Characters should be a member of one of the Tribes. They should care about justice and faithfulness, and if wickedness were flourishing they should feel duty-bound to act. To be conflicted or hesitant is fine, but to be strongly self-serving wouldn't work. (Of course, Han Solo, for instance, was strongly self-serving on the surface, but altruistic underneath.) To be motivated out of loyalty to someone else who was altruistic (Sam) would also work. Vengeance could be an initiator, but should give way to a deeper motivation later.
There are no "wizards" or "magic-users" in this game. There is no "spell-casting." However, most everyone is "magical" in some way. Usually this is expressed as a Gift (see On Gifts, iv), a magical ability that the character has. In most cases, characters will have only one gift. Some people have none. Gifts are unique, all gifts should be structured in a specific and unique fashion, rather than generic powers. It is possible to purchase more than one power if they are expressions of the same Gift, but you will have to persuade the GM this is true. It is conceivable that someone might have two Gifts, but you'd have to come up with a very good explanation.
On the Tribes
(Following is the info available to starting players. More detail is available at the Peoples page in the Details section.)
The words "people," "tribe," and "race" mean largely the same thing. All are considered "human" (with the possible exceptions of the Fairies and Dwarrrowmen), and they may freely interbreed. Some may appear more or less "elvish," but the difference between, say, the Salts and the Kingdom are simply one of degree, not kind. Thus, average size of humanity ranges from 3' 6" to 7' 10", and from 65#-280#, with small individuals of the small races being even smaller, and likewise among the larger. Most of these people are "magical" to some degree.
No one is immortal here, but some races are longer lived than others. The ancient races are the longest lived, a few centuries on average. Average lifespans given in the listings exclude those who die "prematurely" from accident or disease--they are averages of those who have lived "a full life." Ages of physical maturity do not vary more than a year or two, and approximate American norms of the mid 20th century. Ages of "maturity" listed are ages at which an individual is expected to conduct his or herself as an adult. These depend more on the amount of lore considered necessary in a tribe than on the lifespan. 12 to 26 is about the range, although these numbers are averages only--in no case is it a rigid legal definition.
The game will begin in the Bent Horn clan of the Nami, on Sunrise Ridge of Kanstalith Mountain. A few members of the Loud Earth clan are present, having fled the Water Gap where they lived when the son of their chief told them to, bringing news of an advancing Kingdom army, and speaking of regrouping for a flank attack. However, most of the clan did not follow, for reasons unknown. There are also a very few members of the Cold Stone clan, that bore the brunt of the Kingdom attack. Most of their kinfolk are either dead or enthralled.
Follows are brief summaries of info that is known to people in this region. Once you select an origin, there may be additional information available to you. If you are considering a race other than Nami or the Kingdom, tease the GM with your idea and he may give you more information.
Nami
A stout and hardy people, ruddy of skin, with curly dark hair and dark eyes. Ears slightly pointed. Average 5'7 & 160# male, 5'3 &140# female. Average lifespan 120 years. Maturity at 16.
The Nami are a rugged group of folk who have settled in the valleys of the Kanstalith and Frodlith mountains, raising potatoes, goats, and pigs, and hunting extensively. They dress in buckskins, leather, and wool, they keep shaggy horses mostly for work. They do some ironwork, but good steel such as is needed for swords (other than "short") or armor is beyond them. They have in the past, however, traded extensively with the Kingdom, and so there are some steel swords among them. They wear war masks in battle.
They are organized by clans and kinship ties. Each clan has a chief, who may be male or female.
Kingdom
Fair, brown hair, gray eyed, round ears. 5' 10 & 170# male, 5' 4 & 140# female. Average Lifespan 70 years. Maturity at 12 for peasants, 16 for nobles.
The Kingdom has only been such for a century or so. After its founding it had been in decline, and actually split into two 16 years ago, one side of the river Asalath for each brother. These brothers were quickly usurped by the current king, who has begun a campaign of conquest. He has spread himself over the entire Asalath basin. Tales say he deals brutally with those he conquers, but gently with those who surrender to him.
The Kingdom is a stratified country with lords and villeins and a small but potent priesthood. Kingdom folk do not have magic gifts, except the priesthood. The priesthood, however, consists entirely of castrated males. Questions such as diet, dress, and the like depend on the character's social status.
Other Folk
The Riparian are a gypsy sort of people who live on the Asalath. They are wholly subsumed within the Kingdom, and are nominally bound to them, but keep to their own ways. The Marish are an ancient, powerful people living in the swamps around one of the tributaries of the Asalath. The Gandlin are a fey people who live on the edge of Sigilind's Forest, a magical wood in which all trails are confused. They are in deep kinship with the forest, they use no metal arms or tools, but they escaped conquest by the Kingdom by withdrawing into the wood. The Skarling are a meek people living in the Wet Wood, in thrall to the Kingdom. The Muttheow are a people that, in legend, are related to the Nami somehow. They live in the west, across the Kanstalith, across the dry plateau beyond. This dry plateau is home to the Morhirrim, a fierce and warlike horse-riding people. Somewhere on this plateau is a famous Salt Sea, and in that sea is an island, and on that island are the Salts, an ancient people that are the greatest weaponsmiths on the face of the land. Under the earth, however, are yet better smiths, the Dwarrowmen. Where their doors open, few can say. Recently, you have heard tale of Sea Raiders, foreign people pillaging along the coast. Lastly, there is a winged people that flies overhead from time to time. They appear to leave the country every winter, and return in the spring.
Rumors. There are folk spoken of as lion people who travel through the country rarely. There are many tales of them, but few sound trustworthy. There are also said to be wolfriders, bear people, horned people, pelted people, cyclops and four-eyed people. Most of these stranger folk are said to live "Leeside," that is, on the west of the Spine of the Country. The previously mentioned folk all live "Weatherside." Oh, yes, and there are a race of tiny fairy-type people living in Sigilind's Forest, the tales tell.
Any player interested in playing one of these peoples should talk to the GM for more information. There are pros and cons of each of these races, and some might be inappropriate, but I can be persuaded. You will also need a reason you are currently among the Bent Horn clan of the Nami.
This information is what is commonly known in this region. You may freely use any of it. You may be entitled to more (and more accurate!) information based on your character.
On the Country
The Land is a very large island some 1000 miles from end to end, with a few smaller islands in addition. It has a major mountain range going down the length of it, called the Spine of the Country, or just the Spine. Around the center of the island is a high plateau between two arms of the Spine, the easternmost of which is called the Front Range. The land is generally northerly in climate, with the extreme north end approaching an arctic environment. The Spine contains several mountains over 10,000 feet high, including a few that are permanently snow-capped, and a few that are active volcanoes.
The land east of the Spine is known as "Weatherside," because the prevailing winds blow fairly steadily from east to west. The land to the west is known as "Leeside." Leeside tends to be dryer than Weatherside. Leeside is generally regarded as a wilder place, home to goblins and demons but few people. The north of Weatherside is also wild.
In the south of Weatherside is a major river basin, drained by a river known as Asalath the Mighty. The northern edge of this basin is covered by Sigilind's Forest, a magical wood where, it is said, no one may pass. The southern edge is covered by the Wetwood and the Marish (both a people and a swampy place).
On Languages
There are two principle languages, the which being Weatherine and Lee, spoken on their respective sides of the Spine. These languages are related, so the cost of learning the other is 1 point less than normal. There are, however, many dialects of each, which may make various speakers of these languages harder to understand. These languages are not spoken by the ancient peoples, such as the Salts and Marish, who have their own languages, nor is it spoken by such foreign people as the winged folk, the sea raiders, etc. There is another language spoken in the north.
On Virtue
This world values honesty and faithfulness. Your word is your bond. In fact, it is possible that an oath can become a moving force (see On Oaths, below).
This world values the land. Love of place and love of beauty are symbols of a rightly lived life.
This world values kinship. Your family and blood-relations are dear.
This world values courage. One who lives rightly need have no fear of speaking the heart. To see evil and not act is to join the evil.
This world values humility. One who reaches for power and tries to make much of himself is turning his back on his kin.
This world values generosity. At least among most tribes (not the Kingdom), wealth is defined by how much you give away. This doesn't mean you give to everyone, but it does mean the man with the chest of gold is seen as poor and of little account.
On Oaths and Vows
Oaths have power in this world. If you swear to do something, you may be bound to do it. You may bring misfortune on yourself (as well as scorn) for oath-breaking. It is even possible to invest something into an oath, which may give it power that may force its fulfillment. For instance, if you swear "by my head," or "by my life," you are pledging your life to fulfill the oath. Since human life is a source of great power (see On Magic below), this may bring it about. On the other hand, breaking this oath might kill you, and, should you have sworn to something that is beyond the power of your life to bring about, you may well die in the effort. Furthermore, your life can only be sworn to one oath at a time, so it precludes the option of swearing by other outcomes. For these reasons, as well as the questionable moral issue of swearing your life to a deed, this is generally seen as a borderline acceptable thing to do, except only in the most extreme of situations.
Other, lesser vows may be made. You can swear away your happiness (Prozac will not help you). You can swear away your libido (the same for Viagra). The object of the oath should be related to the nature of the oath. ("If I don't avenge my father's death I will never love again!" hm? Have you told Dr. Freud?)
One oath which you do not make is to swear on anyone else's life. This is evil.
See also Magic and Gifts

