Tuesday, April 26, 2011

Elves, Wood—Sarlenya, Gallarond

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

Elves, High—Marlenya, Gallarond

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

Dwarf—Dharranim Dwarfs, of Zharen-Darthach

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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Halflings—Haeghenti, Parrallian Tribes

Halflings—Haeghenti, Parrallian Tribes

History

The Haeghenti—named Halflings by humans, as well as others—are a widespread, prolific race of small humanoids. The Parrallian Halflings are named for the Parrallian Hills, which is the central landmark of their communities. It should be noted that such a term as “Halfling” is primarily a human one—which has since spread and been adopted by others as a term for the Haeghenti peoples. The Haeghenti peoples refer to themselves as “Haeghenti” as a race, and then by whatever tribal name that they may originate from.

Originally, the first Halfling immigrants to the Varanthus region came from lands far to the south-west, in regions of north-western Aghanda. Many centuries before, various Halfling tribes had migrated from northern forests in Maltainia down into north-western Aghanda, and began to spread out and create prosperous settlements—some communities were established in the more temperate coastlands and arid desert regions, while other proceeded deeper inland, and settled in dense, tropical jungles and dark, mist-shrouded rain-forests.

The Halfling tribes in the temperate coastlands and arid desert regions interbred and mixed with local communities of Malbari humans, while the tribes that lived in the tropical jungles and rain-forests interbred and mixed with black-skinned humans of the native Mbornu tribes. Eventually, after some years had past, several Halfling tribes from both of these environments joined together into a tribal confederation, and lived peacefully while attempting to integrate into more advanced economies of local kingdoms of humans. The Halflings had gained a darker complexion from their frequent interbreeding with the various human tribes, and then proceeded to intermarry with each of the different Halfling tribes in the confederation, which resulted in the all of the Halfling tribes gaining a smooth, darker brown complexion over time. After several centuries of the darker Halflings interbreeding with other darker Halflings, continuously, the ancient, pale-white complexions of the Halflings tribal ancestors from the northern lands of Maltainia had entirely disappeared, and had been bred out of the Halflings genetic composition. However, the tendency for lighter-colored eyes remained somewhat, which still results in an occasional Parrallian Halfling possessing lighter-colored eyes, such as blue-grey, or pale-green. The vast majority, however, are typically born with darker-colored eyes.

The Halfling confederation, however, gradually became the target of increasing slave-raids by humans, as well as suffering from increased incursions by monsters. The arrival of the Valloreans in the region, however, provided the Halfling confederation with a sense of hope, and new opportunities. After several years, the Valloreans had agreed to allow the Halfling confederation to migrate into the Vallorean Empire—though the Halfling tribes were required to migrate and settle in lands that the Valloreans had chosen. The Vallorean legions had in recent years prosecuted a vigorous military campaign in a distant border region, providing assistance to local barbarian tribes that were friendly to the Vallorean Empire. In the aftermath of the Vallorean expedition into the region, the new Kingdom of Varanthus had been established, and needed more immigrants and resources. Thus, the Halfling confederation was allowed to migrate into the Kingdom of Varanthus. The six Halfling tribes of their loose confederation decided to make the epic journey to the new land, in hopes of establishing new, prosperous communities safer from invasions, constant slave-raids by stronger tribes, and marauding migrations of savage monsters.

The small group of six tribes—the Noomhoggen, Nhamburi, Rhumaeggah, Mugheshem, Tahgishwah, and Ghanmori—settled into their new lands, and established several rustic communities. Several communities grew more rapidly than the others, and became towns.
The Parrallian Halflings were granted the area around the Parrallian Hills, and bordering the Nemeth Woods as a feudal fief to govern and administer as they desired, under the aegis of authority and ownership of the king of Varanthus. The Parrallian Halflings thus pay their royal taxes to the king of Varanthus, and must order their communities in accordance with royal decrees from the king.

Physical Appearance

Parrallian Halflings tend to be of slightly above average height and weight for Halflings in general, though the Parrallian Halflings are likely to be more broad-shouldered and muscular than other Halflings commonly encountered. Parrallian Halflings typically have skin of brown-bronze or brown-cinnamon in tone. Parrallian Halflings usually have hair that is of brown-black, dull-black or ebony-black in color. In general, Parrallian Halflings typically have eyes of dark-brown or hazel-brown in color, though some other colors are occasionally present. Parrallian Halflings have skin that is smooth and flawless, and beautiful, attractive features. The Parrallian Halflings typically have hair that is long, thick and flowing, as many Malbari humans possess, while many have hair that is very curly, often having the tight, kinky features of black-skinned humans from Aghanda.

Female Parrallian Halflings are often attractively plump, with voluptuous features, and broad, curvaceous hips. However, more than a few female Parrallian Halflings are just as likely to be athletic, lean, and muscular. Male Parrallian Halflings are typically broad-shouldered, muscular, and athletic. Parrallian Halflings typically have large eyes that are very expressive; their eyes are usually round—though many have eyes that are almond-shaped. Parrallian Halflings typically have slightly large, rounded and flat noses, full lips, and round faces.


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

Parrallian Halflings are small in stature and less powerful than larger humanoids, and have a -1 penalty to Strength at character generation. Generally, Parrallian Halfling characters are quick, graceful and agile, and gain a +1 bonus to Dexterity at character generation. Furthermore, Parrallian Halflings are gregarious, sensual and irrepressibly charming, and gain a +1 bonus to Charisma at character generation. In addition, the Parrallian Halflings are typically attractive in appearance, and gain a +1 bonus to Comeliness at character generation.

Parrallian Halfling Character Ability Summary
-1 Strength
+1 Dexterity
+1 Charisma
+1 Comeliness

Parrallian Halfling Character Tables

Parrallian Halfling Character Table: Skin Tone
Dice Roll/Skin Tone
01-20%: Brown-Olive
21-50%: Brown-Cinnamon
51-80%: Brown-Bronze
81-00%: Ebony-Black

Parrallian Halfling Character Table: Hair Color
Dice Roll/Hair Color
01-30%: Black-Brown
31-60%: Black-Dull
61-00%: Ebony-Black

Parrallian Halfling Character Table: Eye Color
Dice Roll/Eye Color
01-60%: Brown-Dark
61-70%: Brown-Hazel
71-80%: Brown-Golden
81-86%: Brown-Pale
87-90%: Grey-Blue
91-94%: Grey-Pale
95-97%: Green-Hazel
98-00%: Green-Pale

Parrallian Halfling Height and Weight Tables

Male Parrallian Base Height: 4’2”--5’0” (4’0” + 2d6”);
Average Height: 4’6”
Male Parrallian Base Weight: 80-130 pounds; (70+6d10);
Average Weight: 100-lbs.

Female Parrallian Base Height: 3’10”--4’8” (3’8” + 2d6”);
Average Height: 4’2”
Female Parrallian Base Weight: 50-100 pounds; (40+6d10);
Average Weight: 70-lbs.

Politics

The Parrallian Halflings are ruled by a High Chieftain, who is served by a tribal chieftain, elected from the tribal councils of each Haeghenti tribe. In Haeghenti society, however, the High Chieftain is largely a figurehead leader. The High Chieftain is respected, and handles foreign-policy issues—but it is the tribal chieftains that hold real power. The tribal chieftains take counsel from each of their respective tribal councils, and it is in this process that the real decision-making for tribal policies is essentially formed. The High Chieftain reflects the majority consensus concerning whatever particular topic of debate that the tribal chiefs and their councils debated about. The High Chieftain lives in a grand hall at the capitol, and has his own entourage of bodyguards, retainers, and concubines. The High Chieftain does, however, hold some political power, in the form of counsel, as well as casting a deciding vote should the Chieftain’s Council be deadlocked in a 3 to 3 vote, for example, and they are unable to fully decide some matter or another. In such a circumstance, the High Chieftain’s vote becomes politically significant.

The Haeghenti tribes are generally peaceful, though passionate about preserving their freedoms, lands, and independence. The Parrallian Halflings have organized the “Parrallian Confederation” as a political term for their tribal union, especially as it concerns humans, and the larger Kingdom of Varanthus, which the Parrallian Confederation is a member, ally and vassal state. The High Chieftain and his various nobles serve as the tribal representatives and ambassadors of the Parrallian Confederation at the court of Varanthus.

Culture

The Parrallian Halflings have two primary cultural traditions that affect their cultural and political attitudes. One cultural tradition belongs to the farming tribes—the farming tribes are from temperate coastal lands, as well as arid desert regions where the tribes had mastered intensive farming and agriculture. The farming tribes had developed intensive crops and orchards, as well as raising larger herds of animals, and increased the mastery of various crafting professions.

The farming tribes tend to be insular, conservative, and cautious. The farming tribes are primarily sedentary agriculturalists, herdsmen, craftsmen, and merchants. The farming tribes are generally peaceful, though reclusive and uninterested in the troubles and concerns of outsiders. The farming tribes are protective of their herds, farms, and villages however, and zealous in organizing a well-armed militia, and launching fierce raids against their enemies.

The other cultural tradition belongs to the nomadic tribes—the nomadic tribes are from dense tropical jungles and tropical rainforests, where the tribes had established many small villages and encampments throughout the region, typically connected by numerous rivers and lakes. The nomadic tribes spent a majority of their time hunting and gathering, migrating along the rivers and marshes while rotating the areas that they hunted, and the areas where they gathered fruits and plants. The various nomadic tribes also came to rely upon boats that they used to travel throughout the rivers and marshes, hunting, foraging, and trading.

The nomadic tribes tend to be friendly, outgoing, and bold. The nomadic tribes are active, restless, and dynamic, eagerly hunting the surrounding regions, as well as gathering fruits and plants, and trading with other peoples they encounter in their travels and migrations. While generally peaceful, the nomadic tribes can be savage and bloodthirsty against their enemies, and have a long tradition of sacrificing captured war prisoners to their gods, as the nomadic tribes believe that the gods can be nourished and gain special strength by receiving the blood and souls of captured enemies. The nomadic tribes have ancient customs and traditions of embracing fierce warfare against their enemies, and are eager to launch raids into enemy lands to punish their enemies with death and to also take booty and plunder. The nomadic tribes are eager to explore new lands, creatures, and peoples, and are fearless and adventurous raiders, explorers and merchants.

The Parrallian Halflings are a confederation of two groups of tribes, and have spent many years synthesizing the two cultures, mixing the two cultures and religions together, and creating something new and different from either, while remaining familiar at the same time. The two groups have learned from each other, and vigorously engaged in cross-pollinating each other with new ideas and ways of thinking, new customs, and new traditions, to form a dynamic, united, and intriguing hybrid of the two original cultures. The Parrallian Halflings generally love their farms and herds with great passion, though many also love the exhilaration of hunting and wandering the wilderness, as well as using their boats and barges to travel the local rivers and lakes, hunting, raiding, exploring, and trading with friendly tribes and communities along the journey.

Economically, the Parrallian Halflings embrace a mixed economy, using both barter systems and coin-based systems. The Parrallian Halflings raise various crops of grain, as well as a variety of orchards, from apples and plums, to almonds and walnuts. The Parrallian Halflings also grow blackberries, strawberries, and raspberries, among others.
The Parrallian Halflings have also developed several important industries, such as weaving, wool, fishing, as well as woodcarving, textiles, bee-keeping, and ranching.

Parrallian Halflings embrace a monogamous marriage custom, though divorces are relatively easy to obtain, and remarriage is entirely acceptable. There is no stigma attached to divorced or remarried members of the society in any way. Premarital sex is not only expected, and the norm—but encouraged through both private custom, as well as tribal, communal customs where adolescents of both sexes are expected to participate in various fertility rituals that celebrate the tribal fertility and pay homage and thanks to the gods. There are also rituals that celebrate the adolescent’s transition into adulthood, and sexual unions and ritual orgies are a common feature in such tribal celebrations and rituals. Parrallian Halfling marriage customs are noted briefly below:

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.

Religion

The Parrallian Halflings worship a large and diverse pantheon of gods. Sages believe that within the oral traditions of the six tribes are clues hinting at a past time where some of the tribes were agricultural, and blended with other tribes that were nomadic. The Parrallian Halfling pantheon seems to be a synthesis of settled, agricultural deities, and other gods, of a barbaric, primitive, and mystical nature.

The Parrallian Halflings build temples of stone and wood in honor of their gods, though such temples are typically encircled by several groves of sacred trees. The temples always have a great pool within them, as well as a great stone altar carved with animal heads and other depictions of the gods in humanoid form. There is also always a great stone fire-pit, so that a large animal or humanoids can be sacrificed to the gods. The Parrallian Halflings hold various celebrations throughout the year, celebrating the different seasons, as well as particular festivals honoring the gods.

The deities of the Parrallian Halflings are briefly listed and described below:

Parrallian Halfling Deities

Emgahway—Emgahway is a supreme god, and leader of the pantheon, along with his wife, the “Great Mother” goddess, Dahshomnoo. Emgahway is a god of war, fire, mountains and strength.

Shuhmoggee—Shuhmoggee is a god of winter, wind, storms, rain, and the sea.

Ushnam—Ushnam is a god of trade, crafts, wisdom, knowledge and law.

Oohmoghwah—Oohmogwah is a god of dark forests, battle, courage, and hunting.

Saumaerik—Saumaerik is a god of the sun, fertility, passion, hope and joy.

Haaghishnah—Haaghishnah is a god of agriculture, domesticated animals, harvests, and nature.

Yomnaroo—Yomnaroo is a god of trickery, greed, ambition, trade, and journeys.

Nooghamnee—Nooghamnee is a god of darkness, disease, the night, and death.

Dahshomnoo—Dahshomnoo is a supreme “Great Mother” goddess, and wife to Emgahway. Dahshomnoo is a goddess of nature, storms, fertility, animals and rivers.

Dahnaroo—Dahnaroo is a goddess of love, friendship, marriage, honor and loyalty.

Meelah—Meelah is a goddess of fate, luck, gambling, poetry, knowledge and travel.

Soborhee—Soborhee is a goddess of the sun, deserts, passion, fire, art, and beauty.

Lahneemah—Lahneemah is a goddess of nature, animals, lakes, rivers, and spring rains.

Rhoonaydah—Rhoonaydah is a goddess of darkness, the moon, prophecy, magic and secrets.

Nhambeelah—Nhambeelah is a goddess of darkness, serpents, reptiles, passion, dancing, lust and magic.

Nahgheesah—Nahgheesah is a goddess of insects, death, disease, magic, and darkness.

Noobhellee—Noobhellee is a goddess of fertility, sexuality, lust, music, dancing, and passion.

Ahgheemah—Ahgheemah is a goddess of healing, knowledge, compassion, and wisdom.

Warfare

The Parrallian Halflings recruit their forces from all of the tribes, and form units of light infantry, skirmishers, and raiders. The Parrallian Halflings, while generally peaceful, are zealous in defense of their lands, and can be savage and bloodthirsty. The Parrallian Halflings typically coat their weapons with various toxins that cause agony, pain, weakness, and such, but seldom death, as the halflings enjoy taking captives for torture, sacrifice, or slavery.

Cultural Weapons and Armour

Halfling Cultural Armour
Leather Armor (AC 8)
Hide Armor (AC 8)
Studded Leather (AC 7)

Halfling Cultural Weapons
Dagger, Dart, Club, Sling, Handaxe, Shortbow, Shortsword, Javelin, Spear, Quarterstaff