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Peoples of the World of Aernth
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This list is (still) under construction. It will eventually include all the common and semi-common races and cultures of beings that populate the World of Aernth. It will eventually include a description of each culture and the beings that make up each culture.

You will also likely notice the large number of languages present at the end of this document. This list of languages is currently being edited to make it more logical and to include the lands that did not appear on the old regional map that are now visible on the new and improved global map. There is no "Common" language, the closest thing there is to this is Argentum, which is the language used by most prominent merchants. There are a lot of similarities between many of the languages however, so knowledge of a few select languages will allow a typical character to communicate with a variety of people in wide ranging locations. While this does give advantages to those who learn a large number of languages, it is something that I have a tendency to overlook, so any player that takes several languages should try to remind me every so often to take it into account. Also this encourages the learning of languages, as most characters that are generated, tend to never learn anything beyond their starting languages.

Aquilai- They tend to have blond hair and blue eyes, average about 6’ tall (women 5’8"), and about 180 lb. (women 130 lb.). They are natives of a long since fallen empire that had existed far to the west of the channel cities (an area now known as the "Forbidden Plains". These people are now spread out throughout the world at the locations of former remote port cities of the ancient empire (these include: West Argentum, East Argentum (of the channel cities), Aquiladi, Aquinoch, Barengol, Pazzergrandes, and Veltinochin). There are also still a few of these peoples in the lands surrounding the Forbidden Plains (although very few, when the empire crumbled at it’s source, the "lesser slave races" rose up and massacred most of the Aquilai within the area), but they are shunned and hated there.
For character generation purposes, they are considered to be High Men (as per the RMSS rules), although there are many descendents who claim the Aquilai lineage, who are in reality Mixed Men with Mariner or Urbanmen cultural upbringing (being cross bred with other human groups). If using Fudge, they can be represented as being Mind scale +1 and Knowledge scale +1, as well as Body scale -1 and Charisma scale -1.

Gambed- These people are of both Common and Mixed Man race with both Rural and Urban Man cultures (using RMSS rules). Or if using Fudge, Discipline scale +1 and Spirit scale -1. They are native to the eastern coasts of the western continent (Gorled Kingdom, some of the Petty Kingdoms). See the Rural Man descriptions with the following adjustments:
Usually of tanned or ruddy complexion, and medium to dark brown hair (men usually have long hair, sometimes worn in a pony tail and beards, women tend to wear their hair long and loose), and tend to wear heavy and drab colored clothing. They tend to be very militaristic and steadfast in their ways. The Mixed Men of this race tend to come from the royal or noble houses (although this is not always the case (Mixed Men tend to be slightly taller and slightly heavier of build).

Balmast- Similar to the Gambed above, except for their demeanor, they tend to be less militaristic and much more friendly and easy going in nature. Native to the western shores of the eastern continent (Martelain and South Shore areas). Using Fudge, treat as standard humans for their Attributes.

Northerners- These people come from an area to the north-east of the channel region. They are comparable to the High Men (with blond or light brown hair, and usually blue eyes) for the more pure blooded, or of Mixed Man Nomad culture (same coloration, and tall and stocky, although slightly less so than the High Men of their culture ) for the "lesser" bloodlines. Using Fudge, their Attributes are altered as follows; Strength scale +1 and Intuition scale -1.

Anistali- Use info for Common Woodmen (average height for men is 5’6" and for women is 5’1", while their average weight is 140 and 100 lb. Respectively) when using RMSS rules. If using Fudge, they are concidered to be typical humans (no Attribute adjustments). They make up a couple of the Petty Kingdoms that comprise the Dorgard Union (Lindenwood Kingdom and Willow’s Vale Freehold). They are a relatively small presence in the channel region, but enough to be of note.

Masgand- These peoples are the Mixed and Common Hillmen of the channel region Native to the foothills and highlands of the Grey Mountains (western Gorled and Petty Kingdoms) (RMSS rules). If using Fudge, consider them to have Discipline and Strength scale +1, as well as Charisma and Resoning scale -1. They are a fierce and brutal people. They do not give over their loyalty to anyone easily, but when they do, one learns the true meaning of loyalty. They no longer have a language of their own, although it is rumored that at one time they did (no one knows for sure, or for that matter what happened to it if they did). They tend to have thick medium to dark brown or reddish hair, the men usually wear beards and cut their hair to about shoulder length, while the women tend to wear their hair tied back and long. They average around 6 feet tall and 200 pounds for men and about 5’ 6" and 130 pounds for women.
They are a very

Salinath- Tend to be of medium height and light build, but this varies considerably from one clan to the next. They are treated as Mixed or Common Men with culture varying through Rural, Nomadic, Hillmen, and a few Urban. They live throughout the southern foothills of the Red Mountains, as well among the plains that stretch between the mountains and the Great Sea of Sand far to the south. Being in the east of the Eastern Continent not a lot is known of these very clannish people other than the fact that they are divided into numerous small kingdoms and city-states.

Vensalee-

Bornard- These are the proud and fierce horsemen that populate the small open plains north of the Aquinoch Kingdom. They are treated as Mixed Man Nomads, even though they tend to reside in small permanent cities. They are average height and of stocky build, but their stocky frames are trained from a young age to handle the horses that the region is famous for breeding.

Firbulge- As Great Men (from RM2)

Arctic Men- The short and heavy set people that make the frozen northern coasts of the Western Continent their home are as steadfast and disciplined as any humans come. They have very dark brown or even black hair. Their primary mode of transportation is sleds drawn by teams of heavy thick furred dogs, which also serve as their companions and help with the hunt. These people are treated as Common Men of Nomad culture, but they receive an additional +5 to their Self Discipline racial bonus (for a total of a +10 bonus). If using Fudge, they can be represented by the following Attribute scale adjustments; Body scale +1, Discipline scale +2, Quickness scale -1, Mind scale -1, and Charisma scale -1.

Idyva- These Feline peoples are only common to the thick forested area north of the Barengol Freehold. See the "Creatures and Monsters" book from Iron Crown Enterprises for a more complete description.

Galthan- These people live among the lands around the Forbidden Plains. They are treated as Common Hillmen. They tend to be average height with light brown hair usually worn very short. If using Fudge, treat them as standard humans for their Attributes.

Grenzal- These people are sometimes referred to as half-Dwarves by outsiders (only to have the outsiders head removed from his body by the blade of a Grenzal for such talk). They are short by human standards, but are too tall to be Dwarves. But yet they have the same sturdy and solid build of the dwarves and are nearly as stubborn. If using Fudge, they receive Body, Discipline, and Strength scale +1, as well as penalties of Quickness, Spirit, and Charisma scale -1.

Sibbicai- See "Creatures and Monsters" by Iron Crown Enterprises for a more complete description. They are native to the Sibbicai Peninsula, which very few humans have ever visited and been allowed to return to human lands from. They are very reclusive and do not tolerate outsiders. These "Dog-Men" have what is probably the most strictly organized mercenary fighting force in the known world, and their services command a very high price for those wishing to use their services. They import and export very little. The one city that is known along the coast of the huge Clearwater Lake is a very large and fabulous looking place, although most of the sailors have never been allowed to pass through the walls and into the city away from the huge pier.

Volgfein- These are a much less disciplined and considerably less civilized cousins to the Sibbicai. They are a sparse and reclusive people that do not form even villages on their own, they tend to meld with the seedier side of human societies. It is believed by some that they where once a splinter group of the Sibbicai that where banished form the Sibbicai homeland long ago for unknown reasons. This is unlikely however, as the Sibbicai tend to execute their less desirables rather than banish them, and meetings between these two similar races tend to end in violence and bloodshed.

Algleth- These tall thin people tend to have thin light brown or even sandy blond hair. They are of Common Man blood with their culture varying quite a bit, to include Mariner, Urbanmen, Rural Men, and Woodsmen. They tend to have green eyes.

Archendurn- These people are decended from a barbaric lineage that came to grips with the civilized peoples when the ancient Ruglund Empire moved through the central part of the Western Continent. They are a sturdy people with medium to dark brown hair, worn in a variety of styles. They tend to have green eyes. For character generation purposes they are considered to be of Common Woodman blood, although the royal and noble family lines are actually Mixed Woodmen. They tend to have light colored but yet leathery skin. They populate the region west of the great Clearwater Lake (also known as the Inland Sea). If using Fudge gaming rules, they are treated as typical humans for their Attributes.

Vilindas- These short stocky people are the only true humans that the Grenzal people trust. They are considered to be of Common Rural Man blood for character generation purposes. They usually have short light brown hair and beards for the men and long light brown hair for the women which is usually braided. Unlike their shorter neighbors (the Grenzal), the Vilindas people are very jovial and laid back, they are an easy going, yet hard working people with a love of good food and drink and epic stories and poems.

Vilsarth- Common Woodsmen with very dark skin and short tightly curled black hair. These tall and lithe people are very accomplished hunters and trackers. They are not very organized and tend to live in very small tribal groups, which move around somewhat often. While they outnumber their larger and more civilized bretheren (the Tengond), they are no match for the superior tactics when it comes to large scale battles. But they manage to survive quite well due to keen survival skills and their reclusive nature. While there are many of the Vilsarth that live among the Tengond, and seem to be quite happy doing so, there is still a lot of animosity between the two groups due to their varied lifestyles.

Tengond- The Tengond people are the tallest humans in the known world on average (close to 7’ tall). They are considered to be of High Man blood, with very dark skin and thick black hair. They are a very proud and civilized people even though they tend to have very little contact with the other "civilized" peoples of the world, due in part to their remote location deep within the vast and uncharted (according to those of the channel region anyway) Southern Jungle. They have a fairly extensive empire beneath the thick and tangled jungle canopy. Trade between the Tengond peoples and the merchants of Argentum have proved to be very profitable for those willing to undertake such risks. There are numerous products and resources that are available within the jungle that can be found nowhere else in the world.

Fangond- The Fangonds are the Mixed men bretheren of the two above races. They are considered to be the half-breeds of the dark jungle peoples. While they number very few, they are the only thing that keeps the Tengond from overrunning the Vilsarthian tribes in the outer regions of the jungle. They are also often found as guides for outsiders through the jungle due to their extensive Woodsman culture.

Argrandi- Mixed men of a Nomadic culture. They reside in and around the Great Sea of Sand (also known as the Burning Desert). They are a hearty people with short black hair (although the women usually have long hair) and dark complexions.

Archtar- These small and very reclusive peoples live along the northern edges of the great Southern Jungle, where it changes into temperate forests. They are believed to be decended from the Argrandi, but this is not known for sure. It is believed that they may have come over the Red Mountains long ago from the Great Sea of Sand, and settled within the canopy of the huge trees that are common to that area. The most interesting thing about them, besides the fact that they are the smallest in number of the human peoples is the fact that they have domesticated huge spiders, which they utilize for mounts as well as using the "silk" from their webs for making a type of very fine cloth or rope. Which brings a very high price in the markets around the world due to it’s incredible strength and durability. They are treated as Common Woodmen for purposes of character generation.

Languages of the Lands
 
A Frozen Tongue 10/10  Arctic Men   b(1/4)
B Sherson 10/10  Halflings  Unique
C Westron 10/10   kingdoms west of the Forbiden Plains F(1/2), DE(1/4) 
D Nestor 10/10 Twin Rivers, Nestor, N of Forbiden Plains  PF(1/2), CE(1/4) 
E Galthor 10/10 N. Petty Kingdoms(N. of Forbiden Plains)  F(1/2), CD(1/4)
F Ancient 20/20  Forbiden Plains (former Ruglund Empire)   CDEZP(1/2), gHIK(1/4)
G Idyva 15/15 Idyvernel Lands (Idyva race) Unique
H Barengol 10/10 Barengol Freehold  F(1/4) 
I Algleth 10/10  Algleth, Gilstarn, Delvand, Revlund  F(1/4)
J Bornheld 10/10  Bornheld Kingdom (Bornard people)  L(1/2) 
K Aquinoch 12/12  Aquinoch Empire  F(1/4) 
L Goleth 10/10  NW. Archendurn Kingdom (Vensalee)  JM(1/2) 
M Archendurn 10/10  Archendurn Kingdom, Willowdale  L(1/2), g(1/4) 
N Carlend 10/10  Carlend, Calenharn, Gledliven  O(1/2), P(1/4) 
O Havlen 10/10  Havilend, Thurlund, Knastin, Sclordrach  N(1/2), P(1/4) 
P Argelum 12/12  W.Argentum, Stronach, Beladich  ZF(1/2), NO(1/4) 
Q Sibbicai 15/15  Sibbicai Peninsula (Sibbicai & Vulfen)  Unique
R High Elven  20/20  Elven Peoples  Sj(1/4) 
S Low Elven 15/15  Sylvan (Wood) Elves  R(1/4) 
T Vilin 10/10  Vilindas Kingdom  W(1/2), U(1/4) 
U Grenzal 12/12  Grenzal Lands (Half-Dwarves??)  TV(1/4) 
V Kazend 12/12  Holthen-Golvis (Dwarves)  U(1/4) 
W Wilgar 10/10  Wilgar Kingdom  T(1/2) 
X Gorled 10/10  Gorled Kgd., Dorgard Fed.(petty kgds.)  Y(1/2), a(1/4) 
Y Salinath 10/10  Salinath Clans  b(1/4) 
Z Argentum 15/15  east Argentum (Merchants Speech, "Common")  FP(1/2) 
a Balmast  10/10  Martelain, South Shore  X(1/4) 
b Nordron  10/10  Northern Empire  AY(1/4) 
c Vilsarth  10/10  Vilsarth Tribes (SE Jungles)   de(1/4)
d Tengond  15/15  Tengond Tribes (SE Jungles)   ce(1/4)
e Fangond  10/10  Fangond Tribes (SE Jungles)  cd(1/4) 
f Burning Tounge  10/10  Argrandi (S. Desert)  gk(1/4) 
g Dry Tounge  15/15  Venstans (S. Desert)   Ff(1/4)
h Dark Tounge  8/8  Orcs, Goblins, Ogres, etc. i(1/4) 
i Shadowspeak  15/15  Drow (Dark) Elves  hR(1/4) 
j Firbulge  10/10  Firbulge Clans  Unique
k Archtar  10/10  Archtar peoples  f(1/4) 
l
m Silent Tounge  15/NA  Thieves, Burglars, Assassins, etc.  Unique
n Sailor Speak  15/15  Sailors (written is actually flag signals)  Unique
o Centaurian  20/20  Centaurs  Unique
p Gnomish  20/20  Gnomes  Unique
q
r Gratar  10/10  Gratar  Unique
s Hiraz  18/18  Hira’razhir (Avians)  Unique
t Dangond  18/18  Dragonians, Drakes  Unique
u Sohleug  12/12  Sohleugir (Lizardmen) Unique
v Sstolth  12/12  Sstoi’isslythi (Reptilians)  Unique
w Kralis  6/6  Sea-Krals  Unique
x Mahaz  10/10  Maazhat  Unique
y Arquinas  15/15  Mermen, Aquatic Elves  Unique
z Ogham [pronounced o'um] 15/15 Druids [professional language] Unique
 
 
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