The World of Llowellen: Play-by-forum & Roll20 Virtual Tabletop.
The Anaruns are a collection of human tribes and family units living happily simple lives in the deserts and mountains of Anaru. Although they have no established nations they maintain deep and rich cultural and societal traditions common throughout their diverse people.
Personality: Anaruns are often private and shy people, more comfortable in the company of their immediate family unity than with strangers. Despite this they are open and warm to all comers. They are a quiet people, not given to hostility or violence but possessing a fierce determination to defend their independence at all costs. These humans deeply love the land, and respect those with both the skills to survive the harsher elements of nature and the wisdom to respect and serve it.
Physical Description: Anarun’s are blessed with slender and muscular builds. Their dark skin often has a sand-scoured and weathered appearance and can be chocolate-brown or a darker black-brown. Their hair is universally black and wiry and may be worn long or short by men and women equally. Men occasionally favor beards, although these are usually kept short or braided. Anarun’s wear clothing made from plant fibers and animal skins. Loose, short-sleeved tunics are common, with a robe, belt and sandals. Men wear loose-fitting trousers, and females long skirts. Nearly all such clothing is off-white or beige, with elaborately sewn geometric designs along the borders. Important families display large, colorful patterns sewn or dyed on their tunic fronts. Jewelry is common, even among the poor, who use string, bone, and dyed wood to make necklaces. The wealthier invariably pierce their noses or earlobes to place jewelry there.
Relations: Over a million humans dominate the population of Anaru undisturbed by almost any contact with the outside world.
The typical Anarun clan is no more than 15-30 individuals. Thousands of clans wander their ancestral lands. Relations among the clans themselves are mostly good, strict traditional guidelines govern hunting and fishing rights and these are rarely abused.
Humans maintain excellent relations with the werecrocodiles, believing them to be their reincarnated ancestors. The Kalanese are admired and loved for their skill as fishermen and for their tales from beneath the waves. The Unseelie Fey are the natural enemies of the Anarun people who fear and despise all that these male Fey have to offer. Humans struggle against the Unseelie influences continually. The Seelie Fey are worshiped as ancestral spirits, mentors and divine guides and as such are treated with the utmost respect and love.
Homeland: Anaruns are unlikely to be encountered anywhere except for within their own lands during the time of the Old World. They are a nomadic people moving across the deserts and mountains following gorges and waterholes.
Religion: Anaruns believe in the Twilight-Time, a sophisticated and interconnected mosaic of religious knowledge, belief and practices concerning the creativity of Ancestral Beings (the Seelie Fey, whom they believe are their own ancestors). The Twilight-Time was before the dawn of the First Age when the Ancestral Beings walked Anaru shaping the world the humans now live in. Anaruns worship these Fey ancestors, who visit them in dreams and in the shape of animals to bring them the teachings of Anwen.
Female Names: Allira, Eerin, Kalinda, Kylie or Toora
Male Names: Alias, Berrigan, Ganan, Mowan or Yarran.
Human Racial Traits
- Medium: As Medium creatures, Anaruns have no special bonuses or penalties due to their size.
- Anarun base land speed is 30 feet.
- 1 extra feat at 1st level (cannot be a talent).
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Pakoa
- Bonus Languages: Any other.
- Anaruns always gain Knowledge (humans) as a class skill.
- Racial/Evolved Levels: Human.
Humans can take up to three levels in ‘human’ at any time. Not all humans, however, take racial levels (or all three of them). Humans who undergo the Unseelie Evolution can evolve and gain three more racial levels.
Hit Die: d8
Skill Points at 1st Level: (2 + Int bonus) x4.
Skill Points at Higher Levels: 2 + Int bonus.
Class Skills: A human can choose any six skills to be class skills.
Armour Proficiency: Humans with levels only in human (no actual class levels) are proficient in the use of shields.
Adaptive Learning: At 1st level a human may designate any one of his selected human class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes of that character, both current and future.
Weapon Proficiency: Humans with levels only in human (no actual class levels) are proficient in the use of all simple weapons. In addition they are proficient with any one martial weapon of their choice.
Detect Doorway: At 2nd level a human can find doorways within a mile by sensing in which direction they lie. Once within 60 feet of one, they can sense the doorway as a glowing shadowy shape. The color, shape and size of the doorway should allow the human to determine details about the fey road and where it leads. It is possible to turn to try and detect doorways in other directions, and it takes 1d12 rounds for the detection to reach its maximum 1-mile range, after which it can turn in yet another direction to continue scanning.
This ability may be used once per day and with concentration may be maintained for up to 10 minutes per level.
Detect Fey: At 3rd level a human can detect Fey creatures once per day. This ability may be maintained for up to ten minutes per level. Fey are detected in a cone emanating from the human in whatever direction she faces to a range of 100 feet + ten feet per level. The amount of information revealed depends on how long the area is searched.
- 1st Round: Presence or absence of Fey creatures in that area.
- 2nd Round: Number of Fey in the area, and the condition of the healthiest specimen.
- 3rd Round: The condition and location of each Fey present in that area. If a Fey is outside of line of sight, then its direction is discerned although not its exact location.
The Evolved Human
Whilst any human may reach 3rd level in ‘human’, only those humans who undergo the Unseelie evolution may reach 6th level in ‘human’. These evolved humans are more muscular and fit, smarter, faster and even better looking. The changes in some focus almost entirely on the physical while in others they are mainly mental. Evolved humans often grow slightly arrogant due to their advantages, proclaiming their superiority over their fellows.
Movies stills from 10’000 BC. Used with love and not permission.
Cartography by Ian Hewitt.