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Humans

Kin

His Majesty the Worm · p.50

Open source p.50
Kiths Divided into myriad houses

When does pride become hubris? When does glory tarnish to vainglory? This thin line is embodied in humans, the knaves and the kings of the Wide World.

Humans are not as hardy as the immortal fay, being given to sickness and age. Nor are they as crafty as the underfolk, being slow to develop the crafts of alchemy and lore of natural philosophy. Yet humanity has one gift that surpasses every other: war.

Humankind is built for war. The crafts they have learned from dwarves and elves have been turned ingeniously to this purpose. They breed and mature quickly to resupply their cities with men and women, replacing those lost to hardship. They are fierce, doughty, and brave. Using their arts of war, mankind has conquered much of the Wide World. They are the conquering kings, proud and terrible. Even so, they are fractious. Humanity has never united themselves under a single banner (though various warlords have attempted the feat). Matters of philosophy, religion, or blood will divide them—as will ambition. Therefore, the power of men is spread through a handful of notable empires and hundreds of petty kingdoms.

Still, humans display many praiseworthy traits. They are loyal folk, lauding fidelity as the most noble of virtues. They long remember the deeds of their fathers in song and story, and strive to emulate them. This, in turn, creates a drive to win glory and renown for their families. Their communities are strengthened by this desire for fame, as they eschew the unworthy for fear of bringing shame to their lineage. Indeed, few folk are more fiercely protective of their kith and kin than mankind. They have a great capacity for kindness, for all their ferocity.

A myth of humankind

The Monad is one. The Monad is many.

Like a sky scattered with many constellations; like a building with many sides; the Monad has many faces that all reflect the greater truth of His unity.

It was the prophet Mythrys who taught us these mysteries (praise be unto him). It was Maiden Wisdom who gave him birth (blessed be her name).

Mythrys taught us that the many gods honored by the different great houses were all emanations of the one true god. This one true god is called the Monad.

Mythrys taught that the Monad has twenty-one separate emanations. And, though maidens might pray to the Lovers for aid in love, and warriors might pray to the Strong for aid in battle, all prayers and honor are ultimately going to Him. For men have limited perceptions, and see many faces where there is but one.

The Monad is the Magician, who long ago revealed the workings of magic to men.

He is also the High Priestess, who heals the sick and protects children and mothers.

He is also the Charioteer, who rides the night sky and guides sailors.

He is the god of the Moon.

He is the goddess of the Sun.

He is Death.

He is the World.

He is the Devil, who made everything wrongly.

Human names

Male names:

Addam, Alesander, Bennard, Carl, Dafyd, Edric, Fenton, Gregor, Jack, Justinius, Kevyn, Lews, Marq, Omer, Polliver, Reynard, Robin, Samwell, Sylvestris, Tybalt, Usher, Zachery

Female names:

Alanys, Brenda, Catlyn, Colette, Dion, Eleanor, Imogen, Janna, Jonquil, Kaya, Lanna, Marla, Olivia, Regan, Rhonda, Saera, Sybelle, Tanselle, Ursula, Violet, Walda

Every human is a member of a kinship group called a house. Humans either introduce themselves by saying “of House X,” or by simplifying their house name into a surname. There are hundreds of houses active in the City; six examples on the following page.

Human kin

Humans divide the world into two parts: us and them. They do this by forming great and noble houses. They bind themselves together through marriage, love, and oaths. They fly beautiful banners over their keeps and display proud coats of arms on their crafts. They are instilled with a respect of certain virtues from a young age. Even the basest born and most wretched slave children are born where some banner flies. Two humans with the same house are of the same kin. They might not be directly related, but they probably know each other.

Human characters begin the game with the following talent:

Kin talent: Proud and Ancient

Describe or draw the sigil of your house. Write the motto of your house.

When your house sigil or motto is dramatically appropriate for an action being attempted, you test fate with favor.

Additionally, during Challenges, you may spend a Resolve and use the Speak Incantation action to cry your motto aloud. You—and all members of your house that hear your war cry—gain favor on their next action.

Human houses

The following houses are active in the City. Use them for your adventurers or let them serve as examples for new houses.

House Crowell

Crest: A crowned porcupine Motto: I shall do as I will

House Crowell never submitted to the Empire, preferring to dwell in the destitution of the highlands rather than bend the knee. But when the Empire failed, there were few compelling reasons to avoid real civilization. So, occasionally, highlanders will fly the crowned porcupine and descend upon the City, determined to drain every drop of ale from the taverns. The folk of Crowell are bold, brash, and quick in both anger and friendship.

House Gryphes

Crest: A gold griffin rampant Motto: Thus always to tyrants!

House Gryphes just bleeds chivalry, and if you’re extremely good at jousting, you might get some on you. This three-part house was formed by the assassins who overthrew the Tyrant Emperor and destroyed the Empire. Previously, the griffin was thought to be a purely heraldic beast—a combination of the sigils of the three founding houses. Somehow, though, House Gryphes began breeding these hitherto imaginary creatures as mounts. Now, you’ll see the Griffin King and his circle of Griffin Knights flying above the City, smiling toothily down at the gravity-constrained commoners.

House Heartsbane

Crest: A black dragon below a sword impaling a heart Motto: Eat the weak

An ancient house, Heartsbane was known in the earliest ages for the gruesome practice of eating their fallen enemies. Though somewhat ignoble, their deeds in battle in recent years have earned them much fame. Their family's famous sword, which bears the same name as their house, was said to have felled many orcs—as well as Swart Arthi, a terrible black dragon.

Rumors persist that secret trap doors in their dungeon’s cells lead directly to the kitchen’s ovens, but House Heartsbane has proved to be a potent and powerful house despite such gossip.

House Ironpax

Crest: A crown weeping blood Motto: Peace through strength

Members of House Ironpax stretch the definition of “man-sized.” They are the biggest fuckers around, only a little shorter than trolls. It is said that in the first ages they bred with giants (but if that's true, the giants don't seem to remember any fair feelings for those of Ironpax, and will eat them just as happily as they eat everybody else).

If it matters, House Ironpax supported the Tyrant Emperor. This makes them somewhat unpopular these days, as the Last Emperor is not remembered kindly. They also have a tendency to mutter about fealty and traitors when they're in their cups. Most people don't bother to ask them to speak up, though. They really are quite large folk.

House Mourn

Crest: A white and black bend, with crow in white field and moon in black field Motto: For our sins

For the crime of witchcraft two centuries ago, House Mourn was exiled to the frozen north. It was that hard land (or the sorcery) that has given members of this house a sunken, pale, unwholesome look—as if something not quite dead.

Today, magic is thought of somewhat less dimly than in the days of the Empire (but only somewhat). The Wild of Mourn (which is how they style the lady of their house) guards the peaceful lands of the south from the rampaging orcish reavers by use of her sorcery. Occasionally, she’ll send one of her nephews or cousins down south to the City on some odd errand for the Tower of Penitence, wherein she dwells.

Arête

Humans gain arête by performing the following deeds:

  • Getting married
  • Fulfilling an oath
  • Defeating a member of a rival house in fair tournament or duel

When a human accomplishes all three arête triggers, they gain the following talent:

Human arête talent: Byname

You are given a byname, like “the Tall,” “the Corpsegrinder, “the Patron Saint of Pilgrims,” or “the Blackhearted.” When that byname would be relevant to a test of fate, similar to a motif, you test with favor.

Human role-playing concepts

  • Humans exhibit almost infinite variation.
  • Humans worship a confusing pantheon of gods (i.e., the major arcana of the tarot). They have a complicated theology to explain why they all worship the same god.
  • Humans are familial. They laud fidelity and filial piety as great virtues.
  • Humans are communal. They assemble themselves into great houses or clans. They internalize their community’s values.
  • Humans are individuals. They laud personal accomplishments and they shame personal failures. Turncloak talent:

Bynames (sidebar)

For human bynames, we usually ask the player what event or instance was their proudest. Then, we elicit the help of the table to think of the coolest byname based on that event. This is done in secret, away from the player. We then have an important character grant the byname to the adventurer in a dramatically appropriate fashion.

Optional rule: (sidebar)

Turncloak (sidebar)

If you ever betray or turn against your house, you lose the Proud and Ancient talent and gain the

Whenever you play up your legacy of deceit and your infamy, role-play what you say. If it would repulse your fellow humans or turn your heart blacker still, you gain favor on tests of fate that work against your house or humankind in general.

Don’t start out as a Turncloak. Play and find out why you become one.