Post by TheBrillianceKing on Jan 12, 2014 2:05:03 GMT
Human Clans
The Maza Clan - A clan of fierce warriors and fighters, their prowess is known well among the other human lands. Their Key Ability Score is Body. The Maza Clan are rugged and focus primarily on warfare as a means of survival. They have very basic grasps of agriculture and primarily are still herders. They are considered barbarians by some of the other clans and often find themselves at odds due to raids on their neighbors for resources. Grasp of technology and even iron-working by the Maza clan is considered primitive. The Maza clan does not use a traditional currency and while most villages and communities still use barter and trade - Chiefs and Warlords make trades with outside clans using an accepted currency called the Pillar. Pillars are simply a rough shod of ivory that are used for trade and often carried in bundles - each pillar is roughly the size of a thick marker. The Maza clan often practice ritual scarring and are fond of jewelry and body piercings. Many groups within the Clan use horses as a means of quickly striking at targets and retreating, using hit and run tactics.
The Kangi Clan - A clan of merchants and traders, the Kangi clan has traced its territory with an advanced network of stone roads. The Kangi clan’s Key Ability Score is Speed. They have a sophisticated agricultural system with mills and rotating patch farms. Their culture is built around the travel and sale of goods and information. Kangi are some of the best runners, some of them speeding across the plains from town to town to deliver courier messages. Others ride along in ox-driven carriages, selling odds and ends. The Kangi maintain shrines to nature spirits and for safe travel, along their roads. There are many inns and taverns to service travelers and their cities are hubs of trade from around the realms. The Kangi mint their own coins out of gold called the Wheel. The Wheel is a common form of currency for traders and is accepted in most lands. The Kangi are excellent cartographers, navigators, and historians as well - since they come into contact with many cultures. The most famous spectacle of Kangi culture is the Week of Festival, where there are days of partying and each town turns into a Circus. Some wandering caravans celebrate as well, putting on spectacles in whatever town they happen to be in.
The Waken Clan - The Waken clan have a reputation for being hunters, archers, and skilled trackers. The Waken clan’s Key Ability Score is Perception. They live primarily in the wilderness and make their homes in the heart of unspoiled wilderness in much of the clan's lands. Some groups are nomadic, following herds of prey animals, while others are settled down in larger communities and even practice agriculture to a degree. The average Waken is a danger to most invading forces simply for the fact of their skill at hunting and archery, along with their common use of long bows. The clan is sometimes hired into conflicts as mercenaries for other lands, but most of the time they simply are content to try and keep out raiding forces. The Waken clan also has numerous shamans who dwell in the woods and serve as healers and guides. For currency, the clan often considers the feathers of Eagles to be currency (considered the best for making arrows), about ten feathers are traded as worth one gold coin.
The Mila Clan - The Mila Clan are inventors, traders, smiths, scientific minds, and at times - cruel tacticians. The Clan is one of the most technologically advanced, using the benefits of alchemy and smithing to create machinery capable of dominating much of their culture. The Mila clan creates complex machines of war or uses alchemical explosives to deadly effect. Some machines are powered by alchemical batteries and others use steam technology as the result of alchemical pressures. The Clan is ruled by a hierarchical caste and a warlord. Its rumored that the Warlord maintains a secret cabal of assassins whom use poisoned weapons and discreet activity to monitor and eliminate the clan's enemies. The currency of the land is called the Code, a hefty square shaped coin often made of silver (2 Codes are worth 1 gold coin like the Wheel). The clan lands are home to libraries, universities, merchant guilds, and even cabals of sorcerers teaching magic.
The Owa Clan - The Owa Clan is an influential and popular clan with very few enemies. The Key Ability Score of the Owa clan is Willpower. They serve as spiritual counselors and sometimes diplomats who intervene in conflicts between the other clans. They advocate for unity between all the clans against forces that are out to eliminate all of humankind. Owa clan considers spiritual pursuits to be prized and its leadership is made up of Elders who are considered enlightened masters. Wizardy and Magic is commonplace in the society and the pursuit of the arcane is considered to be prized, but it is still often feared - as nothing is certain with bending the underlying laws of reality. A college of magic users exists but to enter the study, one must first prove themselves to the school. The Owa use a currency known as the Angle, a triangular shaped coin made of platinum (1 Angle = 5 Wheel). The Owa Clan's currency is very strong, but it creates a caste system where in an otherwise enlightened land. The poorest caste are completely impoverished and often relegated to shantytowns or serfdom. The Owa clan prides itself on the study of the martial arts as well. Pyramid-like Temples scatter the clan's land and are centers of power for the Elders who spread their 'wisdom' as far as they can stretch their coin and might.
The Pejula Clan - The Pejula are a clan distrusted, feared, and sometimes hated by the other clans. The Pejula Clan’s Key Ability Score is Luck. Their land is a bleak place that seems to defy the natural order. Dark rumors insist that the entire land is run by sorcerers who may have made pacts with the Kaga in the past in order to increase their personal power. Primarily the Pejula clan is run by a secret society known as the Journeyman Cabal. All members of the ruling society are sorcerers or capable of magic or so its said. Despite their reputation, many members of the Pejula clan are allowed quite a bit of personal freedom - the only restrictions are that established businesses and estates must have allegiance to someone in the cabal. There is a lower caste in the clan, of those with no ties to the cabal and its rule, but for the most part they are left to themselves or choose to work on plantations. The Pejula clan seems to have a knack for fending off attackers, knowing the opportune moment to strike foes, and generally is successful in trade and the intellectual studies. All walks of life seem to flourish here, but all have the stigma of a clan often not trusted by the rest of humankind. Theater is an important aspect of Pejula culture and every year there are a series of six plays that supposedly describe the creation of the world - every acting group in every community performs these plays on certain days and times of year. The Pejula clan use a currency called a Scave, a gold coin in a hexagonal shape.
Descriptions of the Human lands
Maza Territory - The lands of the Maza are rife with destruction. A hilly area filled with sparse agri- culture and many grazing territories, the center of the clan lands is called “The Battlelands” because its strewn with ruins of caravans, towns, villages, and other buildings from centuries of warfare. The west of the land is defended by a massive wall of stone against Beastkin invasions. The capitol city of the Maza Clan is known as Battlesteep, where the warlord Thuron Noss, rules with an iron gauntlet.
Kangi Territory - The lands of the Kangi are centers of trade, travel, and exploration. Primarily hills and plains forming fertile soil to grow farms, their lands are a breadbasket for other clans who wish to buy good food. The Kangi have made their priorities farming and trade. They have a variety of natural resources for both mining and lumber. The Kangi capitol is known as Axis, the largest human city in the world of Heyoka and a massive hub of cultural exchange and mercantilism.
Waken Territory - The lands of the Waken are primarily vast wilderness and deep forest. The Waken live off the land and many are skilled hunters, travel through their lands can be treacherous and the Waken have long learned that in order to stop invaders (who often outnumber them) - they will pick up and leave their homes to fight a guerrilla war from the forest that is their home. Most invaders fear the wildlife as much as the clan themselves. The capitol city of the Waken is known as Eagleperch, a large city with many stilted houses, surrounded on all sides by trees. It is ruled by Lord Ambel Skane.
Mila Territory - The lands of the Mila clan are mountainous and covered in cliffs, which is why the clan has adapted to use their steam technology to create airships and powered wagons to travel up steep passages. Many wild areas around towns and cities are polluted from the run off of using coal power. The capitol of the Mila empire is known as Cloudcrescent.
Owa Territory - The only human clan to live on an island, the Owa are rather defended from invasion and the island itself is mountainous and often the seas are frozen during the winter months - making it difficult to travel to them. A cold land with poor farming, the Owa rely on trade with the Kangi for food. The capitol of Owa Harbor is home to much culture and inter-clan politicking.
Pejula Territory - The lands of the Pejula are bleak and windblown, ruins of towns destroyed in the last conflict with the Maza, litter the southern border. The clan land is somewhat rocky and it is rumored that a network of caves and natural tunnels run beneath its soil, much of them unexplored. The capitol city of the Pejula territory is known as Journey’s End, the second largest city on Heyoka.
The Maza Clan - A clan of fierce warriors and fighters, their prowess is known well among the other human lands. Their Key Ability Score is Body. The Maza Clan are rugged and focus primarily on warfare as a means of survival. They have very basic grasps of agriculture and primarily are still herders. They are considered barbarians by some of the other clans and often find themselves at odds due to raids on their neighbors for resources. Grasp of technology and even iron-working by the Maza clan is considered primitive. The Maza clan does not use a traditional currency and while most villages and communities still use barter and trade - Chiefs and Warlords make trades with outside clans using an accepted currency called the Pillar. Pillars are simply a rough shod of ivory that are used for trade and often carried in bundles - each pillar is roughly the size of a thick marker. The Maza clan often practice ritual scarring and are fond of jewelry and body piercings. Many groups within the Clan use horses as a means of quickly striking at targets and retreating, using hit and run tactics.
The Kangi Clan - A clan of merchants and traders, the Kangi clan has traced its territory with an advanced network of stone roads. The Kangi clan’s Key Ability Score is Speed. They have a sophisticated agricultural system with mills and rotating patch farms. Their culture is built around the travel and sale of goods and information. Kangi are some of the best runners, some of them speeding across the plains from town to town to deliver courier messages. Others ride along in ox-driven carriages, selling odds and ends. The Kangi maintain shrines to nature spirits and for safe travel, along their roads. There are many inns and taverns to service travelers and their cities are hubs of trade from around the realms. The Kangi mint their own coins out of gold called the Wheel. The Wheel is a common form of currency for traders and is accepted in most lands. The Kangi are excellent cartographers, navigators, and historians as well - since they come into contact with many cultures. The most famous spectacle of Kangi culture is the Week of Festival, where there are days of partying and each town turns into a Circus. Some wandering caravans celebrate as well, putting on spectacles in whatever town they happen to be in.
The Waken Clan - The Waken clan have a reputation for being hunters, archers, and skilled trackers. The Waken clan’s Key Ability Score is Perception. They live primarily in the wilderness and make their homes in the heart of unspoiled wilderness in much of the clan's lands. Some groups are nomadic, following herds of prey animals, while others are settled down in larger communities and even practice agriculture to a degree. The average Waken is a danger to most invading forces simply for the fact of their skill at hunting and archery, along with their common use of long bows. The clan is sometimes hired into conflicts as mercenaries for other lands, but most of the time they simply are content to try and keep out raiding forces. The Waken clan also has numerous shamans who dwell in the woods and serve as healers and guides. For currency, the clan often considers the feathers of Eagles to be currency (considered the best for making arrows), about ten feathers are traded as worth one gold coin.
The Mila Clan - The Mila Clan are inventors, traders, smiths, scientific minds, and at times - cruel tacticians. The Clan is one of the most technologically advanced, using the benefits of alchemy and smithing to create machinery capable of dominating much of their culture. The Mila clan creates complex machines of war or uses alchemical explosives to deadly effect. Some machines are powered by alchemical batteries and others use steam technology as the result of alchemical pressures. The Clan is ruled by a hierarchical caste and a warlord. Its rumored that the Warlord maintains a secret cabal of assassins whom use poisoned weapons and discreet activity to monitor and eliminate the clan's enemies. The currency of the land is called the Code, a hefty square shaped coin often made of silver (2 Codes are worth 1 gold coin like the Wheel). The clan lands are home to libraries, universities, merchant guilds, and even cabals of sorcerers teaching magic.
The Owa Clan - The Owa Clan is an influential and popular clan with very few enemies. The Key Ability Score of the Owa clan is Willpower. They serve as spiritual counselors and sometimes diplomats who intervene in conflicts between the other clans. They advocate for unity between all the clans against forces that are out to eliminate all of humankind. Owa clan considers spiritual pursuits to be prized and its leadership is made up of Elders who are considered enlightened masters. Wizardy and Magic is commonplace in the society and the pursuit of the arcane is considered to be prized, but it is still often feared - as nothing is certain with bending the underlying laws of reality. A college of magic users exists but to enter the study, one must first prove themselves to the school. The Owa use a currency known as the Angle, a triangular shaped coin made of platinum (1 Angle = 5 Wheel). The Owa Clan's currency is very strong, but it creates a caste system where in an otherwise enlightened land. The poorest caste are completely impoverished and often relegated to shantytowns or serfdom. The Owa clan prides itself on the study of the martial arts as well. Pyramid-like Temples scatter the clan's land and are centers of power for the Elders who spread their 'wisdom' as far as they can stretch their coin and might.
The Pejula Clan - The Pejula are a clan distrusted, feared, and sometimes hated by the other clans. The Pejula Clan’s Key Ability Score is Luck. Their land is a bleak place that seems to defy the natural order. Dark rumors insist that the entire land is run by sorcerers who may have made pacts with the Kaga in the past in order to increase their personal power. Primarily the Pejula clan is run by a secret society known as the Journeyman Cabal. All members of the ruling society are sorcerers or capable of magic or so its said. Despite their reputation, many members of the Pejula clan are allowed quite a bit of personal freedom - the only restrictions are that established businesses and estates must have allegiance to someone in the cabal. There is a lower caste in the clan, of those with no ties to the cabal and its rule, but for the most part they are left to themselves or choose to work on plantations. The Pejula clan seems to have a knack for fending off attackers, knowing the opportune moment to strike foes, and generally is successful in trade and the intellectual studies. All walks of life seem to flourish here, but all have the stigma of a clan often not trusted by the rest of humankind. Theater is an important aspect of Pejula culture and every year there are a series of six plays that supposedly describe the creation of the world - every acting group in every community performs these plays on certain days and times of year. The Pejula clan use a currency called a Scave, a gold coin in a hexagonal shape.
Descriptions of the Human lands
Maza Territory - The lands of the Maza are rife with destruction. A hilly area filled with sparse agri- culture and many grazing territories, the center of the clan lands is called “The Battlelands” because its strewn with ruins of caravans, towns, villages, and other buildings from centuries of warfare. The west of the land is defended by a massive wall of stone against Beastkin invasions. The capitol city of the Maza Clan is known as Battlesteep, where the warlord Thuron Noss, rules with an iron gauntlet.
Kangi Territory - The lands of the Kangi are centers of trade, travel, and exploration. Primarily hills and plains forming fertile soil to grow farms, their lands are a breadbasket for other clans who wish to buy good food. The Kangi have made their priorities farming and trade. They have a variety of natural resources for both mining and lumber. The Kangi capitol is known as Axis, the largest human city in the world of Heyoka and a massive hub of cultural exchange and mercantilism.
Waken Territory - The lands of the Waken are primarily vast wilderness and deep forest. The Waken live off the land and many are skilled hunters, travel through their lands can be treacherous and the Waken have long learned that in order to stop invaders (who often outnumber them) - they will pick up and leave their homes to fight a guerrilla war from the forest that is their home. Most invaders fear the wildlife as much as the clan themselves. The capitol city of the Waken is known as Eagleperch, a large city with many stilted houses, surrounded on all sides by trees. It is ruled by Lord Ambel Skane.
Mila Territory - The lands of the Mila clan are mountainous and covered in cliffs, which is why the clan has adapted to use their steam technology to create airships and powered wagons to travel up steep passages. Many wild areas around towns and cities are polluted from the run off of using coal power. The capitol of the Mila empire is known as Cloudcrescent.
Owa Territory - The only human clan to live on an island, the Owa are rather defended from invasion and the island itself is mountainous and often the seas are frozen during the winter months - making it difficult to travel to them. A cold land with poor farming, the Owa rely on trade with the Kangi for food. The capitol of Owa Harbor is home to much culture and inter-clan politicking.
Pejula Territory - The lands of the Pejula are bleak and windblown, ruins of towns destroyed in the last conflict with the Maza, litter the southern border. The clan land is somewhat rocky and it is rumored that a network of caves and natural tunnels run beneath its soil, much of them unexplored. The capitol city of the Pejula territory is known as Journey’s End, the second largest city on Heyoka.