Common Cultures of Aventuria

Common Cultures of Aventuria

Middenrealm or Garetia

Although Garetia is technically not correct, this term is used to describe the citizens of the Middenrealm (in its more narrow sense, Garetia stands only for the central region of the Middenrealm encompassing the imperial city and its immediate surroundings). The Middenrealm is the largest political entity in Aventuria, spanning more than 1,000 Middenmiles from east to west. The customs of its inhabitants vary accordingly within those boundaries.
Region
From the Sea of the Seven Winds between Havena and Grangor to the west up to the Black Sickle, the Troll Peaks, and the Sea of Pearls at Perricum in the east: this vast area holds all land types found in moderate climates, as well as all terrain features from plains to mountains and from swamps to steppes.
Way of Living
Approximately one-eighth of all Middenrealmians live in Gareth—twice as many as in all other cities of the realm combined. The burghers make a living on crafts and trading, or barely make it as day laborers. Most people of the Middenrealm, however, dwell in the countryside, living off the fruits of their fields. Goats and chickens are everywhere, even in the alleys of Gareth, and most farmers manage to own a brood sow as well. On the other hand, owning a cow means that you’re wealthy, and eating venison is purely a noble’s privilege.Middenrealmian society is feudal, with the lower nobility—nobles and knights—forming the basis of the feudal pyramid, with the emperor in Gareth at its top.
Worldview
The worldview of all Garetians can be summarized in three phrases: The supreme powers are the Twelvegods; the Empire is based on divine right; and the Horasians are defectors. These tenets serve to unify the individual provinces. The farther away from the capital you travel, however, the less the ruler’s influence is felt. Instead the provincial lord or the local nobility get the people’s attention.The cultural and topographical differences between the provinces are tremendous. This is, of course, reflected in the population’s worldview. For instance, the Albernians live in the land of fairy and will blame all their troubles on these magical creatures (they do have a somewhat mischievous nature), while Griffinforders tend to blame the recent Orkstorm for all the evils of the world.
Customs
Huge differences are found between provinces, so a few examples will have to suffice. If an Albernian sends you on your way with a wish for you to “walk the hard way,” this has quite a positive bent, for that region’s western part is covered in swamps which don’t allow for errors in traversing them (thus, the hard way is the safe way). The mountainous province of Kosh is not renowned for its wealth. Calling someone a “Kosh baron” actually names him a pauper. Typical of the Kosh Mountains are the many small pieces of craftsmanship that are fashioned during the winter months and brought to the lowlands in summer by traders called “dosser chaps.”In Darpatia, where hospitality is highly valued, Travia is worshiped above all the other Twelvegods. In the rich and fertile area around Gareth where life under the “divine order” has always been good and the nobility is never far away, the cult of Praios is most prominent.On the first day of the moon of Efferd (the “day of water”), the Festival of the Many-Colored Lights of Perricum takes place in that port city. Thousands of small rafts, laden with burning candles, are set onto the Darpat to drift into the sea. The Empire’s most important festival is the Summer Solstice Celebration on 1 Praios; of almost equal importance are the National Holidays from 6 to 9 Rondra (which recall the victory over the Old Empire of Bosparan) and the Festival of Swords on 15 and 16 Rondra, during which large tourneys are held everywhere.
Clothing and Weapons
The common folk usually wear linen shirts, doublets, and woolen trousers (or skirts for women). Those who can afford it, though, dress after the latest Garethian fashion. Currently, court fashion consists of calf-length pleated cloaks, knee-length trousers, stockings of finest wool, shoes with only a few buckles, and a cap, often with feathers.The Middenrealm’s classical and most commonly used weapon is the long sword, also called a knight’s sword. In wooded areas, hunting weapons such as the spear or bow are quite common. In the larger cities of the realm, all the weapons that money can buy are available.
Portrayal
Garetians are down-to-earth, god-fearing, and rather conservative. And yet, the huge variety of customs and subcultures gives you a lot of leeway in portraying your hero. A Garetian is the ideal choice for any new player. Simply avoid words that are too modern (cocktail, infotainment, dude, and so on) and take care to use the more “old-fashioned” forms of address of “thou” and “thine” to make your language sound more Aventurian. One of the most prominent character traits of Garetians is the need to set themselves apart from the Horasians. Garetians view themselves as more honest and more ethical than the neighbors of the Vinsalt Kingdom, whom they usually regard as fops.
Typical Names
Males: Alrik, Fingorn, Gerion, Pagol, Praiodan, Stpien, Ugdalf;Females: Alinde, Fiana, Harika, Maline, Traviane;Surnames: Aldbridge, Berlind, Helmick, Lowangian, Stonecutter, Westing.

Horasian Empire

Region
The Horasian Empire stretches from Grangor to Drôl, and is bounded by the Eternans and the Goldenrocks to the east. The Cyclops Islands are also under the Empire’s jurisdiction.
Way of Living
The Fairfield, situated between Grangor and Neetha, is the heartland of the Horasian Empire. It is the most densely populated area of the Middenrealm—nowhere else will you find more cities on less space. (Note that you still cannot compare The Fairfield to today’s conurbations; even less densely populated states like Kansas still have more people per square mile.)The free farmers are able to make a fair living because they can easily sell their produce in the large cities. The townspeople, on the other hand, live on craft and trading. The Horasian Empire is also known as a haven for teaching and progress, and thus quite a few people earn their pay as aides to scholars or work in the “manufactories.” Even the Horasian Empire has its fair share of beggars, however, living off the charity of the well-to-do.The Fairfield is also the most influential trading center of Aventuria’s west coast. Goods from all around the continent can be had in its harbors, and many an item totally unknown to Garetians is old hat for Horasians, or at least available in the markets of Grangor or Kuslik even if highly expensive.
Worldview
The Eagle Throne is the center of the world, and all Garetians are rebels and barbarians. The Bornlandians are barbarians, as well, as are the Andergastians and Nostrians—well, your standard Horasian does display at least some arrogance…Horasians value their freedom. No other place in Aventuria holds as firm a stance against slavery as does The Fairfield. “Freedom” includes freedom of the mind; it is no accident that the most important temple of Hesinde, goddess of wisdom, is found at Kuslik. The Horasian Empire has also become a popular place for holding scientific meetings and congresses.Another trait common to all Horasians is their love of life; they are truly free spirits. The main temple dedicated to Rahja sits at Belhanka. The wines from The Fairfield, especially the tickling Bosparanjan, are renowned across all of Aventuria. And if there is one fashion center on the continent, it is Vinsalt, not Gareth.The Horasians share the Garetians’ belief in the Twelvegods, but they are far more tolerant of other faiths. A unique feature of their spiritual world is the worship of Horas, legendary first emperor of the Old Empire as a demigod. His cult is most popular among nationalists, some of whom have even resorted to attempts on the lives of Middenrealmian merchant houses or ambassadors.
Customs
In The Fairfield, free spirit runs high. Therefore, we will concentrate on customs of pleasure and entertainment for now. The Fairfield is the center of the Aventurian world of sports. The most popular team sport is called Imman. It was brought to the Horasian Empire from the north, quickly getting a foothold and finding a more than enthusiastic audience. Another favorite pastime is sipping good wine and playing Riva, a game that pits two toy fleets of ivory and ebony against each other.Music and dance are valued throughout the Horasian Empire and are exported to the rest of the world. The rate of literacy even among the common people is high indeed.Other arts are held in high esteem as well: intrigue, for instance. Everybody who wants to be somebody must become a member of at least one secret lodge. Not-so-secret brotherhoods also exist, such as the Society of the Friends of Aves, which counts among its members all those who can afford to travel for sheer pleasure or to support expeditions into the remotest corners of the continent. (Aves, a demigod, is the patron of travelers and fortune seekers.)
Clothing and Weapons
Common people favor long shirts and trousers, but owing to the mild climate, fabrics are lighter than elsewhere. Wide lace collars and corsets are typical of the Horasian Empire.Nobles, as well as those who wish to look “better off,” usually fall prey to new fashion trends, however ridiculous they may be. For instance, a male noble often wears a long, laced brocade jacket, wide knee breeches, high boots, and a wide-brimmed feathered hat. Ladies wear resplendent garments with narrow waists, opulent skirts, and daring necklines. Even women of standing, however, may be seen wearing comfortable trousers and boots at times.As for weapons, daggers as well as fencing weapons such as rapiers or foils are most popular.
Portrayal
Horasians are fully aware that they live in the most progressive nation in all of Aventuria, which fills them with pride (and some measure of arrogance, too). Apart from this, Horasians like to look beyond their own country, to study the politics of other realms, and even regard themselves as brothers and sisters to all their fellow Aventurians. But make no mistake—this role serves as big brothers or sisters, for who wants to be on the same level as a lowly Garetian?
Typical Names
Horasian names sound softer than Garetian ones, often having more vowels (e.g., Tassilo, Darion, Alrico, Antea, Rahjana, Naila); for persons of standing, surnames are often introduced with an infix (ay, di, ya): Savonio ay Desca, Lutrea ya Baltari, Lorion di Cabazzo.

Bornland

Region
The Bornland is bounded in the south by the Sea of Pearls and the Dragon Stones, in the east by the Brazen Sword, in the west by the Green Plains and the Red Sickly, and in the north by the North Weal Downs.
Way of Living
The Bornland is a noble’s republic. Every five years, the Nobles’ Conclave at Festum chooses a Noble Marshall who represents the Bornland to other nations and also serves as the nation’s chief warlord. The real extent of his power is based on his individual authority, though, meaning that often the title of Noble Marshall is no more than that: a title. If the ruler is weak, nobody will really obey him, regardless of title.Every noble is proud of his title. This pride of place is such that even the poorest squire, who must earn his living by shining boots in the streets of Festum, regards even the richest merchant in all of Aventuria as nothing more than a mere commoner.The nobles have absolute power. Most Bornland people are farmers in bondage, whose fate is tied to the will of their master, the bronnyar.In the countryside and in the cities, daily life runs its course as it does in the rest of Aventuria. Festum, the capital of the Bornland, is the third largest city in Aventuria; it even has its own goblin quarter. However, the redfurs are allowed to work only in unpopular professions such as tanner or rat catcher.Another remarkable feature of the Bornland is its infamous winter. It is especially severe in the northern region of Sevirya.
Worldview
The farmers regard the Twelvegods as the highest authority of all, but their bronnyar comes a close second. There exists a love-hate relationship between farmer and bronnyar: on the one hand, the farmer dislikes the bronnyar for the atrocities he commits, but on the other hand, the farmers are proud to do whatever they can to help their master prosper, for thus is the will of the gods. The bronnyar, in turn, customarily regards his serfs as lazy and sly, and this is all that needs to be said about the Seviryan farmers and how they see the world.In Festum, though, things are quite different. Since this port city maintains a large merchant fleet, news from all over the continent is of the highest interest.
Customs
“Hitting the bottle like a Seviryan noble” has become a popular saying in the northeastern Middenrealm. To put it mildly, the phrase describes an overindulgence in alcohol.All across the Bornland, “Ifirn’s Dance” is well known. This is a children’s game: at the first sign of snow, the children sing and dance, greeting “Ifirn’s Stars” (i.e., the snow flakes, which were named after Firun’s mild daughter). In reward, they are handed “Ifirn’s Slices,” brown bread covered thickly in beet weed and precious white sugar, a true delicacy compared to their usual diet of cabbage soup.
Clothing and Weapons
The farmers in bondage wear frocks and can usually afford no more than straw shoes, which they cover in rags come winter to prevent their toes from freezing. And even if they should acquire some money, they are only allowed to wear what is proscribed in the strict Bornlandian dress code: for furs, they may wear only dog, cat, or goat. Free Bornlandians are somewhat better off, as they may wear rabbit. However, lynx, ermine, and bear (as best exemplified by the famous tall bear skin caps) are reserved for bronnyars only.
Portrayal
The average Bornlandian is good-natured and friendly, but farmers tend to be conservative and stubborn. Townspeople, on the other hand, are more open to new ideas and have good minds for business.All Bornlandians have heard stories of restive serfs being dragged by a bronnyar’s horse, breaking all the offender’s bones; most have actually seen it happen. This makes them wonder about the mildness of Garetian earls, who convene a court session before cutting off the hand of a thieving farmer.All Bornlandians share a fear of the long, harsh winter—a winter you can survive only if you have prepared well. Bornlandians have been known to buy fur hats and thick wool fabrics in midsummer in the Fairfield, just because “the early Bornlandian never gets cold in winter.”
Typical Names
Males: Baeryan, Colyev, Orshin, Wulfen;Females: Nayesha, Tyeika, Yanne;Surnames: Arauken, Laronov, Seversky.
Thorwal
Region
The Thorwalians have settled along the coastline of the Sea of the Seven Winds from Kendrar to Olport, including the Prem Peninsula and the Olport Stones. Thorwalian quarters have also sprung up in many other port cities, sometimes even distant ones.
Way of Living
The Thorwalians engage in only limited farming and herding; instead, they have pledged themselves to the endless seas, roving all across the Sea of the Seven Winds (and often other oceans as well) as pirates, traders, and fishermen. Their ships, slender dragon ships or Ottas, are highly maneuverable, very robust, and feared everywhere. Thorwalian pirates not only attack other ships, but also plunder coastal villages and small port cities.Both sexes are absolutely equal in Thorwalian society. It’s common to see a red-bearded male, two children in his arms, standing on the quay and waving his heavily-armed woman good-bye, hoping for her safe return from her raiding expedition. Middenlanders who express amusement at such behavior have often had to see the dentist shortly afterwards.At the core of Thorwalian society is not the family or clan, but the ship’s community, or Ottajasko. These groups of forty to fifty men and women take to the seas in summer on one boat and share long houses in winter.
Worldview
The people of Thorwal worship Swafnir, son of war goddess Rondra and sea god Efferd, who roams the waters in the shape of a huge sperm whale, forever locked into fierce battle with the giant snake, Hranngar. Should Swafnir’s strength ever falter, the end of the world will be nigh. For this reason, Thorwalians hold all whales and dolphins in high esteem and hate all whalers. They are a freedom-loving people who abhor slavery and slave holders, especially the Al’Anfians. When they decide to raid a village of Horasian invaders or capture a merchantman or an Al’Anfian torturer, they do not regard this as real piracy at all.
Customs
Apart from (perhaps) the people of northern Bornland, Thorwalians hold the absolute record in liquor consumption throughout Aventuria. The most infamous of their brews is the Premian Fire, a turnip liquor (or schnaps) that burns with a red flame (and in a person’s throat as well).Another typical feature of the Thorwalians is their colorful tattoos, often in the shapes of whales and dolphins.Bath houses can be found everywhere in Thorwal, not only in cities and villagers, but in almost every farmstead. These are used for ritual washings with cold water (and in winter, with snow). Afterward, Thorwalians congregate and show their kinship in a common warm bath.Thorwalians are a superstitious people. They often wear a whole slew of amulets around their necks, thus hoping to be protected from all kinds of evil imaginable. They also sew protective runes onto their clothing.
Clothing and Weapons
Thorwalians like to combine their classic garments (woolen trousers and linen shirts) with gaudy, extravagant clothing they have taken as plunder or bought in a foreign market. Heavy belts and girdles with ornamented buckles as well as leather doublets and bodices are typical, as are high seafarer’s boots and broad bracelets. Except for different shapes and sizes, men’s and women’s clothing does not differ.Thorwalians love axes of all kinds and types; especially typical is the “foretooth,” a special type of throwing axe that they learn to use from an early age. They also value edged weapons such as sabers and cutlasses, sometimes carrying enough of these to equip a small army. Armor is regarded as cumbersome (and deadly when aboard ship). Thus, Thorwalians rarely wear armor heavier than a quilted leather tunic or a “toadshide,” a leather vest studded with heavy rivets.
Portrayal
Playing a Thorwalian is quite simple and highly suited for beginning players. Just blend straightforwardness, pugnacity, and the ability to hold enormous amounts of alcohol with a love of raw strength. Add a bit of self-conceit and there’s your hero. Sure, superstition and sudden gloomy mood swings will sometimes creep in, but the Thorwalian who runs away from a problem has not yet been born.Thorwalians are proud of their traditions and would never part with them. They are proud of their parents, their people, and their Ottajasko. Not a Thorwalian exists who could not talk about the heroic deeds of her ancestors or her ship’s community for at least three days.

Mhanadistan

Region
Mhanadistan is the name for the highlands between the upper run of the River Mhanadi and its tributary, the River Gadang. This is the heartland of Tulamidyan culture.
Way of Living
As Tulamides, the Mhanadistani have no concept of nobility as found in the Horasian Empire, the Middenrealm, or the Bornland. Social standing and political power are based solely on wealth (and possibly also on magical prowess), not on the grace of birth. Thus, the office of duke or sultan has become hereditary only because the Mhanadistani assume that the money entitling the former holder of office to his rank remains in the family.As everywhere in the world, townspeople live on trade, craft, and (to a large part) on begging. Those really desperate for quick cash often hire on with the El-Achami Academy of Mental Power, probably Aventuria’s most infamous school of black magic, to take part in some “harmless” experiment.The banks of the Mhanadi provide enough millet and wheat to feed the large city of Fasar. Numerous brooks and lakes crisscross a countryside that is also rich in livestock Mhanadistan is the cradle of the ancient Tulamides, the first human civilization of Aventuria. The Tulamides were later subjugated by the advancing Gyldenlanders. No more than 200 years ago, the country was still part of the Middenrealm, but finally managed to gain independence. The former baronies and dukedoms then degenerated into a collection of village states that are usually ruled by a so-called “bey.”
Worldview
The word Tulamide simply means “human,” and this is how the Mhanadistani view themselves: as heirs to those who created the first human civilization. This is in sharp contrast to the war-mongering Gyldenlanders, who don’t have any sense of beauty or aesthetics.Wealth means power and prestige and is seen as a highly desirable goal, if not the only goal worth pursuing. This view has led to an open battle between those with property and those without property. Nowhere in Aventuria will you find larger bands of robbers, some of which reach the size of small armies. Accordingly, estates have been turned into veritable fortresses to ward off this constant threat. A brigand chieftain who has amassed a fortune by constant successful robbery might well become a respected member of society, while an estate owner who has lost all in a raid might suddenly become an nonperson.Most Mhanadistani believe in the Twelvegods, but are also open to other religions.
Customs
The Tulamide races are polygamous. A man may have as many women as he can manage to feed. He must declare one of them his main wife, the Shanya, who acts as head of the household and may even inherit her husband’s power in the event of his death. This is nearly the only possible way for a woman to achieve a position of influence. Consequently, it is quite uncommon to educate women in ways beyond housekeeping, with certain exceptions, such as dancing. (In recent times and in cities of a more “Middenrealmian” bent such as Kunchom, though, “housekeeping” has taken on the additional meaning of “bookkeeping.” And the exceptions as regards magicians or the cult of the Twelvegods are legion.) Customarily, husband and wife are promised to each other in early childhood (and in some cases, even before birth).Slavery is allowed by law and is quite common. Even those Mhanadistani who cannot afford to buy a slave enjoy visiting the slave markets, both for the colorful sights and the chance to see a large number of splendid, half-naked young men and women up close.
Clothing and Weapons
All Tulamides like fine, colorful fabrics. A number of different fashion influences mix in the Mhanadi valley: knickerbockers, short doublets, flowing caftans, lace collars, and tunics are as common as turbans, head scarves, and straw hats.The typical weapon of the Mhanadistani is the Kunchomer (a type of scimitar) and its larger cousin, the double Kunchomer (which must be wielded with both hands). A smaller curved dagger, both in light and heavy versions, is also quite popular. Scale and ring mail are favored over all other types or armor.
Portrayal
Role-play your Mhanadistani as tolerant, gentle, and friendly. He is no miser, has a sense for pleasure and the fine arts, and is fond of festivities. If his friends are short of money, he has no problem paying for them.On the other hand, he does have an excellent eye for business and an instinct for gaining advantages. Blackmail is just a peccadillo for him, and the property of others is not nearly as sacred as his own. He never indulges in common theft though, but instead cheats his business partners in ways bordering on fraud. His quick tongue is one of his most valuable assets.You understand the obvious benefits of slavery and the proper behavior of women, and may feel moved to share this wisdom with your companions on occasion.

Novadis

Region
About half of the Novadis can be found in the Khôm Desert while the rest dwell in the large cities, most importantly Mherwed and Unau. Punin, Kunchom, Selem, and even far Festum also have significant Novadi communities.
Way of Living
The city-dwelling Novadis live on craft, farming, and breeding stock. The desert Novadis, on the other hand, travel the Khôm as nomads. A Novadi’s wealth is in his animals, the most important of which is his horse. The only real horse people in Aventuria, the Novadis can perform legendary stunts on horseback and are known as unsurpassed riders.The sexes are not equal in Novadi society. While an unmarried girl still has some freedom, once she marries she becomes her husband’s property, just like his horse and his goats. In rare cases, though, a woman may find glory, power, and a reputation as a warrior by acting as an Achmad’sunni, a she-avenger (the word has formed the basis for the Garetian term, “amazon”).
Worldview
The Novadis worship the Onegod, Rastullah. Some 260 years ago, he appeared to them in the oasis of Keft, presenting them with his 99 holy commandments and ordering his people to carry forth the one true faith into the world, if need be with fire and sword. The Novadis do not deny the existence of the Twelvegods but see them as no more than vassals to Rastullah, who aspire in vain to positions as supreme deities and will soon be crushed for their insolence.
Customs
Many of the wild desert tribes hail strangers with a staged mass charge. Those who turn tail and flee are ridiculed or even attacked in earnest, while those who keep their calm are held in high esteem and may claim right of hospitality.Outside of the Khôm, the notion of shadow combat, usually performed in hidden places, has given rise to a great amount of speculation. It is both a religious act and an exercise, for “he who pleases Rastullah strengthens mind and body.” Shadow combat is usually done with a Kunchomer and looks like a battle against an unseen enemy.Novadi table manners are also worthy of note: They eat by using their hands, with the host hand-feeding the best bits to the honored guest.
Clothing and Weapons
The Novadis always wear some kind of head covering, such as a piece of cloth or a turban, for protection against the relentless desert sun. Loose, thin garments worn in several layers shield them from the heat of the day. Depending on clan or wealth, linen, wool, or even brocade fabrics may be used. Novadis do not like to part with their clothing styles even when away from the desert.Typical Novadi weapons are the Kunchomer as well as the light riding spear, the jadra, used while on horseback. Their favored ranged weapon is the short bow.
Portrayal
However far away from the Khôm he may be, a Novadi will never part with his flowery language or with his pride or hot temper. His love for horses is proverbial, and seeing a noble breed of horse might just make him forget that his comrade has been in dire need of help for quite some time now ….When a Novadi feels insulted, trouble is sure to brew. Unfortunately, even a stranger’s casual glance may arouse his ire.All Novadis are highly pious and always try to live up to Rastullah’s 99 Rules. These govern a Novadi’s entire life without doing anything to simplify it.

The Lea Elf People

Region
Lea elves make their homes along the banks of the rivers north of the Salamander Stones, mostly on the upper run of the River Kvill, along the River Letta, and along the mid-Oblomon.
Way of Living
Lea elves live in villages built on pilings in the river meadows. The only known elven town is Kvirasim. They live by hunting, fishing, growing fruit and herbs, and trading with humans. Since they have a keen sense of smell, lea elves do not like food that has been created by fermentation or putrefaction, such as cheese or ale. Neither do they like milk, which should be reserved for young animals.The elves have perfected many crafts, especially those of furrier, bowyer, and woodcarver. Their sense for jewelry, ornamentation, and all things beautiful is legendary.
Worldview
Like all elven peoples, lea elves do not recognize the human gods but instead revere “nurti” (i.e., life) and fear “zerzal” (death). They regard themselves as part of the community of all living creatures, and at the same time regard all living beings as part of themselves.The human greed for worldly riches is alien to them and beyond their comprehension. From their point of view, a beautiful bow or a well-crafted flute are treasures worth seeking, but a pile of shimmering metal most certainly is not. Besides, what can you do with it except fear it being stolen?
Customs
Not much is known in Aventuria about elf customs and pastimes. Although humans occasionally visit elf villages, they rarely stay long and are usually not invited to festivals. Since elves have free and uninhibited love lives, marriages are rare. Those few that are known were glorious festivities, full of dance and song but totally without eating and drinking. Instead, the elves seemed to be cast into a rapture of lust for life by their innate magic and an inborn savageness.Elves know neither laws nor courts of law, rather relying on a natural feeling of right and wrong that imbues each and every clan member to value her fellow elves’ opinions enough to abide by their rulings voluntarily. The only punishment known to elves is banishment from the community. The sentenced elf continues to live with her tribe, but is shunned and ignored. The punishment usually lasts for a limited time, and in most cases, a day is enough to make the miscreant see the error of her ways. In especially severe cases, the punishment may be pronounced for life. Rumor has it that all elves join in a magical song that practically removes the expelled elf from their eyesight.
Clothing and Weapons
Lea elves fabricate almost all of their clothing from suede or a fabric named “wad.” This is extracted from the cottonlike seed cluster of the wad rush and can easily be dyed and worked into durable, water-resistant clothing. They wear shirts and trousers that are usually form fitting and adorned with fringes, colorful embroidery, feathers, fur linings, or animal teeth. Typical of all lea elves are top boots of soft leather and the wad cloak, a sleeveless tunic usually dyed blue-gray or green.Elves will don armor only in true cases of emergency; even then, they avoid metal armor because they find it unfamiliar and cumbersome. For weapons, elves prefer short bows of ash wood (sometimes also manufactured as composite bows, made from various types of wood, bone, and animal sinews) and fencing weapons such as hunting rapiers and daggers.
Portrayal
Of all the elf peoples, lea elves are closest to humans and thus easiest to role-play. One thing, however, needs to be perfectly clear: an elf is not human! She is more than a fighter who can also use magic. Thus, you should not take on the challenge of playing an elf until you have found your bearings in Aventuria.As most scholars have surmised, the elf race is much older than the human one. Elves have mastered an intuitive form of magic that comes easily without long and arduous study. Because of this, they are usually wary of human magicians, not only those who dabble in the dark arts but of proven “white magicians” as well.Elves find the notion of subjecting themselves to any mundane or spiritual authority as devoid of all dignity. They also abhor senseless cruelty, even when committed against their most hated enemies. They always voice these opinions clearly and loudly, and are often prone to ironic or even arrogant remarks about their perceived failings of the world of humans. A correctly role-played elf should now and again find herself in trouble due to a careless, arrogant remark about the strange customs and behavior of her human companions.

The Anvil Dwarfs

Region
The mountain kingdom (“mountain freehold”) of Woodward in the Anvil Mountains is home to the anvil dwarfs. Some clans who have retained the anvil way of living have settled in the Darkencrest, the Thash Mountains, the Maraskan Chain, and the mountains of Kunchom.
Way of Living
Anvil dwarfs like to brawl, drink, and smear their bodies with a paste of fat and coal dust (which makes them look pretty dirty)—in short, they conform to every dwarf cliché ever put in place by humans and elves. Their underground settlements look like furnished mines, often illuminated only by the fires of the forges.
Worldview
Well, something exists outside the dwarf cities, but it is the faceless, impersonal world of the humans. Once there, you can get into trouble simply by jostling one of them, and you have to part with great-grandfather’s ax before entering a simple tavern. This does not mean that dwarfs shun the world of humans, though. Quite the contrary—many anvil dwarfs go adventuring “for a good bashing.” Still, they really feel at home only among their own clan.Mentality and
Portrayal
The dwarfs of the Anvil have always maintained a sense of independence, even from the other dwarf races. Their King Under The Mountain, Arombolosh, is regarded as one of the wisest and most capable of all dwarf rulers alive. Anvil dwarfs are not only renowned for their skill in weapon smithing (even among other dwarfs), but also for training the best fighters dwarfdom has to offer. They have squared off valiantly against enemy after enemy since time immemorial, not even shying away from mighty dragons. All this makes them even prouder and more self-important than dwarfs are ordinarily imagined to be.Dwarfs can be unbelievably stubborn. Even if you’re usually willing to compromise, your dwarf should every so often be rock-headed enough to bring the rest of your party to the brink of despair (“We will do it as I say. Father did it that way, and Grandfather before him. End of discussion!”).Dwarfs are not just small humans; we cannot stress this enough. Please do not turn your dwarf into a small, fearless copy of a human warrior. Instead, you should try to get into the dwarfen frame of mind and emphasize the character’s alien nature. Try to imagine how it feels to walk across a sunny meadow if you dislike sunlight (and meadows, for that matter). Imagine the colorful curses your hero might spit from gritted teeth in such a situation. On the other hand, let your dwarf marvel at the sight of an ore vein or let him forget about his surroundings for a few moments while gazing at a perfectly crafted marble statue. And never forget that calling out, “This might be dwarfwork!” is the highest praise a dwarf can deliver.
Clothing and Weapons
Adventuring dwarfs favor their personal chain mail shirt (handed down from their forefathers or forged by themselves) as their chief garment. Beneath the armor, a dwarf usually wears servicable clothes, thick wool padding and over all, a cloak of hide or cloth. Dwarfs never remove their armor, neither in hot summer nor during the night. Ax and hammer are the dwarf’s classical weapons; they are generally used two-handed. Only younger fighters employ a shield and then only in combination with short weapons (heavy dagger, hatchet, short sword). Dwarfs find human two-handed weapons far too unwieldy for their own use.