Difference between revisions of "Halmorians"
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Revision as of 16:13, 30 September 2018
Contents
Halmorian
Region of Origin: Halmoria
Physical Description: Well proportioned, Dark haired, Russet to Olive colored skin
Stats:
+1 Intelligence
+1 Wisdom
-1 Dexterity
Bonus Feat: Able Learner
Bonus Feat: Negotiator (+2 to Bluff, Diplomacy)
Skilled (+1 Bonus Skill Points Per Level)
Favored Class: Any
Tips on Playing a Halmorian
- Mainland Halmorians require a background approved by a DM.
- Halmorians have names drawn from Roman, English, Italian and occasionally Spanish influences.
- Halmorians have Mediterranean colouring with olive skin and dark hair.
- Halmorians are known as being level headed, diplomatic and philosophical, and devout, with recent expansionistic tendencies.
- Halmorians worship any of the Overseers.
Background
The Halmorian Empire was a major superpower for hundreds of years. Being somewhat recently infected with a bout of imperialism, as often happens with such civilizations, the Halmorians began aggressively expanding their borders a little more then two centuries ago. First flexing their new found imperial muscle against smaller nations on the continent, before later searching for new lands to conquer. The Halmorian Empire's population of Nobles increased dramatically due to the acquisition of new territories and lands. In recent years however, none on the continent of Eramere have heard from the mainland often, after Atalan seceded from the Empire. The Halmorians that remain continue to hold to the old traditions now mixed with the ways of Eramere.
Halmorians as a people have always been level headed thinkers with a flair for philosophical debates and more cerebral pursuits, such as the arts and sciences. This coupled with their traditional devotion to the Overseers lends their culture a very enlightened perception. While not the largest of men, the Halmorians have time and again overcome their enemies through solid tactics and advanced maneuvers due to their ability to plan ahead.
Their first major conflict came when they invaded the northern lands known as Valka. There they met the Valkshir, a hardy people who resisted fiercely. The war with the Valkshir lasted for nearly a generation until the Halmorians were finally victorious, using the Valkshir's own rituals against them. Next came the Lakoi, a relatively laid back sea faring people. Here the Halmorians met little resistance, the Lakoi allowing them to install their government with little or no fuss.
The emperor however decided to take it a step further. Upon the news of the lands holding Atalan, Lord Emperor Alphaeus III demanded a new Halmorian colony be formed. When the initial force arrived on the shores of Eramere they found, rather conveniently, a defensible city void of all life. The Halmorian colonials took Atalan as their home and set out to explore their new world. They were met with horrors beyond what they had seen before, the walking dead, tales of strange woodland folk, some graceful and beautiful, the others beastly and savage. From the mountains other tales of a diminutive folk of fierce reputation were told, and in the desert stories of small folk who moved from place to place like the desert wind.
These were the least of the Halmorians' issues however, as other creatures roamed the land. Vicious animals and beasts never seen before have been known to slaughter farmsteads an scouting patrols. To further complicate things all requests for additional troops were denied, forcing the current Legion to recruit from the growing colonial population. The rule of Halmoria in Atalan ended after the Halmoria-Kalimvar War and only a few short months before Atalan itself fell to the manifestations.
Most Halmorians who chose to remain on Eramere settled in High Reaches 80 years ago and became part of Erameran Humans. A few decades later, a number of Halmorians returned to the continent and settled on The Island of Samaras to secure their foothold of trade with those in Eramere, as well as keep an eye on the Kalimvarans present nearby.
Government in Halmoria
Halmoria is ruled by a hereditary emperor which has changed lines a few times throughout history, some due to early death, others to military uprisings, and some to more subtle assassinations. The current family has held power for the last three centuries, and have brought with them a policy of expansionism and a desire to surpass the achievements of the previous generation.
Halmorian governmental structure is made up of three parts; The Emperor and his or her family line, The House of Consuls (made up of the Nobles), and finally the Council of Commons (made up of elected Senators from the citizenship). The Council of Commons is a new creation, which is supposed to be able to influence Imperial policy; this has been more or less effective depending on the emperor. The last Emperor mostly ignores their suggestions, and has even threatened to disband the council on several occasions.
History
See The Halmorian Empire.
Festivals
The Halmorians typically celebrate the cycle as a whole, without focusing on a particular festival or celebration overly much, quite unlike the Lakoi or Valkshir.
One tradition that still lives on in Halmoria however, is the duel.
In the Empire there are many sports, but few rarely bring out the crowd as a good duel. The most common form of duel is done with the longsword, but exceptions have been made for rapiers, daggers and greatswords. There are many rules of etiquette in the duel that are typically honoured by all sides involved, however that is not to say there have not been incidents of cheating uncovered.