Pg:Other Races of Note

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The Roramini

While humans were previously discussed and the Roramini were mentioned there, their special status deserves its own entry. They did of course follow on from their own ancestors The Romini.

Owing allegiance to no nation or people, the Roramini are the oldest and supposed favorite mortal creation of the god Mikon. The first humans to appear on Avlis were the ancestors of the Roramini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places. They were to find their mates among the Jadodelo (see next chapter for further reference to The Jadodelo.

Mikon's greatest gift to his creation was the freedom to choose their life path. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade. Human beings spread all throughout Avlis, differentiating into various cultures.

Some humans collected in the areas known today as the Kurathene Empire and The Seven Cities, or even as far north as snowy Tyedu. Some went to the other side of the continent and eventually became the warrior maidens of Jechran. The largest and most populous group stayed in the area of M'Chek that was supposedly the site of Mikon's prison when he was kept by the Negerai during the early days of creation. These various groups of humans developed widely different cultures ranging from the female dominated people of Jechran, to the imperialistic Kurathenes, to the pseudo-feudal M'Chekians, to the pseudo-democratic inhabitants of The Seven Cities.

Many of these groups went so far as to forget Mikon completely. Women of Jechran worship Dre'Ana, as an example. This did not disturb Mikon greatly, for above all he gave them a choice. However, in his deepest godly soul, there is some small sadness, it is said by some. One group however managed to retain their love of Mikon and the freedom he offers: The Roramini. For this reason, the claim to be highly favored by Mikon, and some think it is true.

The Roramini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Roramini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.

When it is time to wander, a Roramini will go. When it is time to settle, a Roramini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Roramini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.

No nation in the world will refuse the Roramini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.

Roramini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Roramini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.

Although they are often berated for being loyal to no one, Roramini are actually intensely loyal to each other. A Roramini will not kill or harm another Roramini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Roramini finds another of their kind in trouble, they will always find the best way to help them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Roramini from Tyedu who meets a Roramini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Roramini, you are Roramini... one of them. If you are not, you are 'georgio,' the term for a non-romini.

Because the Roramini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up traveling together a lot, a single man will often be chosen as the leader of the troop, sometimes it may even be a wise old woman. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.

If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Roramini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Roramini Kings on the continent, each presiding over an independent large group of traveling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.

As mentioned, smaller groups of Roramini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.

(c.f. Tribal Humans)

Gnomes and Halflings

Gnomes and halflings on Avlis are identical to those described in D&D. For more information, consult the entries on Ferrell, Galdos, and Deglos.

Centaurs

Centaurs are a race of half-men half-horses. The centaurs on Avlis are identical to those described in D&D. On Avlis they are found mainly in T'Nanshi, Avlis' largest standing forest. Centaurs have been implemented as a PC race on Avlis (see Custom Races). For more information on centaurs, consult the entry on Skern.

Wemics

Wemics are a centauroid race of lions that exist mainly in two different areas on Avlis. In the west, they roam the plains of the Kurathene Empire. In the east, they inhabit the jungles of Jechran and Drotid. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.

Wemics are the creation of the god Balgar, and almost all their race worships him as "The Son". Balgar is the son of Mikon and a mortal woman whom he conceived with named Aryeh Gidol. Later, Aryeh's lifespan was extended by Mikon and she came to be worshiped equally by the wemics as "The Mother". Both gods play important roles in the daily lives of the wemic.

All wemics trace their roots through their mothers, who are generally regarded as the elders of the family units or prides. Most prides will wander the plains or jungles where they are accustomed, rarely settling down. They are at one with the land, feeding off of game in the area until they feel it is time to move on to better grounds. Though this existence seems simple, the wemics are by no means primitive. Every pride is networked with all its neighboring units, and through this network, the wemics have a pretty good idea of what passes through their territory.

Wemics do not claim land as their own, and have no countries or nations. However, they will protect their chosen hunting grounds from anyone they see as a threat. They are very intelligent, and always aware that some other race may lay claim to their grounds as part of a nation of humans, elves, or others. This does not trouble them, and often they can find themselves in agreement with the nation in which they inhabit, so long as their lands are properly cared for. Often, male Wemics will want to make their own way in the world apart from their matrilineal society, and they will offer their services to the nation where they live. This phenomenon is seen many times in the plains of the Kurathene Empire, where goodly lords are common, though it is not often seen in places like Drotid where tyrants play.

Though the wemics live in a matrilineal society, the males are not oppressed in any way. They simply do not have the drive for organization and structure that the females have. So it is left to them to take it up. "The Mother" provides qualities of order and structure, whereas "The Son" preaches doing whatever seems prudent at the time. Both philosophies are regarded equally in the wemic society, and they both fill a role. When hunting, the females will often take the lead, though males have been known to participate in their own hunts from time to time. Male wemics have different personalities. Some are sociable, and some are solitary. It varies. The solitary ones often find themselves living apart from the pride, but not out of contact. Sociable ones are often found among other races.

Wemics have been implemented as a PC race on Avlis (see Custom Races).

Goblins, Kobolds, and Gnolls

These races are sometimes called the lesser evil humanoids. They form societies and tribes, but have yet in the history of Avlis to be able to found their own nations. All three of these races are used as slaves by the lizardmen of Drotid. Goblins, kobolds and gnolls are also populous in the Orc nations of Brekon and Dubunat, but they can be found all over Avlis. Goblins, kobolds and gnolls are all available as custom PC races.