other expectations, elements or customs depending on the local populations, neighborhood, and so on.

Vallorean marriage customs are summarized as follows:

Monogamous; Loose, Informal, Concubinage

Loose: People involved have varying expectations of absolute sexual fidelity and exclusivity; mistresses, lovers, and so on are fairly common, and generally accepted.

Informal: The culture has no strict requirements concerning divorce, and divorce is relatively easy and simple to do, with no social, religious or cultural stigmas for anyone involved. In addition, children born out of wedlock are not subject to being outcasts, and may be common and entirely accepted.

Concubinage: The culture embraces the custom of maintaining concubines for a married person, whether male or female. In the cases where concubines provide children, the children have some rights of inheritance. In addition, concubines have an official, legal and social status, and enjoy specific social, legal and inheritance rights.

Economically, the Vallorean Empire is a vast dominion, rich in natural resources of every kind, and enjoys a sophisticated, coin-based economy. However, in various regions of the provinces throughout the empire, various bartering systems may be in place alongside coin-based economies, and have significant influence, and even local dominance.

Religion

Vallorean religious standards and customs are the same as for Tethorna Valloreans, modified by various local regional and ethnic conditions.

Warfare

Valloreans are part of the Vallorean Empire, and with the exception of occasional unique forms of tribal and provincial military traditions, generally conform to the system organization, and forms established throughout the entire empire.

Cultural Weapons and Armour

Vallorean Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)
Scale Armor (AC 6)
Breastplate (AC 5)
Chainmail Hauberk (AC 5)
Banded Armor (AC 4)
Platemail (AC 3)
Shield, Wooden
Shield, Steel

Vallorean Cultural Weapons
Dagger, Dart, Sling, Club, Heavy Mace, Light Mace, Handaxe, Battleaxe, Heavy Flail, Light Flail, Warhammer, Shortsword, Broadsword, Longsword, Bastard Sword, Greatsword, Great Axe, Great Flail, Great Warhammer, Javelin, Spear, Lance, Pike, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Great Longbow

N.B:
Cultural armor and weapon selections are in general, the same as for Tethorna Valloreans, as the empire as a whole—however, local, regional, and ethnic standards, customs and resources may take precedence or alter the availability or access of various items and styles of armor and weapons technology.
 
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Dragonblade

Adventurer
Hey SHARK! Long time no see! I just found this thread today. Its good to see you on the boards!

I haven't heard from you in a long time, my friend! Send me a PM with your contact info so I can call you and we can catch up.

I love reading about your campaign world! I'd love to play, but sadly my 1e stuff is buried deep within the lost recesses of my garage so I'll probably just observe. :)
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
wow, somone has been busy with their world's notes!. I think that I will copy the text and read off line today.
 

BattleAxe

Explorer
Holy !""$£^&%$&^&%^%& %^$%$£ Batman.

That's some serious reading to do. Then I'll update my description and background.

I was wondering what was happening with this, but now I know - the world was being created......A little longer than six days, but I guess looking at this little lot, we can't complain ;)

I am now seriously looking forward to adventuring in such a richly detailed and historied world.

Thanks SHARK
 

Roman

First Post
Hey guys, I am wondering... how much difference is there between 1E AD&D and 2E AD&D? My D&D days started with 2E AD&D and although I have transitioned to 3.X edition long ago, I still hold dear memories of games run in that system. :)
 


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