Masters of Horse and Bow
Touchstones: Comanches, Sioux, Mongols, Huns, Celts, Vikings, and other warrior-centric cultures
Known for savagery and brutality but have a rich culture of stories and religion
Wealth measured in horses, captives, falcons, gems, and trinkets
Tribal; non-unified, multiple bands exist with no central governance
Nomadic - follow herds of wooly rhino across the high plains
Warrior culture - chieftains lead bands of families but independent war chiefs recruit warriors for specific raid/campaign/battle
Always favor tactical advantage - flee if outnumbered or outmatched - never attack in strategic way to gain an objective at the cost of lives - each warrior always does what is best individually
Raid elven trade posts, dwarven supply chains, other humans, skaven burrows.
Max armor: ring mail
Weapons: Shortbow, lance, Harpoon, club, flail, short sword, axe, bola
Never take a penalty for fighting from horseback
Bardic tradition of storytelling, dances, horns, sitars, drums, pantomime
Druidic priestly caste
Live on the high plateaus but venture into the canyon basins to hunt, winter camps
Rangers, Barbarians, Bards, Druids, Warlords
Food: herd animals (horn to hoof), hunting, gathering, flatbreads, roots
Drinks: Fermented Mares Milk liquour, Spruce tea, tequila
Sometimes leave male dwarves alive but 'beard-scalped'
There might be other kinds of humans somewhere else but this is the only kind here.
No comments:
Post a Comment