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Alran

Any distinctions among human ethnicities are inevitably muddled because of several centuries of settlement and conquest have ensured that no division is absolute. One of the more distinct human races are the Alran. These hardy, dark-skinned people are descended from the original Lun’vek race, many of whom were transformed into lycanthropes by Evaine’s curse. Those who escaped the curse fled south, eventually settling along the winding coasts of the ocean, laying the foundation for what would soon become the trade empire of Alrethel.

Growing along and, in some cases, below, the ocean and coastlines, the Alran quickly mastered the arts of sailing and seamanship. It was not long before Alran merchants and explorers began arriving on the doorsteps of other nations, their carts and ships brimming with strange foreign goods and exotic items. Their empire grew rich from their extensive trade monopoly, and brave explorers recovered many priceless artifacts from the ancient ruins they encountered on their travels.

One such artifact was an ancient Sethsarri tome known as the Sanguinary Codex. This relic detailed the processes the Sethsarri had used to create life, growing servitor races from vats and tanks in specially prepared laboratories. Worried by the rapidly growing magical might of Tael-Mohrd and Vur-Dravin, the Alran soulforgers began to create an army of their own, funding the expensive process with the gold attained through their vast trade networks.

The fears of Alrethel were not unfounded. The Arcane War seemed to erupt overnight, plunging the world into a terrible, destructive conflict which would last centuries. While both Tael-Mohrd and Vur-Dravin struggled to keep their armies strong, the long periods of time required to train new wizards and knights severely limited the number of troops either nation could field. The vat-grown monsters of Alrethel, however, required no training or equipment, and could reach maturity within a week. Their armies never wanted for troops, and few Alrans were forced to join the military, keeping moral within Alrethel high. Unfortunately, the crafting process used to create their monstrous soldiers was flawed, and the creatures grew less and less loyal to their country with each passing year. Eventually, the foul abominations turned on their masters, ravaging the empire with a fury and maliciousness that surprised even Alrethel’s enemies. The once powerful and wealthy empire was forced to abandon the war, fighting the monsters they created simply for a chance at survival.

The creatures would not be the destruction of Alrethel, though. Sages still debate over exactly what caused Alrethel to sink beneath the waves of the ocean, drowning the monstrous army and the Alrans alike. Some scholars say that the bio-engineers lured their creations into Alrethel in an attempt to destroy the bulk of their renegade army, thus preventing the rest of Migdalia from suffering beneath the claws and tentacles of the horrors they had created. Others claim that a battalion of Rournar warmages managed to disintegrate the very land beneath the city, causing its collapse into the ocean. Still others whisper of darker causes, a powerful creature, deemed to destructive to use in the war, which was awoken by its terrible brothers and sisters and who single-handedly destroyed the country of its creators. Regardless of the cause, one thing is certain; the grand empire of Alrethel sank beneath the waves, never to be seen again.

Personality: Alrans are adventurous and outgoing folk, unafraid to take new risks, travel, or settle new lands, and always seem to be trying to better themselves and their families monetarily. This respect for wealth tends to define much of Alran society, and many of their race believe that everything is for sale, assuming one can agree upon a price. The Alran do not tend to horde their wealth, though, and can be very generous with their coin; most seek nothing more than a lifestyle of comfort, which is most easily obtained through wealth. For this reason, many Alrans are merchants or mercenaries, and children often dream of discovering an unknown trade route or of becoming a wealthy merchant, rather than imagining themselves as noble knights or powerful wizards. Alrans have found that power invariably swings to whoever controls the purse strings, not whoever carries the biggest sword, and have set their aspirations accordingly.

Physical Description: Alrans stand between 5 ½ feet and 6 feet tall and weigh from 145 to 175 pounds, with women somewhat smaller and thinner than the men. Their skin color ranges from a light chocolate color to a very dark brown, with dark brown or black eyes and hair. Many Alrans wear their dark hair in long braids, and they tend to favor silks and other lightweight materials for their clothing. Alran clothing tends to be baggy and loose, typically in lighter colors. Alrans favor weapons that can be easily concealed, or hidden in plain sight. Concealed daggers are a favorite, as are nearly any weapon that cannot be readily identified as such.

Relations: Alrans tend to be well liked, even if they are not entirely trusted. While many Alransare upright, trustworthy merchants, Migdalian bards also sing tales of clever and ruthless con artists and thieves, all of whom seem to be Alran. Still, Alrans seem to have a knack for negotiations and diplomacy, and seem to make friends easily, especially among dwarves and elves. More adventurous Alrethians have been known to sell their skills as mercenaries, sometimes forming elite companies which command top coin in times of war. Still other Alran have turned to piracy and smuggling, further tightening their race’s hold on the oceans and seas.

Alignment: The majority of Alran are neutral, though there are wide, sometimes startling, variations throughout their number. Their race has spawned both noble benefactors and cruel pirates, honest sailors and merciless brigands.

Religion: Most Alrans worship, or at least respect, Parma, goddess or commerce and oceans. No great stigma exists for those who worship other gods, though, and temples to many different gods can be found throughout their lands. All in all, though, Alrans are not terribly religious people. While some have dedicated their lives to Parma or other gods, many are content to give friendly nods to passing priests, and worry about the afterlife later.

Language: Alrans speak Alranian, a very diverse language which has drawn upon concepts and words from other languages rather heavily. While it remains its own language, non-speakers can usually pick up a familiar word or two from Alranian conversations they overhear. As many Alrans dwell amid other cultures, (or at least have extensive trade contacts with such societies), many individuals learn the local tongue or the language of their nearest neighbor.

Names: Alran surnames are typically rather diverse, reflecting the naming conventions of the cultures around them. A typical Alran family may have a daughter with a flowing elven name, a son with a short, sturdy dwarven name, and a pet named after some traveling halfling who passed through the area the year before. Often, Alran names are simply based on half-remembered names liked by the parents of the child.

Adventures: Alran are typically drawn to adventuring in hopes of quickly amassing a great fortune that will allow them to retire to a life of idle luxury. Those from poorer families often see the life of an adventurer as a way to quickly gain wealth and advance through Alran society. Occasionally, the children of wealthy families will take to adventuring out of boredom or a desire to escape their overprotective parents.

Human (Alran) Racial Traits

* Medium size. As Medium creatures, humans have no special bonuses or penalties due to their size.

* Human base land speed is 30 feet.

* 1 extra feat at 1st level. Humans are quick to master specialized tasks and varied in their talents.

* 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.

* Alran receive a +2 racial bonus on Appraise, Diplomacy, and Gather Information checks.

* Automatic Languages: Alranian, any one language. Bonus Languages: Any.

* Favored Class: Any.

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