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Humans

A short introduction ...

Something that has become very clear to both Ellállu and Kvúrduk is that the race of humans comes in many shapes and sizes.
The Ellállu first thought that humans were Kvúrduk who had the tip of their ears somehow cut off, and the Kvúrduk thought they were a strange new crossbreed of the two races.


The very first humans to arrive in the Realm did so in a planecrash, but leaving no survivors. Still, it made the other races aware of their existence. The first survivors to arrive were planetary colonisers from the year 3000, but their starships never reached their intended destination. When their fleet crashed into the Realm, they panicked. A strange world had appeared out of nowhere, aliens were approaching them, and so they acted violently out of fear and confusion and then made the event now known as the First Contact Tragedy. Regret and shame has brought a bitter aftertaste to the relative peace since then.


Afterwards many humans from other worlds and timelines has arrived to the Realm, all following the so-called Nexus Equation, of travelling groups groups headed towards what should have been new life somewhere else.
Some human groups have settled in "nations" where they live in relative peace with other tribes who are as close to their own way of living as possible. The biggest "nations" so far are 5; the Colonisers, the Nëyings, The Passengers of the May Rose, the Neocliff Citizens, and the Burkesvilles.


It has been 99 years since the humans arrived, 99 hard years of adapting, learning, and surviving.

The Colonisers

The first surviving humans to arrive to the Realm, planetary colonisers from the year 3000, headed towards a new planet in a faraway system. Unfortunately they found themselves in the Realm instead, their starships crashing into the countryside. The survivors were greeted by nearby Ellállu and Kvúrduk who came to their assistance, but the panicked huans opened fire, and thus the First Contact Tragedy occured.


A year later peace was finally established between the races, and for the colonisers it has influenced an attitude of over-caution about drawing conclusions, sometimes to a fault, in order to make amends. 99 years later, some has objected to this line of thinking, saying that they should not feel regret and shame over the actions of their ancestors, while others argue it's in order to not let history repeat itself. Diplomacy and sharing of knowledge and skills are the colonisers main agenda, but they still keep their rifles close, as they know this world is still a dangerous place. They are brilliant engeneers, mechanics, scientists, diplomats, and farmers.


Most of the Colonisers now live in what is known as the Penthos Deeplands, built towns and settlements out of the wrecked hulls of their crashed starships, as well as cultivated the surrounding lands. Their capital is called Clementine's Landing.


COSTUMES/GEAR: Mostly inspried by Star Wars, namely the Rebel Alliance and the citizens of Tatooine and Batuu; dirty jumpsuits, thermal vests, wrap-around tunics, dark earthy colours, chunky laser rifles, tech and equipment with signs of heavy wear, tear and repair.

The Nëyings

Most of the Nëyings come from a parallel world where the United Scandinavia in the year 900 was the main seat of trade and diplomacy. Norsemen and celts were sailing towards a new colony in Albion, families, warriors, farmers, and craftsmen, when they found themselves in a strange new world, the Realm.


It quickly became clear that they had to work together for their survival, and later a large tribe of mongols appeared while escaping from the Second Roman Empire in their own world. Later, any tribe who roughly have the same aesthetics and overall lifestyle would be welcomed.


The first group arrived 4 years after the First Contact Tragedy, so they've been around for about 95 years. Nëyings are part of what would be called a "blades and bonfires" category, but they're not completely unfamiliar with tech, even if they try to avoid it, mainly out of pride. Some do admit that plasma rifles are a bit more effective than axes and swords, although through gritted teeth and heavy sighs. They have strict rules of hospitality and conduct when having visitors. The Nëyings keep slaves, called "thralls", and some outsiders find this off-putting, despite strict rules favouring the wellbeing of the thralls.
They live in settlements with houses made of wood and stone, in a land they've called Niyheim, "New Home".


COSTUMES/GEAR: Main looks inspired by vikings and celts and some mongolian; wool tunics, leather armour, fur, feathers, jewellary and details made of silver and brass, beads of coloured glass and bone, hair in braids and well kept beards.

The Neocliff Residents

These people come from a dark world that is ruled by a suppressive government, and heavily polluted due to a globalized urban environment.
During a mass-evacuation from one of the many mega-building slums, at least 5 metro trains suddenly found themselves not surrounded by steel and concrete, but trees and fresh air!

 

With the help of nearby Colonisers, as well as some Ellállu builders and Kvúrduk scavengers, the newcomers build a settlement underground with the entrance set through a great canyon. Eventually they expanded, digging further inward, and the settlement quickly became a city in constant expansion underground. This city is now known as Neocliff, "New cliff/rock".


The polluted urban environments of their homeworld made these humans surprisingly resilient to many toxins, but clean oxygen can be a bit overwhelming and make them slightly light headed. Also, they're used to eat processed "synthetic" food, so in the Realm they sometimes have digestive problems and sudden allergies due to organic food sources. Their skin and eyes are sensitive to direct sunlight, so they cover up and big coats and wear special visors over their eyes.


They can be very self-aware and a bit jittery and paranoid due to the constant surveillance of their homeworld.

Their newfound freedom thus gives them a kind of squirrely behavior that is sometimes considered silly or even rude.
COSTUMES/GEAR: Think dark cyberpunk, big hoods, coats, bits of metal and plastic, oily effects, geometric shapes, dark colours, synthetic materials.



 

The May Rose Passengers

When looking at these people, you'd think they've come out of a film about swashbuckling pirates, and you'd be half-right!
In their homeworld and timeline, the year was 1730, and the Providence Island had finally ceased being the heart of piracy after a long bloody conflict with the Queen of England, Elizabena the 4th.

 

Many of the pirates themselves were very unhappy about this, fearing for their own safety as well as what it meant for their personal freedoms. Thus the May Rose Fleet (10 ships, known then as the Hopeful 10) took off towards the Americas, with over 1600 men, women and children onboard. But they didn't end up in the Americas.


The stranded people adjusted quickly, their lives as pirates, social outcasts, and sailors in general had made them resilient and resourceful, being able to adapt to new shores, new surroundings, in very little time. Many had mixed feelings of anxiety over the unfamiliar stars, strange flora and alien fauna, coming to terms with both being free from the Queen's Fleet and also not having real targets for their piracy. If a pirate can't do her thing, who is she, then?


Some have taken to being raiders in the Badlands, while others try to make a life for themselves on the shore now called the May Rose Bay, working as sailors and craftsmen and sometimes even farmers.


The people from May Rose Bay have a real problem with anyone tolerating slavery, as that was once of the reasons they turned to piracy; to be free on the seas and sticking it to those on power who would have put them in chains.


COSTUME/GEAR: Shirts in swashbuckle style, tunics, coats, head-wraps, waist coats, big knives, amulets, dirty colours.

The Burkesville Caravaneers

In a parallel world, the mining industry was booming in the US, especially in the 52nd state of Roosenwalt, their main resource being coal and iron. When the mining town of Burkesville had a coal-seam fire, the entire population of the town had to evacuate.


All of the cars, trucks, and rented busses were headed for Ohio, but they never reached their intended destination. When they found themselves in the Realm, the frightened humans were immediately attacked by members of the Vai'Nor, who got to their location before the Greeters from the Harmony Collective. The caravaneers fought back with such a force that the Vai'Nor retreated.


The shock and trauma has since then made the Burkesville Caravaneers highly xenophobic and distrustful to everything non-human. The caravan scavenge and hunt throughout the countryside, even in the Badlands. When their vehicles run out of fuel, they walk, travelling light and with a loaded gun close by.


It has been a long 6 years on the move, and some has started to wonder if it could be worth taking a chance with other human settlements in the Realm. Trust dosn't come easy, especially when so many other humans have friendly relations with non-humans. But the Caravaneers are starting to realise they can't keep moving around in the wild by themselves, always looking over their shoulder and having a finger on the trigger.


COSTUME/GEAR: "Contemporary" clothing, jeans, T-shirts, button-up shirts, practical, pockets, dirty, patched, worn and discoloured due to all the years spent in the Badlands, guns and tools with signs of heavy wear and repair.

The Paralanders

The Colonisers, the Nëyings, the Neocliff Residents, the May Rose Passengers, and the Burkesville Caravaneers may be the biggest united groups of humans in the Realm. With the exception of the Burkesvilles, the other groups often take in newcomers to Realm who are their closest relatives in terms of overall lifestyle.


There are plenty of other groups scattered around in the Realm, clans, tribes, settlements, all with their own way of living, their own way of being. These are usually known by the collective term Paralanders, though the term can be used for anyone in the Realm, since everyone here can trace their origin to a parallel world.


Many cities and settlements under the Harmony Collective has a eclectic cultural melting pot of citizens, with humans being the most diverse and individualistic. It's not always easy with differnet people sharing the same space, some rub each other the wrong way, and sometimes conflicts escalate. However, most agree to make it through the day by at least tolerating each other.
 

COSTUMES/GEAR: Feel free to play around with styles, sewing patterns and materials, look for inspirations from background characters from Mad Max, the Fallout games, Defiance, Star Wars, Star Trek, The Tribe, and other sci-fi shows. Remember, it's an eclectic world but still a very rough and broken one: whatever you do, make the overall flavor some kind of post apocalyptic!