Humans are, as usual, the baseline species and thus no template exisits for them. However, there is great variation in humans, at the same time as groups of people with similar traits, physiologically and culturally, have evolved.

Players are therefore encouraged to note the appearance, as well as the local culture of his place of upbringing (as this will influence garb and mannerisms). While this is not Cultural Familiarity, it is something that can interact with eg. the Area Knowledge skill (ah, a Melderyni!) or Acting (to affect the manner of a Kaldorian), as well as round out the background story of the character.

People from every kingdom, or even part of a kingdom, will have something to "give them away" to the knowledgeable, wether it is appearance, garb or mannerisms. Members of Barbarian tribes - or even sub-tribes (like the three rather distinct tribes of the Gozyda) - will also be distinctive. Foreigners will also often have very marked differences of appearance.

That said, there is the option of a mixed phenotype where traits are mixed or blurred. Some might even technically be one phenotype, while resembling another. Still, these considerations mostly concern roleplaying tools, and are not quantified into GURPS traits or points.

There are, however, still things that are worth noting about some of the mannish groups on Hârn, especially the barbaric peoples.

The civilised lands

All of the human states on Hârn (exept Orbaal) have populations that reflect the fact that Jarind peoples have been displaced/subsumed by Pharic peoples. Thus most of the states have a majority of the population that is technically mixed, but individuals and certain groups may display a more pure phenotypical appearance.

In Orbaal the picture is a more sharply a divided society, with clear Jarind and Pharic groups, and appearance is used as a mean of identification and oppression by the Ivinian rulers. In a game taking place solely in Orbaal, Jarinese peoples have a definate Social Stigma as second class people.

Also, enmities exisit, or course. Chybisans may be wary of Kaldorians that are not traders, and Kandians will usually give Rethemi short thrift, and distrust Thardians.

The Elder Folk

Before the coming of Man, the Elder Folk were the sole residents of Hârn. Both the Sindarin and the Khûzdul are peoples with an ancientness and culturally borne knowledge and experience that their views of many things are difficult for the Human peoples to fathom. Being culturally reclusive they posess an aura of the mystic, and few humans can say that they they know a dwarf or an elf.

Sindarin (elves)

Khûzdul (dwarves)

The Foulspawn - Gargun (orcs)

A result of the crimes wrought by the Great Villan. Lothrim the Archmage, more commonly known as the Foulspawner, is said to have created/imported the foul species of the Gargun to Hârn, to do his bidding as servants and warriors. Upon his demise, the Foulspawn spread to the wildernesses of Hârn, and have multiplied there since, causing havoc and mayhem with regularity, as their stongholds raid or swarm across nearby lands.

Khanu (Black Orcs)

Vialsal (Red Orcs)

Hyeka (Brown Orcs)

Kyani (White Orcs)

Arak (Streaked Orcs)

The Dragons - Ilme

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