Romanovi

Description

"Family is the rock on this never ending road that stretches before us."

These are the haunted wanderers that travel the land. Although only the Matriarchs and Vezeto of their kind can truthfully speak on their origins, most others suspect some terrible event led to their nomadic ways and resulted in their ability to level the dreadful Evil Eye on an attacker or wrongdoer.

The Romanovi themselves are often linked with the “Creatures of the Night”. While this may or may not mean that a particular Romanovi is evil, there is definitely a connection between Romanovi and both lycanthropes and the Undead.

Affinities

Weapon Affinity: Dagger

Magic Affinity: None

Production Affinity: Elixirs & Poisons

Makeup Requirements

Romanovi are Human and are not required to wear make-up but rather specific costuming instead.

Romanovi are based on the groups of Romanian, Balkan and other cultures around the Black Sea area. Romanovi tend to wear traditional fabrics with vibrant coloration that is often weathered due to the amount of traveling they do. Family heirlooms, and clothing that has seen extensive use is common. The words faded splendor should come to mind when looking at these individuals.

The Romanovi have a distinct language which is often only speak among themselves.

Though Romanovi is the common name, among themselves they refer to their clan name, not the generic word: Romanovi.

Inherent Advantages

Romanovi may purchase the Curse of the Evil Eye skill.

Romanovi may also purchase the skill Evaluate Item at half skill point cost, rounded up. In addition, a Romanovi character may purchase any Role-Playing or Craft skill dealing with divination for minus one (-1) point. Such as the Astrology or Tarot Reading skills.

A Romanovi's connection to the dark forces of nature has caused them to become very sensitive to beings that have been corrupted. Thus, a Romanovi may detect corruption on five (5) count by stating “Detecting Corruption 1, Detecting Corruption 2, Detecting Corruption 3,…”. If the being focused on is corrupted by magic or by nature, such as a dark Fey, this would be revealed to the Romanovi.

Further the Romanovi's affinity with curses allows them to detect a curse placed on a being on a five (5) count, as well. This is done by stating “Detect curse 1, detect curse 2, detect curse 3,...” This will reveal any curse placed upon the target being examined, what type (i.e. spell, Curse of the Evil Eye, etc.) and how powerful.

The range of these abilities is 20 feet, and the target must know they are the focus of the detection.

Break Charm: Powerful Romanovi can purchase the Break Charm skill at 20th Level.

Inherent Disadvantages

Because of their nomadic and secretive ways, a Romanovi cannot become a noble or be a member of any of military order, knightly order, or any prestige group. Romanovi may never purchase the Nobility Skill.

Because of their affinity toward dark powers they feel uneasy around Undead, and any naturally corrupted beings. This is a role-playing effect that should be displayed and altered around more powerful beings.

An example would be that the Romanovi may not want to read the cards of an Eldaran, but might cower (wisely) in the presence of a powerful Vampire.

Lastly lycanthropes cause terror in Romanovi. This effect will cause them to flee from these beings once they reveal themselves. A Romanovi who is attacked can defend themselves, but they reduce their damage against such creatures by four (4) points. Learning the Bravery skill will counteract this disadvantage.

**** You must have a Marshall’s approval to play a Romanovi****

Note: All Players wishing to start as a Romanvoi must have achieved enough experience to be at a minimum of Level 5. See a Marshal or Staff on the ways this can be achieved.

The Romanovi are human wanderers of a kingdom long fallen. Often seen wearing faded colors and jewelry of a bygone era with writing along their skin, they are welcoming and friendly to many of those they meet along the way. Always keen to celebrate, they remain a haunted people, constantly traveling.

Table of Contents:


Requirements Prior to Play

  1. Complete and approved costuming.
  2. Reviewed and cohesive backstory. This should be a conversation between the potential players and the race marshalls well in advance of their introductory game.
  3. Personal responsibility for enhancing the immersion through commitment to genre, culture, internal plots and racial goals
  4. A navigation/tracking skill, a survival skill, and a weapon skill are required for backstory purposes rather than mechanical necessity

History

While the stories are largely lost to time, the Romanovi claim their roots trace back centuries, to an era when there were far more interactions between humans and the Ancient Races. The ‘modern' history of the Romanovi began over 400 years ago. After much loss in the battle against Darkness, the four Tribes fled their ruined homeland and broke with their ruling Counts as response to a deal he made with an ancient evil. The remnants of this kingdom lie far to the east of the Free Kingdoms and the Fey Lands. The wandering Romanovi remain the only survivors of a people annihilated by the rise of Undeath.

Necromancy is forbidden in Romanovi society and considered the ultimate crime against the People. Any Romanovi found practicing Necromancy will be expelled from the 1 People and stripped of all rights. The ancient evils that forced the Romanovi to flee their lost kingdom are often recalled and cited as to why Romanovi caravans do not encamp for more than 10 days.

In the four centuries between then and now, the Romanovi have wandered the world in their tribes, crossing the Free Kingdoms and beyond, only to find varied reception at the hands of both humans and other races of the world. As many of these have been or continue to be negative, the Romanovi tend to be distrustful of other races: the Gaje.

Society

Their society is matriarchal, with almost all positions of leadership held by women. Each Tribe is headed by a Matriarch, and her word is absolute law therein. Every caravan is led by a Vezeto, and she often has final say on caravan decisions in the absence of a Matriarch. Ochrance are head warriors - which may be men or women - that work directly with the Vezeto to ensure the safety and security of their people. Shamans and healers - also known as Babas - are almost exclusively women, and nurture the caravan both emotionally and spiritually. While Romanovi society values the input of all members, it is the Vezeto and Matriarchs who truly lead them, with Babas and Ochrances acting as advisors and lieutenants, respectively.

Romanovi social interactions are based upon the three tenets of Family, Honor, and Celebration.

Family

Above and beyond anything else, the Romanovi are family and family comes first. When everything goes awry, the only person a Romanovi knows they can truly trust is another of their kin. They will protect each other, so long as the actions of those who come for aid do not go against other Romanovi tenents.

Honor

In some ways, Romanovi ideals about honor could be said to rival or even out-strip those of the much-vaunted Knights. Anything that reflects poorly upon a single Romanovi, their family, their caravan, their Tribe, or the people as a whole is considered a breach of Romanovi honor. Even in the face of survival, most of them abhor theft - for they, themselves, have very little. Furthermore, though they may be mysterious and difficult to read, most Romanovi avoid directly lying when they can, unless it is for the best interest of their Tribe and family to do so.

Celebration

As they are both hunted and haunted people, every day that ends with breath in their bodies - and every sunrise that peeks through the window - deserves celebration, for they are still alive and still their own. Often hospitable and welcoming, Romanovi will hardly turn down a guest in their home. They celebrate often, even in small ways, and often make toasts to good health and happiness.

Tribes

Tribe Rukatza

This Tribe historically originated from settlements set in the foothills of the mountains that surrounded their ancient land. They yielded the superior artisans of wood, metal, and gemstone, for their proximity to the resources and ores found in the mountains allowed for experimentation.

Rukatza take great pride in their mastery over these most unyielding and stubborn materials, yet maintain a love and respect for them that borders on the obsessive. A skill frequently found among the Rukatza is jewel crafting, in specific. There are rumors of an off-shoot, comprised exclusively of weapon and armorsmiths, but a Garitza Mastersmith has not been seen in many, many years.

Trive Urshal

No one brings entertainment, drama, and beauty to the Free Kingdom like Tribe Urshal. You have only to ask, and they will tell you how and why - at length. The Urshal Romanovi are, at heart, entertainers and artists; but one cannot eat a song, and they will not perform or create for nothing.

Caravans claiming Urshal identity are less likely to be found outside of highly populated areas, but are the most prone to travel off-continent to places such as the East and Jal'Khandia. Among Romanovi, the Urshal are known for having fully embraced the concept of finding freedom from fear through travel and entertainment.

Urshal caravans wander easily and widely, and are sometimes affectionately called Lepkék (Butterflies) by the other Tribes.

Tribe Tzvari

Home to many Babas, Seers and Prophets, Tzvari are blessed with an abundance of Diviners. With a special attunement to the beyond, Tzvari are skilled at predicting events to come and personal fates, and will often keep an eye out for any omens or signs on behalf of their vardo or caravan.

More mystical than the other Tribes, they tend to explore the possibilities of many paths, but can be slow to take committal action to any one. Often making crowns through the methods of fortune-telling, Tzvari despise the use of the future as a means for cheap entertainment. Beyond their generally aloof or distant demeanors, Tzvari can be quite friendly and welcoming once they are acquainted with their company.

Tribe Kiriidi

If it can be made, known, or cast, Tribe Kirlidi is where to look. Probably the most rarely seen Romanovi Tribe, these individuals are extremely adept at magic, lore, and production. Kirlidi are found throughout the caravans, preferring to be with kin of all stripes, as they are often consumed by personal research.

This is not to say that the Kirlidi are bookish and uninteresting. Within their ranks stand historians who know of old tales and strange secrets most have forgotten. They possess academics that uncover new uses for old components, and craftsmen who create beauty out of what is typically regarded as trash.

It is the Kirlidi that the Romanovi will most often turn to when there is a need for knowledge and wisdom. Most Romanovi texts were recreated from memory by members of this Tribe, and much of the social hierarchy, laws, and lores were recalled and codified by Kirlidi scholars who managed to escape the old Kingdom of Rom.

Costuming

A snapshot of a bygone era, the Romanovi possess a faded splendor unlike any other race in the Free Kingdoms. With bright colors now muted by time, and jewelry tarnished with age, the Romanovi are decorated with the memories of those that have come before them.

As this is a restricted race, players are expected to adhere to certain standards of makeup and costuming. This is not only to distinguish them from other races for cultural reasons, but also to enhance the immersion of those around them. All costuming must be approved before a player's first game as the character.

  1. All Romanovi have a strongly encouraged makeup styling of archaic writing on their skin. There is no particular alphabet that is adhered to, as these symbols are unique to each specific family and often a hidden code passed from mother to children. Romanovi use this makeup to remind themselves of memories, notations or divinations they do not wish to forget.
  2. 'Faded Splendor' is the aim of this costuming. Brightly colored clothing now aged is important to display the wondrous abundance of Rom, and how it has been lost over time. Weathering is important, but Romanovi do not dress in rags. They wear what has been passed down to them and care for it so that it may survive to their children as well.
  3. Cheap belly dancing garb is not acceptable. We are not using western interpretations of real world cultures as an influence to this race. We are attempting to create something that pays homage to other cultures, without being gaudy or outlandish. Appreciation, not appropriation.
  4. For a link to an approved Pinterest board that displays aesthetics, costuming and makeup concepts, please visit https://pin.it/wh2wlvnufmiqy7

Playstyle

As Marshals we would like to illuminate individuals on the types of play that are expected of Romanovi. Many people have many playstyles, but there are certain themes that are universal to Romanovi that can not easily be skirted around or gone against. To do so would somewhat invalidate the purpose and design of the race, so we would like to set clear expectations for the kinds of themes and subjects players may encounter.

  1. A Haunted People: The Romanovi are a haunted people. The fate of their kingdom is something that they have grown up with their whole lives. Many of them carry guilt and fear of a similar fate or worse, and as a result they are quietly joyful for every day that they are still alive. As such, themes of disaster and the expectation to bear these events is important. Romanovi are prepared for the worst, and characters should be ready for it, despite internal reaction.
  2. Preservation of the Past: While the scars of history are present with the Romanovi, they cling to remnants of their lost families. Heirlooms, clothing, and jewelry are of great import, as well as the stories and traditions of those long gone. Romanovi will do their best to hold onto these ideals and items, and have a deep sentimental attachment to their history.
  3. A Hunted People: Playing a Romanovi will subject you to themes of horror, survival and darkness. If you are not comfortable playing a race of people that are consistently on the run and fearful of settling, this race may not be for you. Furthermore, the implications of being hunted - such as paranoia and detachment - should be present in your decision-making process when electing to proceed.
  4. Superstition: Romanovi are expected to be superstitious. Their attachment to the past, their fear of the future, and their hope for the present, all feed into the natural progression of superstition. Being observant and cautious around omens is expected, and all Romanovi players will be equipped with common and Tribe-specific superstitions to follow in play.

If you are uncomfortable with these themes or requirements, this is likely not the race for you.