Humans

Human Races/Cultures: Codex Epicanum:

Humans are the most diverse of all living races on Epica. There are more races within the human family than any other. This table will address each culture and attempt to categorize the aspects of each individually.

Hillmen:

Hillmen are native to the Dry Hills of Drutopia, the homeland of all men. So named by the more civilized peoples to the east and south of their native lands, they know themselves as; 'Gwartallanii', the 'people of Gwart'.

It is believed that the Hillmen were first to meet outside races in the vast cavern systems below their hilly countryside in the distant prehistory of men, and that, that race was none other than the Dwarf. The 'Delvers' must have taught them religion, for they began to worship Gwart the god of war and victory. And for a time they were unbeatable in wars with other men.

They are the tallest race of men, standing between 6'1" and 7' tall. Exemplified by blonde, platinum,  red, and sandy hair. Fair and speckled freckled skin, and blue eyes. They are often woad and ocher covered, and speculation says this continual covering of the flesh in warpaint is what caused them to become so white and colorless over time.

They are highly tribal centered living for the larger community as a whole, but their main loyalties are to the clan they are born to.

Cultural equivalent is northern and western European. Upland tribes are Scotch-Irish, lowland tribes Teuton-Saxon, coastal tribes are Nordic-Scandinavian, forest peoples are Gaul-Celtic motif.

Timroan:

Followers of Bawlin originally, but in light of the truths taught by the elves after the discovery of Elkwood Isle, they worship all the gods of light, but mainly Primus. This has given them the stigma of being labeled; 'Primans'.

They live in the heavily forested and fertile east of Drutopia, and cultivate a variety of foods through agriculture. Though they are named for the Tim's mountain range west of their farmlands. They are credited with the spread of humanity and the subsequent discovery of the elves. This is because they forced the savage Hillmen into the sea long ago, and those refugees were directed from Elkwood to settle in present day Korjin.

They are shorter on average than most men. Typically they stand only from 5'5" to 5'11" tall. They have light complexions and brown or black hair and brown or green eyes.

Cultural mode is that of the Pre-Marian Roman Republic, and Macedonian-Greek city states.

Kusroom:

The southern steppe lands of Drutopia are home to the Kusrooman culture. They have a mix-breed  population of Hillman and Timroan lineage, and some have dark skin as they are a melting pot of the continent, because most peoples frequent the trade lines that pass through their lands, though few stay.

Native folk in the region live in sparse clans like the Hillmen, or as herdsmen of rugged and hardy steppe horses, and two humped camels. They are fiercely independent and have strong ties to family.

They have no set size or shade of hair, but black heads and brown eyes are common. Heights very wildly from 5' to 6'4".

The coastal peoples are most like Liv/Finn/Russ Vikings, and the inland tribes resemble Mongolian culture.

Eburo:

Eburo are amongst the elder races of men. They live lives of cattle drovers, hunters, farmers, and hunter gatherer society. Considered primitives by many in Drutopia, they have lived these roles for countless centuries, and have never imposed any rule over their fellowmen. They do not rule the land, they would say; "we belong to her.".

Typified racially as having fine curly black hair, dark brown/black skin, and brown eyes. Graceful, is a word that describes them best. Tall elegant folk with heights ranging from 6' to 7' tall.

They are consisted of many tribes roaming in the western savannas of the human birth continent. Modeled after the Kimba, Zulu, and Masai tribes of Africa.

Mokkaran's:

Mokkaran peoples live in the arid desert regions of the western corner of Drutopia. They are the forefathers of the Kaomyran kingdom of the far western archipelago by the same name. Noted as pristine sailors and merchantmen, they are also highly refined culturally and exhibit fine workmanship in architecture and the sciences for practical innovations in farming the dry lands they rule.

Valuable spices can be found in their lands and few other places in the world. Thus, they are prized the world over and they charge an according fee for transport and sale of such commodities.

Since the revelations of the myths taught by the elves, they are almost exclusively under the worship of the All Father, and have developed a level of fanaticism against any other form of worship. This has led to armed conflicts with their routine trading partners in Timroa, who worship all the gods of the pantheon, not just Primus.

They are usually slender and well kempt folk. Standing from 6' to 6'5" on average, and have rich mocha skin tones with fine flowing locks of black hair, and brown eyes. Some are dark complected as they share borders with Eburo tribes, and often intermarry.

They are loosely based on the Islamic cultures of the 600 a.d. period.

Lutanese:

The dense jungles of Lutan, are home to a short stocky race of indigenous and culturally antiquated people. They are feared by outsiders as headhunters, and savages who frequently launch/guide slaving raids into the Amazing River Basin.

They are shamanic tribes who have a system of beliefs based on ancestor worship. They do not recognize the true gods, and this has labeled them as pagan to the spiritualistic cultures of the globe.

They use blow guns with a high degree of accuracy, and war incessantly with the Amazonian culture just north and east of their tribal lands. They see the matriarchal  society as perverse and profane, and seek to eradicate it.

They are anywhere from 4'11" to 5'8" on average, and have rich reddish skin tones, black hair, relatively no body hair, and brown eyes.

They have deeply held beliefs and will not give them up no matter how diligently a missionary might try. They live in small spread out villages of up to 30-50 individuals and are very kind amongst their own kin. Outsiders are welcomed and treated as extended family until they move on, or unless they commit a crime in their villages.

They are modeled on the Amazonian Yanomami tribe.

Amazons:

The Amazon matriarchal tribal lands are a druid rich land north of the savage Lutan jungles. They are populated by all female human/half-human women of various ages and makes. They capture men for breeding stock and are more hostile than any other warriors in the region. They are often hunted and abused by slavers from the west and south, so they have good reinforcements for their backward way of life.

They see themselves as safeguarding the honor of all sisters, and worship their high queen as the living aspect of Epica herself.

They sacrifice male offspring and that has labeled them as pagan.

Modeled on the Aztec culture.

Tumulter's:

The river north of the Amazon lands, and the Lutan wilds is called 'the Tumult', the town that spans this river on the frontiers of Korjin is, 'Tumulton'. And so the name of any under the eves is easily sighted.

They have Gnomish half kin ancestry, and Timroan founding parentage. Making for a warlike but modest in stature local people; 4'8" to 5' tall is the average size of a swamper.

"The Boatmen", they are called, and no better 'Blood Moor' swampers can be recruited as guide men.

Adventurers and slaver parties frequent their halls, and so the militia is well practiced in taking out the trash. They are cattle drovers, farmers, and foresters. Carpenters, bards, players, and ford men for crossing the river.

Culture is a Dark Age Papal Gothic garrison town.

Korjish:

Korjin is an old land that has played pivotal roles in the history of men, gnomes, and elves. Most recently, the dwarves have joined these three in a war under the surface, and great acclaim was won.

The land was called 'the horse clan lands', but the main tribe to survive the death of orcs and wolven enemies was, the Korjish clan of, Emperor Borbel.

The land became their byword in history, and has seen many falls and rises since then.

Most notably; under the 'Vampire Lords' in the "Second Darkness".

Culture is a cross of Classical Greek and Dark Age Nordic. Horned Spartan helms, and axes in the place of swords or spears most commonly.

Darkeen:

The Darkeen [dar-k-ee-n] are human by descent, but have lived so long in isolation below the surface of the world that they have changed over the course of thousands of years. Naturally magical, they are able to be both cleric and mage at the same time with equal prowess. Most are fighters as well and prefer to fight hand to hand in spite of great stores of internal mana and vast spellcasting ability as a matter of honor. They are albino's who's skin is pigmentless with clear hair and pink eyes.

They worship the light, and Primus has become the tangible force of light in their religious devotions. They also revere; "those who came before", their ancestors.

The dark environment of the Delves is what brought this cultural dependency on light and most spells they cast are focused on the manipulation of light rays. Because of this fact, many adventurous Darkeen on the surface world become vampire hunters.

Their culture underground is ruled by a mistress the whole nation call, the Great Mother. She is an empress and high priestess who they view as the source of love and light in their dark universe. Her most fanatical followers are the Virgin Guard. The sisterhood of priestesses who live lives as nuns in a private monastery retreat off limits to males of any race. The majority of this race are typically Neutral Good, but the sisters are trained to a high level of purity that helps them attain the Priman ideal of Lawful Good. They alone police the palace of, Quarva Lunam, which houses the empress.

The standard soldier cast of the empire are the people themselves who all practice a unique martial art to stay physically fit. They are the common folk who are generalist mage and cleric classes. In times of war they rally by the thousands to converge where needed, led by the, Xenoclad, who are clad in the naturally durable husks of the giant centipede creatures called, Xenoclites. The head shells are carved to form shields, the body segments make plate armor and helmets, and the leg shells are used to make greaves. The weapons of these warriors, long lances, are carved from the hearts of giant mushroom stalks and the fangs of the great beasts are used to tip them.

They are the elite of the nation and rare amongst the general population. The path of the warrior is a return to the hunter life of "those who came before" as every warrior must journey deep into the wilderness of the lightless fungi forests armed only with a knife/long recurved iron blade, and return with the husk of the creature to be fitted. Those who do not return fail the trial of the hunter. Those who do return are accepted into the order in the great fortress tower of, Xent. The original stronghold of the wizard shaman led Darkeen. Here they are taught a much more complete and advanced form of combat that see's them become dynamo's of destructive power.

Malver's:

The Malerdin Peak's, the highest mountain summits on the globe, and home to the "Malver-Speak" language; a mix of Gnomish, Archaic Gwartallanii, and Elfish, with even a few elements of Old Giant Tongue.

The Bel-Jah-Dornan and Goshawk tribes are a breed unto themselves. Fierce barbarian men with halfling and half-giant members in their range of tribesmen. They seasonally raid the orcs of the central swamps before the Vast Desert, and are the most famed horde of honor in the alder sagas.

They are like hillmen, but might come in super tall or super small sizes.

They are the allies of knightly orders, and the high elves of Ilithin.

They guard the peaks from orc armies and more fiendish hosts in the eastern bogs.

They are like the post-roman Picts of Scotland. Note: (And a dash of Conan the Barbarian.)

Red hair is the most common trait. As they have a linage of Nord, and hill tribes blood, and a substantial 30% population of half Stone Giant kin.

Highland Gypsies:

The Gypsy Highlands, are just east and north over the endless dunes of the Vast Desert, and lead there from the foothills of the towering snow covered Malverdin Peak's due east. The Djin'Rujik caravans mingle in the gypsy camps and pass the time with magic shows, song, drink of every kind, and pleasing girls dancing in their usual gaiety. They live lives in transit, never resting for long on one roadway.

There are many herd living nomads as well. Originally Rujik and Kusrooman immigrants to the Olde World continent who never settled, and loved the grazing and natural beauty of the upland downs. They live out of wagons in many cases, and sell things and buy things from the caravans who frequent the milder climates of the northern passage in the heat of summer.

They also have rouge bandit gangs roaming in the same lands and guardsmen and gypsies often bear arms as one united camp in the nights. These wilder tribes are rare because of the added stability of the knightly realms farther west. Always on errands of faith and glory, the knights make the living easier for all.

Some of the greatest horses and horsemen on Epica come from these lands.

Based on the Medieval Pole/Moldavian/Romanian culture, and the Russian Cossack tribes.

The Compeit:

"The Commonwealth", is the hold of Kask-A-toom. A formerly centaur ruled land on the far northern coast of the Olde World landmass. To the west is the open country cradled by high ranges of stone, and ending many leagues in the west at the Karzanz Mountains. The lands gifted to men by the centaur king after the Eboned Hand were banished from the world. Eastward lay the lands of the Gypsy, and the south is guarded by the Vast.

The knighthoods that arose here can claim countless legends and deeds in which they have quested and played valuable roles in prophecies.

The race here is a breed of men with fair skin, but often a dark hued brother is in the fast of soldiers on the ride. The Djin and Rujik tribes have long been their greatest allies.

Honor and glory at arms makes a man a hero here. Courage, selflessness, and moral compassion make men to be better than in most uncivilized lands outside of Elfish wisdom.

Modeled after England, Spain, and France in the High Medieval Period.

Djin'Rujik:

The two names of Djin and Rujik have not always been as friends or equals. But the light of the gods has ended old feuding in the modern ages. Djin, were the shaman tribe of the Rujik long ago, and for a time the great city of Thereghat became the city of Djin opulence. Wizards of the nobility were old hands at magic by the time the merchant houses had come to power. The Rujik, feral, wild, free and loving their deserts took the coin they paid to be the steel in the hands of that old empire of the sands, the "Midlands".

Vampires changed this.

Now the Djin respect the skills that won a war of attrition and destruction.

Often called "Theregatan's" the two names now intermarry, and rule by electorate, and the schools of magic are open to every race of men.

They are the dread of the pagan world and frequent allies of samurai, elves, and knights of the Orders. All who tread in the sands of the Vast must be mindful of the Principal Law's which rule there.

Based on the Islamic culture of the Ottoman Turks, and the Afghan tribes of the Turkic kingdoms.

Westenhiemer's:

Westenhiem, a Nord population of pirate Dorali and men of Kask-A-Toom make up the race of Westenhiemer's. Heavily influenced by dwarf and Norwilt culture, they are the farthest western nation of men outside the hallowed shores, still attached to the mainland.

They are kept from orog and black orc raids by the knightly Order of the Ram. Gathered men from the eastern lush lands of the Compiet. They have done so for nigh on a century, and have taken wives of the pagan clans to settle the coastal high country. They import much from the fabled western lands, and maintain a fishing village claim near the sea all along the coast for trade ports. They have a grand fleet of trawlers that harvest tuna as a staple. The bounty of the sea feeds many yearly.

They are characterized the world over as being brave, swarthy, and hard men. At home on the battle field, and often the retired knights turn out to aid the young reformed brigands of this far flung Order in the frontier battles with the local tribes. They have a county militia for five main settlements, and the old veterans prove a match for the oft landed Nord fleets, and the highland clans of Dorali who attack once in a long while.

Close ties with dwarves see sophisticated weaponry and arms in the hands of these men. Even gunpowder is known to them. And they import bows from Alliandor, the finest longbows in the world.

They are seen as being Gothic Period Germans or Prussian. Armors are Gothic in style, and they are usually blond with blue eyes. Trends in physical appearance are pail white flesh most often and they are a bit shorter than the average Nord in most cases.

Kaomyran's:

Kaomyra, is an island archipelago in the far western hemisphere. Settled originally by crusading sailors from Mokkara during the fall of the, "Eboned Hand". This land was resettled about 1,200 years later by the nation of Thereghat. This done at the behest of they're estranged kinsmen, as many Mokkaran's made pilgrimages to and settled in that land of the Vast, and many of these families made the harrowing trek to reach the splendor of the archipelago during the time of peace after the fall of the original hordes. When centuries passed and the orcs returned to lay siege to their scattered holds they sent letters of request, and the "Jewel of the Sand's" responded with a massive army of Rujik and Djin warriors.

Cavalry is the mainstay of the desert kingdoms army, but they fielded pikes, and bowmen, and carried dismantled Kasktoomite galleys across the harsh Stone Land's. They assembled the small fleet on the shores of the western ocean and sailed to relieve the grand island nation of orc attacks.

The new nation was reborn hard, and their new battle fleet swelled with Thereghat's new marine army, soon swept the isles along with the coastal orog tribes of the Bending Coast. The range of mountains under the Norwilt, the "Southerly Mountains", and the central land bridge leading to the Ash Plains were sacked by the united army, and Eredgoth became the mainland colony of Kaomyra. This effectively sealed the southern border of the horde ravaged north, and began an age of men in the fabled land of the Westmen.

Today, there is a great love of the isles in the popular imagination, and the alliance with Kaomyran Eredgoth has ended the steady northern advances of the goblin nations in the south.

They are a nation of merchant mariners and explorers, and constantly harry and attack the pagan nations of the horde lands, winning more often than failing.

The Kaomyran culture is based on the Islamic Almohad Moroccan Culture of the 1100's, in the sailing adventurer tradition of "Sindbad". A mixed pseudo-Abbasid Caliphate, and Berber/Moorish culture of the sea.

Freedmen:

The "Petty States", as they name themselves. Along the southern coast of the great central deserts. Founded by bandit gangs, feral desert raiders, runaway slaves of the principalities, and pirates who built the first ports there for shipping the loot stolen from Midland caravans. A mix of many races, mingled cultures, and enemies of Thereghat. The 'petty' was levied by the Djin nobility, and though meant as a grand slander, the rouge nation took it as their badge of honor.

Backed by the legendary ninja clans of the orient, the closest civilized lands just south across the, Serpent Sea. The states have never been subjugated. Conquered, yes, beaten in wars, with great ease, brought under total dominion, never. The real leaders of the guilds are ever willing and ready to flee the power of the Rujik bounty men. They have havens in the Ten Quill's Islands, and return when they can, or simply rule from abroad under the guise of legitimate businesses and the cloaked secrecy of loyal front men.

Freedmen, most frequently believe they have escaped the specter of Midland tyranny. No noble princes may tell them how to run their own lives. They hate the nearby Rujik independent lands north of them. Mocking what they call independence, and casting the Rujik as hired lackeys bought for ages by the coin of evil mages.

They have half fiend, half orc, and other mongrel breeds in their villages commonly, and have a very tolerant atmosphere in friendly, or chiefly thief circles.

No set culture, but most are horse bandits, and they have Mongolian style arms to aid in wars with Rujik tribesmen.

The Jam:

Jamepha, is the oriental land of mystery, the most isolated of human cultures due to geography, and often left out of the histories of the world of men. For the Jamethan kingdoms have their own storied histories.

Bordering the heretical and savage nations of the southerly continent, and cut off by the sea to the east, they have no frequent allies save those sparse goodly realms near them and the far northern Midlands.

Recent history on the age has seen them united as an empire after countless years of dynastic wars between noble houses. They have set up a confederation with the main Daimyo of Honjo Isle, as it was in the days of Bordel. This in response to the Fessui Hordes, who have come to dominate much of the ancestral horde lands once lorded over by orcs. With the growing threats, these twin kingdoms once at odds have united to be one of the finest armies of humanity on the globe.

Heights on average are around 5' to 5'9. They are Asian in appearances. Cultural model is the Chinese classical dynastic period of the "Seven Kingdoms".

The Hon:

Honjo Island was named so after the conquest of the isle by the leader under the same name. The people of the faraway, Zovadi Isles, sailed here from the, Ten Quill's, when it was known as, Ogre Isle.

With bird-men allies, outcast owl folk, who were banished to the ground, having had their wings pruned to stubs on their backs by the lordship. These flew into war reckless with ogres, to win back a measure of the lost honor that earned them a life on the land forever. Spiritual warriors, they were a good teacher to these primitive island kindreds who first came half alive across the, Serpent Sea.

The waters were bountiful, but freshwater was spacer on the open sea.

It was the noble kindred of, Lorllyn, the fowl folk of legends, who instructed the first "samurai" of any age of men.

After years of living peacefully with the avians above them protecting and training them as superb warriors. The gentle people sailed to the great isle, and defeated the ogres in only a several year of great battles.

The dynasty forged is still ruled under the old codes of the shogunate, and the ashigaru yari of the, Yoroi, culture under strictest Zen Bushido ethos rules the isle to this day, and maintains the ancestral shrines on the island chain still ruled by the brid-men.

{ Historical Note: }

(The final battle for the island is said to have been fought on the westernmost shore; as ogres took to rafting and swimming for the western mainland. The first shogun, Honjo No' Doro, took many by bow, and the legends read; "The great ocean dragon came up as if sent to us by the one god of light. Thereunto, ate the great gluttons in a feat that saw every ogre that was die." The land across the sea where the beast went after her feast became, Jamepha, in the older 'Zovadi' tongue. Or, 'Dragons Land'. Hence, Honjo, is known the wold over as; "The land of the Dragon".)

Gordon's:

The Gordon's, are the family holdings of the lineage by the same name. Originally from the nation of Kask-A-Toom, the Gordon family patron settled a region far to the south after making passage to Jemepha several times riding with his caravans. Rich and wealthy merchants, they hired hundreds of local workers and guardsmen to keep the realm as they chose to hold for a power against the many goblin races and the other horrid races of the southerly continents.

The Gordon's, have become the primary destination for any common speaking adventurers of the world headed into the orient. The Gordon family and court speak the language of their ancestors, so the location is ideal in the Jam and Hon speaking world.

They rest north of the Goblin Marshes and are situated on the banks of the river Pirumos.

High walls and Compeit stylized architecture are welcome sights after months of travel through jungles and steamy swamplands. Many settlers have come and joined the small fiefdoms population from all over the world, but they all refer to themselves by the title of, Gordon.

They make a good living as swamp guides, mercenaries, gold dredgers, and huntsmen north of The Bend. Also hosting many inns, taverns, and brothels for the routine seasonal adventure parties that pass through the region. They have a reputation of hospitality and good charm.

A welcome reprieve for weary travelers.

Visigoth's and Vandal's are the cultural model.

Ered's:

Kaomyran, Mokkaran, and Theregatan races converge in the lands of the Endless Wastes south of Goldorr. The wastes are not endless of course, but they are an extensive desert created in the Dark Era by excessive burning of once lush forests. The powdery dry soils of the present are gray and unforgiving, frequented by dust storms that rage for weeks on end. The one place of real refuge is the hilltop community of Eredgoth.

Eredgoth was founded by a tradesmen of the Kaomyran's long ago, when men were still taming the land. Eredgoth, was his given name, and so the race that emerged to live as camel nomads and farmers at the natural springs of the Mound of Eredgoth took the regional name of Ered's.

Many have Westmen, Norican, Rallii, and Breemen bloodlines. Blue, green, hazel, and auburn eyes are not uncommon. Blonde, red, or sand hair is also a frequent trait in the Ered population. They are unofficially a part of the realms of New Elmon under the old imperial authority of Alliandor. But are a bridge between the crown of the west and the Kaomyran Caliphate.

They are hardy folk with a good moral compass, fiercely brave and loyal to chosen leaders or friends, and known for their hatred of orc races.

Most make lives as caravan riders crossing between kingdoms in their home regions and rarely rest for long in any one location. They are masters of their unwanted homeland and a southerly guard against the horrors of Stoneland's invaders.

Cultural Model, loosely based on a combination of Berber and Sassanid peoples.

Norican's:

Norica is a stretch of broken boulder strewn plains of low grasses, often refereed to by its ancient name, The Flat's. It was settled by a Jutish and Norrish Dorali horde some time in the distant past. One tribe is noted above the others. The Eshlinga who take their name from the River Eshling they first claimed from the elves of Derinath. But the entire region, from the marbled steps of Rall to the halls of Goldorri Vadi Bog, are sparsely inhabited by the remnant of the wasted pirate savages that fought to end the old empire of the Alliandil.

Norican folk today are no more savage than any other race of the west. Some individuals have even figured greatly in the histories of the land. They have a love of sport and drink, rock ponies, dogs, and hunting. The main pastime is fishing for salmon along the Eshling during festive times and wrestling bouts.

They speak a form of Nordic dialect with heavy Orcish influences. Because the tribes once allied with the now vanquished goblinoid horde who dwelt here. As a result, much of the culture is considered rough-and-tumble to outsiders. Barbaric rights and gray or green flesh is not an uncommon thing in the population. Half-orc is a distinction perhaps a bit too direct, but the locals are not wholly human in some cases.

Cultural traits, Eshlings are like the Pyrenees Almogavar, and the masses, Slavic and Hunic tribal culture with a more sedentary feel.

Rallii:

Rall, a city rued in local legends as reaching too high and endlessly resisted in its bid to form a regional empire of free and independent kingdoms backed by the elves of the Norwilt. Rall is a vast metropolitan center of commerce and trade with rich culture and enlightened civil society. However, the traditional mob mentality in both the common folk and the senate offices is cause for the city to hang its head in shame.

Rallii have a tremendous sense of honor and pride that sometimes propels them to great heights of heroism, but often leads to them placing their own city and society over surrounding cultures. They have waged an eastern war with Magna Esteria almost as long as Magna has been a nation. Aided by Gunru in the ongoing eternal war, Esterian/Magnian armies have always managed to repel the more advanced legions of the Rallii republic. In the field against infantry or in confined quarters like city blocks they know no equals in organized combat. But in the open against the deadly cavalry of Gunru they are shattered routinely.

Attempts to form adequate cavalry of their own are hampered by selection of horses. The small local hobby horses or rock ponies, are not the best stock to ride into battle against the sleek Elfish sprinters of the Gunri'Do.

They have on occasion banded with other men of the region to defeat nonhuman threats and were instrumental in the defeat of the Norrish/Dorbranki hordes once thick in the land.

They are credited with being the parent city of the free cities of Magnia and Syrrisia.

Late Roman/Papal Legion era Italian culture.

Horse Thanes:

The Horse Clan's of the Horse Plain's in the central eastern Norwilt between 'The Sands' and 'The Steppes' regions are a nomadic culture who rides seasonal routes with vast herds of horses. They are originally a mixture of Dorbranki Nord's and Hon refugee peoples displaced from the land of Tao by the invading Jam culture.

They are typically tall, lanky built people with various hair and eye colors. Skin tune is usually pale white because they cover their bodies in heavy silk and leather garments they rarely remove.

They are excellent herdsmen, huntsmen, and archers. They have trade agreements with 6 local nations both human and nonhuman in origin. But any unwarranted travelers attempting to forcefully cross their lands tend to meet grizzly ends.

They value family, respect, and generosity over most qualities. Strangers who share their sustenance and substance are usually tolerated provided they show adequate humility for crossing into their realm.

They have a long history of feuding with the Jam empire in Tao, and are the reason the Tao erected the Great Wall at the narrowest neck of their lands.

Earth's cultural example: The Hun's and Xiongnu.

Magnian's:

Mangia Esteria, was founded as an offshoot colony of Rall on the coastal islands off the cost of The Sands and the city proper of Magna Rallia or Magnia. Greater Magnia then, is the mainland located north of Esteria. Not a great many lands are held, just the skirting rim about their walls and a small claim in the Nwyr Delta where rice is harvested.

There have been successive wars fought for the length of the some 1800 year history of the colony. Gunru, is active as an ally in that conflict. At first beguiled into repressing the upstart kingdom for the Rall Republic, the noble Gunri shifted that trend upon realization of the nature of the conflict.

Rall was brutal and tyrannical in its enforcement of rule. The poor and untrained horse breeders, fishermen, merchants, and farmers were ruthlessly put down in the streets of the cities and towns. with such reports the order was given by the king of Gunru to throw off the yolk of Rall from the oppressed people of the east.

They trained them in war, established an order of knighthood in their city and fought alongside them for the next several hundred years.

Magnia today is a nation all its own, with eastern and western faces mingled in a mixing pot of Rallia and Taoanese races.

Cultural model: Byzantine Roman, and ancient Korean influences.

Gunri'Do:

Once simply the Gunri, a mixed kingdom of thane, Rallia, and Ered bloodlines, the Do'Maru Yoroi, were injected much later by the intervention of the elves of Ilyon. To create a new race of humanity and a strategic ally with high honor and unflinching resolve to match their own constance in longevity. Gunru had been sacked by the Norr's of Halladim Lunda, and the remnant of the city were few and unable to defy Rall's advances. The Yoroi clans infused the dying culture with new life and stronger blood. The resulting nation exists even today.

Honor and shogunates once ruled the ancestry of the Yoroi, and thane ways dominated the Gunri's Alliandil root culture. The infusion of both mixed race, polity, and crafts into a uniquly Norwilt society. The horse was sacred to both cultures, but with samurai disciplines the once grand cavalry became perfection in the saddle. Knights are still part of the asortment, but few and elite. Bowplay on the ride became an even larger part of the army, but the traditional footsoldier is not neglected. Rall's frequent hostile stance means infantry will never be abandoned entirely. When they form up in turtles with pikes extended, the samurai rush in to loosen the legions.

Mobility is a must to insure the army can travel swiftly to either end of the Wilt's. Impact from horseback at the point of arrival and stamina on the journey are keys to defense. Magnia and Dorbrank in the east, Ilyon and Syrrisia in the north, Alliandor and Eredgoth in the west. The Gunri'Do have their work cut out as the police agency of the empire.

Farming, hunting, wood crafts, brewing, and smithing are the main peasant occupations. Merchant's tend to work for the crown, and the coffer's tend to the needs of all at greatest need to the least. The monarchy long ago learned the dangers of allowing oppulant wealth to seperate nobility from peasantry. In Gunru, the common man is the point of the royal position. The army strong, the laity secure in the love of the gods, and the king's beloved as Elf Friend's. That title, holding them to a standard far beyond petty persuits and indolent lifestyles.

Modeled on 1300-1500's Japanese culture with high medieval European characteristics.

Syrissian's:

Named for the founder, a former republican hero and general who later defected to claim a dukedom under the old imperial codes. Syrrissia, has become a beakon of trade and pride in the Dwarfish Ranges. Many Rallii lives were spent in the allied effort to retake the Deep of Kasmordoban. A Norrish and Nordic horde roomed in the mountain fortress of the Dwarves for centuries, they were eventually defeated, resulting in the demolition of the upper halls and the mountain itself. In the ruin, with skillful human labor forces and Delver masons, the reconstituted surface portion was gifted to the republic, and the colony of Syrissia was born.

Set first as a guardianship against future Dorali invasions, the city that rose on the surface above the Deep, was a cohabitation. Humans above, Dwarves below. And that joint ownership still stands today. Mighty granite and marble buildings far beyond what most human artisans can produce are the norm in the modern era. Dwarf aid in design and actual construction efforts have led to a wed craft of the two races much like the Elfish-Dwarfish marriage at the, Den of the Helanarn. It is another unique Norwilt oddity on Epica.

The Syrrisian dukedom is highly advanced in merchant practices and has flooded Elmonoth's vast prarries with irrogated fields that feed the empire and beyond. Her aquaducs are a marvel on their own merits and send fresh, chilled mountain waters hundreds of miles annually to help sustain a now boundless population. The peoples of Gunru and Syrissia are so plentious, that habitations are comingled, farms shared, lands leased, and harvests divided. They are the Central Kingdom of the Wilt's, combining with Eshling in the south into a super community of villages, townships, and roadway houses that run the length of the, King's Way, from Alliandor to Gunru.

The army of Syrrissia is a defensive one. Pike armed guards stand the walls manning cannons and crossbowmen line the battle escarpments of towering high pionts. The sea is the last place anyone wants to invade from. Sally to the walls on foot and meet missiles aplenty only to end in a standing throng of hardened Thanegeld Dwarves. Karzo-Keran, is still the true master of the Kasmor, eternally greatful for the freedom reclaimed from pagan Human pirates. Only fools would set against her lofty spires in anger.

Culture is loosly based on Frankish-Aragonese styles from the 800-1200's era.