The Commoner of the Noble East is a character of the realms that predominantly lives in a physical world. Humans (‘Faelen’) are the Dominant Species – roughly 65% of the ‘civilized’ humanoid population. Though formal education does not exist in most places, there is generally an attempt by most to stay informed of local events, avoid ignorance, and be decent. While not terribly liberal or progressive, the Steel Realms values women and men equally in many aspects, including some land ownership and there is wage equity within the same job. Meritocracy is promoted, but within traditional peerage constraints; as it is not an overtly feudal world, it grants a certain measure of optimism to individuals and families.
This is a Dominant Cultural Experience – a Cultural Experience that is available to any character of any background, vocation/class, or species that spent their formative years in a region. Places and settlements within it will generally have their inhabitants conform to this. Exceptions will be explicitly spelled out in the setting or delineated by a GM for their campaign.
Assessing Encounter Reactions, @Roleplay, and Narration elements.
Individual circumstances around Social Dealings will override any absolute predisposition. A backstory Character Chronicle or in game changes may provide exceptions.
Defining Experience: The dominant, pervasive culture of the race/species that evinces it's common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).
Encounter Reaction predisposition is Rejection by default.
Encounter Reaction predisposition is Neutral by default.
Encounter Reaction predisposition is Acceptance by default.
Freebooters, mercenaries, etc. (even Bannermen sometimes) – all are seen as Adventurers (and not just travelers) who stir up trouble and potentially upset the balance of powers. They are not appreciated and seen as harbingers of chaos and strife. Most common folk will see them as the source of trouble and potential concern.
Education: Most folk are not taught the events of the Full Campaign Reference… a few famous and local events are all most people know.
The Time of Celestine Wars: CY > Before the “modern” age, there was the time of Nakria. Tribes of shapeshifters dominated the warmer southern lands, and the celestials led them in constant war against each other. It is said there was a reason for it all, but it ended with the coming of Saemon’s Blood.
The Coming of the Blood of Saemon: CY > From a terrible place of war came The Blood of Saemon – a myriad of races and peoples that were fleeing destruction and marched through the Bloodgate to arrive in Helca. The Orrish pursued them, and an endless battle costing millions of lives took place in The Valley of Sighs.
The Unholy Trio’s War: CY > Pursuing The Blood of Saemon, came the trinity of darkness. The Bloodgate barred them, so they came on a piece of their world, through the void of empty space, to hunt down Saemon’s Blood in their anger. The Interloper – a broken off piece of their world floats now in the sky as a third moon of Helca – is their refuge and vantage point. They have sworn to destroy all life which does not follow them.
The Wyld Awakening: CY > The world of Helca gave birth to the gods of the natural order. A mighty host of beast, plant, and elemental powers awakened in what would become known as The Fertile Crescent, and marched to end the tidal wave of death the Unholy Trio was unleashing. The combined Wyld and Celestine forces stopped their advancement, but the land was dying from the overwhelming evil of Everdark’s hate.
The Ascension of the Lightbringers: CY > Three beings of Light to match the dark trinity, were beseeched and so came the Lightbringers. The earth trembled and grew corrupt as the gods and great spirits fought for no gain. The Godspeak Accord was formed, and the gods limited their war to speaking to their followers and not direct engagement. The population had been decimated, and it was almost too late.
The Coming of the Cold: CY 5600 The rise of the Lich Lords marked the end of a long period of peace. The Fall of Dundaria – The Winter Host of the Lich Lords steals the power of Djerduth the god of death and conquers the north.
The Balance of the Gray: CY > The Tear Gift
The Sundering (of nations and faith): CY 5000 Fall of the southern lands and Sea King empire. To stop the tide of demonic creatures of the Lords of Darkness, the powers of the realms causes a great chasm to open from the sea to the mountains in the south. The coasts of the realms are shaken and many of the Sea Kings cities and settlements fall into the sea, bringing death and ruin to their empire in a day.
The Fall of the First Kingdoms (East): CY 2331 ends in the “Bloodhook Despair”
CY 6200 Sun Bane (the ___ Star Dimming)
The Slow Sunset: CY >
Long Summer
Although laws vary from place to place, there are a set of codes under the Law of the High King that are required for commoner and nobility to be obeyed. Additionally, there is a ‘Landsmen Civic Code of the Dominion‘ – a common code adopted by all rulers under the High Kings Lands. The civil code enforces basic social obligations on land (there is a different, but similar Maritime one) – it defines things like Peerage, Titles, and Honors, theft, murder, property, ownership, slavery, basic treatment of prisoners/captives & hostages and the like. Even nobility must operate under this codes. Within this code, specific rights and laws are enjoined as the domain of the nobles and their designates within their own territories. The civics codes state that these MUST be published in multiple ways and posted in multiple certain places.
Education: Most folk know the basics of the spirit of the law through word of mouth and a few formal proceedings they may have witnessed. Only in places with formal education is it specifically taught. There is no universal formal education system in the realms to teach laws. The Law of the High King exist and generally governs all interactions with institutions and people – its basics are common knowledge; This is often adjudicated by members of the World Watchers.
PC’s may not be familiar with all of the factions, but some are known across the entire breadth of the realms well, while others are known only to those of related class or backgrounds.
The Gods – A Violent Past: On Helca, in the time of celestials and the early days in the fights against the gods of darkness, the gods walked the earth and directly interceded for their followers and minions. This caused great ruination and magic that warped nature. This was going to lead to nothing but a heap of ashes, assuming there was a victor. The Godspeak Accord took the gods off the battlefield directly, though they can easily be invoked (and countered) for small magics by any follower with enough Conviction. In Umbak they have a saying that “a man not friendly with the gods is a man who should not marry” (implying he will be dead soon!). All divine powers take a direct interest in followers and their actions, in as much as they have the ability to affect the prominence and power of the faith. Followers will be expected to actively work against enemies of the faith and usually be vocal in local affairs representing the faith.
Most PC’s must find the protection and enter into the service of a Patron. Patrons take an active role in the direction of the actions and development of characters. A patron WILL (its a question of when, not if) demand service and an accounting of their servants/bannermen/followers/brethren.
PC’s may not know all the languages, but most are aware that there are multiple, and traveling means they will likely have to learn a few.
Orrish Menace: It’s been 4 decades or so since any major incursions by the Orks and Goblins into the Steel Realms. In that time, The Deeping, Hungerdouse, the raids of rape, fire and blood have been pushed into distant memory. The machinations of human politics have filled the gap – stability and prosperity as far a distant memory as the evils of the dark. It’s hard to impress the evils of the long darks upon those who didn’t live through it. Not knowing when the night may erupt with a foulness that takes all life – family, flock, and crop. A taste in the back of your throat so vile sometimes you could not eat for days. Violence was something known to all, and peace but a moment’s respite. Then came the Long Summer, a summer that lasted a half year. The Curtain of Darkness retreated, just a little bit. And after, the Lands of Darkness grew quieter. Sure, there were battles in the passes where they were always fought, but the tunneling under the lands of light and night raids beyond the Curtain of Night have gradually vanished.
Undead Menace: No matter light or dark, the hunger the undead have for the living never ceases. The Lich Lords took the Death God’s power and encased the ancient kingdom of Dundaria in snow and ice. Ever since they have been trying to extend it. Additionally, their minions stalk across the land – literal eyes and ears of their masters, finding times and places to slaughter entire hamlets and settlements and spread fear, violence, and the stench on undeath wide and far.
Upbringing Note and link id for su
The benefits for a Commoner of having formal “Citizenship” include the ability to be identified as such for the benefit of claiming protection under the laws of a locale in the homeland they claim to be a citizen of. The right to petition a local ruler stems from citizenship as well. This is also verifiable through mystical or truth-telling means. Whereas the flow of populations is not strictly inhibited in any way, it is easy to claim such a label without formal records in many places. Those families and individuals with forethought will register births and official residence with local authorities, which will eventually make their way to some hall of records – in most cases a Herald’s Hall/Office of a Peerage baron, count, or duke, religious authorities, or a local institution that provides Meticulous Record Keeping. It also grants the responsibility of being drawn from their home by their liege to serve in the Realms Levy.
The threats of the Lich Lords, Unholy Trio, and disaster creates some broad bonds that unify in the face of common adversity. Due to the many things trying to kill the commoner, there is a certain level of practicality in gender roles and valuations.
Typical Non-Combat Behavior/Mannerisms: Avoid Danger, Be Inoffensive, Endure Hard Work, Work as a Team
Typical Combat Behavior/Mannerisms: Run-and-Hide, Band Together, Preserve the Herd (protect breeding stock and young first – humanoid and/or flora and fauna)
Typical Armaments: no worn armor, make-shift weapons and armor; club, knife, walking stick, throwing rock, leather gloves/punch bar
> thugs and vigilantes may have access to Basement Armories and Basement Weaponry.
5e SRD Commoner; team leads, experienced professionals, watchmen, teamsters, and laborers of many industries are likely to be level 1 of Fighter or Rogue.
Ask your GM if there are any specific to PC’s from the full list of i20 skills.