From World of Charun

"Gentle healers make stinking wounds"
- Old Journeyman saying

Journeyman Rover
Journeyman Rover



Sometimes seen as marvellous entertainers and craftsmen, other times as thieving scoundrels not to be trusted, the Journeymen wagon caravans are seen on the roads across Charun.

Growing up as a Journeyman means spending most of your time in a wagon. When a new settlement is reached business starts and lasts for about three days. After that the endless journey continues. Journeyman business consists of many things, and the children are often free to choose amongst them. When a caravan arrives in a town, a play is usually set up, some offer their services as smiths or craftsmen for more affordable prices than the local ones, a magician might do tricks for a coin or two, whilst those with nimble fingers empty people’s pockets. Before any damage done hits them, they are gone.

Life expectancy and Fertility Rate

Adulthood: 15 years
Life expectancy: 60 years
Maximum lifespan: 120 years
Total fertility rate: The average number of children born to a female over her lifetime is 3-6.


Journeymen are named after their constant travel. Theyhave been known as "old necharamians" and "kelbarakians" in the past, but the name "journeyman" is what has stuck.

History and Origins

The Journeymen originate from Necharam, but none of their kin can be found within those lands. They have, ever since the fall of the great realm thousands of years ago, travelled the continent, providing for themselves the best they can, taking the odd job offered to them along the way. No full-blood Necharamians can be found amongst their kin today since men of all races have been married into their group, resulting in a mixed-blood race.


The Journeymen are not as dark as the Necharamians they originate from, due to their blood being mixed with other human races over the course of time. Their skin varies in between light to medium brown and they have light to dark brown, sometimes black hair - never blond or red. Their eyes are usually brown, but blue, grey and green variations do occur. Neither men nor women have a particular hairstyle that identifies them as Journeymen.


The Journeymen of Charun once consisted of full-blood Necharamians, but that was long ago. Men of all races have been married into their group, resulting in a mixed-blood race. This has greatly influenced their language as well which has led to their own dialect of Islean, known as “Dhuska”. It is a mix of the Lippin’ jargon, Islean, and words picked up from other cultures. It is one of the more secretive languages in Charun, impossible for a non-speaker to understand and well-guarded by the Journeymen themselves.


Governmental Form

All the members of a caravan are related and they are led by the oldest member who decides what the next destination is. Each caravan is called by a "caravan name" to identify it and the bloodline by. The caravan name also serves as a surname of it's members.

Social Stratification

Age is an important factor among the Journeymen, where one is to respect those of an older generation in a variety of ways. One is not, for example, to argue with or disobey an elder, nor should a younger person bare his body before an elder.


The Journeymen engage in constant trade, but because of their nomadic lifestyle, tend to hold on to relatively small amounts of wealth themselves. It is a constant case of "riches in, riches out," with wealthy caravans distinguishing themselves by the quantity of their gold jewelry and stitching, and the fineness of the other articles they own, rather than their quantity.


The Journeymen have no army. At need, all able-bodied members will defend their caravans.


The Journeymen possess skilled craftsmen, but otherwise are dependent on others technologically. They are masters of what they do...and do little else.



Journeyman diet varies widely depending on the location in which they find themselves, though they have a noted tendency to spice their foods heavily.


A Journeyman caravan usually consists of five to ten wagons, each wagon holding a nuclear family. However, when a youngster reaches the age of sixteen, he or she is not allowed to live with his parents anymore. They are bound to travel on horseback, or by foot, and sleep under a wagon instead of in it, until they find a spouse and earn enough to buy a wagon of their own.

Journeymen law can seem complex and diffuse to an outsider. While they have very little respect for the laws of others, they have very strict rules of conduct amongst themselves.

The only exception to all rules of conduct is the circumstances that take place under a “Blood-Feud”. A Blood-Feud begins with a Journeyman wronging someone from another family, which leads to a family feud, often with several deaths as an outcome. The Blood-Feuds can carry on for generations, and they are dealt with through combat as soon as two hostile caravans encounter each other, be it in the wild, or in a settlement. Such a feud can sometimes be settled through a mediator from another family, where all the wrongdoings are traced back in time and evaluated. The mediator then decides if they are even, or if the family that has suffered the most should be paid a sum of gold by the other one. Sometimes this is accepted by the families and the feud thus ended; other times none of the participants agree with the decision, and the feud carries on. The most effective method to end feuds has been a totally different one though – love between youngsters from hostile families.

Upon the death of a Journeyman the body is buried with its gold jewellery and a favourite weapon at a secret location, only known to the deceased’s family, this to avoid grave robbers from defiling the site.

More about Caravan Names and Blood Feuds: Journeyman Names


The Journeymen practice monogamy with an ancient rite of “kidnapping” being performed when two youngsters wish to live together. The boy is to “steal” the girl from her caravan and make an escape, while she pretends to struggle to get free. Her relatives are then to stage a mock hunt for the young couple, who are to stay out of sight for one week. If they manage to do so, they are considered a couple, since she could be pregnant and a child is to be raised by both parents. The young couple then moves in with his or hers caravan. However, it is not unheard of that the girl’s family oppose her choice of spouse, which leads to the kidnapping and hunt becoming real perils to be overcome by the lovers. The end result is the same if they manage to stay away from her relatives for one week, upon which they are officially a couple and no one can do anything about it.


The Journeymen love gold, both as jewellery and in stitching found in their garments. Both sexes wear massive golden earrings, rings and necklaces. Their style of clothing is very colourful and flamboyant. The men have wide trousers tucked into a pair of leather boots, a wide sash, a multicoloured tunic with wide arms and a cloak and sometimes a hat to top it off. Women fancy wide, multicoloured dresses. Wide, flowing robes are common when entering unscouted settlements, under which weapons and sometimes armour is concealed.


The Journeymen excel at making jewellery out of wrought gold, some even claimed to possess magical qualities. One has to be wary though, for it happens that the item sold is neither gold, nor magical in any way.


The Journeymen play a variety of dancing-games, and are generally considered masters of games of chance, which they have hours and hours to practice in camp and sometimes even on the road itself. Acrobatics are also very popular, both for attracting a potential spouse, and for winning gold from thrilled audiences.

Weapons and Armour

The Journeymen equip themselves in two different ways, depending on the circumstances. When within settlements they wear no armour, and only weapons that are easily concealed, and quickly pulled forth and used, such as daggers and darts. Being armed and armoured is simply bad for business. When travelling on the road, where bandits, humanoids and other monsters threaten the caravan, many wear leather armour, a mail shirt, or a breastplate if they can afford one, along with a sword or axe and perhaps a light crossbow. There are usually one or two tough fighters with a caravan whose only task is to fight whatever danger appears. They are always equipped with heavier weapons and shields.


No religious institutions of any kind exist amongst the Journeymen. That does not make them ignorant towards religion though. Most deities and religions are practiced among their kin.


Location in Charun: Everywhere

Population: 8.000, divided into caravans with 15-30 members

Settlements: None

Army: All able men and women count as warriors.

Government form: Each caravan has a leader in form of an elder

Player Characters

Journeyman names for your character: Journeyman Names


The Journeymen are part of the Civilized Faction, along with other human cultures and the Mórail.

Genetic Modifiers

Human cultures bearing heredity to two or more ethnic groups are labeled Mixed Blood cultures. This doesn't apply as much to individuals born in a mixed marriage, but more so to entire cultures where bloodlines have been mixed. Mixed Blood humans all have one thing in common - all racial traits have been thinned out, but they have gained extra insight through their exposure to several cultures.

Cultural Modifiers

Wonderous Impression:
Gilded jewelry, fanciful colors and soothing voices, the arrival of a Journeyman, whether in wagons or alone, is always a sight to behold. Words, always as needed, both sweet and swaying, in just the right tone, lingering after their passing. Journeymen characters receive a Skill Bonus: Bluff +3, Diplomacy +3


The Journeymen have the following cultural classes, which they can choose from during character creation. Following levels may be taken in the general classes (rogue, mystic, warrior) or in the cultural class chosen during character creation.


Native Tongue: Dhuska
You can always speak your native tongue as long as your INT is above 0, but you will not have any "language slots" at INT 7 or lower.
If your INT is 7 or lower you will not be able to understand languages other than your native tongue, regardless of whether you know them or not.

Faction Common Tongue: Islean
At INT 8 you will be given your first language slot, which if starting with INT 8 or higher will always be used for your faction's common tongue. If the native tongue is the same as the faction tongue, the slot can be used for a secondary language.

Secondary Languages: Mórail and all Human languages.
At INT 10 and each 2 INT after that you will be given another language slot, which can be used upon entering the game for the first time to pick a language from the secondary languages list. Language slots may also be used later to learn new languages.

Back to: Races | Human | Human Ethnic Groups | Mixed Blood