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Human

"The Moon, our sign of hope. We saw it when we left the war-scarred land behind. Liberated, we are, but not free from our duty yet. Apon Khalis comes."
  • Passage from "Flight From Ilunabaren," a Northlander sacred text. This piece is about their travels from Kretath to Isan through Ilunabaren, and their mission from their liberator god: the Alkoto.
  • Go back to Humanoids Page: Humanoids

    Humanity is one of the most widespread and powerful races in Halaran as a whole. After escaping their bondage in Kretath, Mankind went on to fight against the Deceiver and turn the tide of the war, ultimately ending with the Deceiver's imprisonment. Humanity received many gifts for their service from their god: the Alkoto, making Humanity the spiritual masters of the world. They are a widespread race but, despite their many achievements, many still live xenophobic, backward lives.

    Sacred Knowledge

    Humans received divine abilities from their celestial benefactor, the Alkoto, in the early Age of the Shadow. Humans tend to understand spiritual matters more easily than other races, meaning it is far easier for them to access Divine magic. Additionally, Humans can gain more power from covenants they make with a god, and they can occasionally detect the presence of divine or evil entities. This also means that just about every Human believes in the Divine, although they worship different gods or forms of gods.
    Humans born with the rare ability of Mantling are able to assume the position of a divine, creating some type of miraculous effect. Most people who are able to Mantle only can create something mundane like a halo, but those who are strong in the power can easily turn the tide of a battle or negotiation.

    A Resurgent Species

    Humanity fell a long way following the War of the Shadow, through an event not fully understood. Before the War, Humans had machines that could transport them at high speeds by steaming water, lighting rooms without burning or making food last for months or years. After the Great Collapse of the second millennium, mankind descended into a barbarous state, forgetting even how to forge iron. Since then, Humanity has progressed at a rapid pace and has entered what we would recognize as the Early Modern Era or Post-Medieval. Manufactories are becoming more and more important, commerce and colonization is spreading beyond the continent, and the birth of Nation-States. While Humanity is not the most technologically advanced species in Isan, their massive population size combined with their mass use of firearms makes them a force to be reckoned with.

    Widespread, Yet Divided

    Humans control much of the continent of Isan and parts of the coast of Neldorand. The far-reaching nature of Human settlement also means that Mankind is fractured politically, culturally, and religiously.
    The continent of Isan is controlled by three different political entities: Ultemac, Scion, and Chevel. These three entities are very different in their aspirations and geography. A brief summary of these entities is listed below:
    • Ultemac is a nation with a large coastline, allowing them to have a massive navy. Ultemac is also the only Human nation with territory in Neldorand, these colonies are called Nuvomundis. This territory in Nuvomundis has also brought Ultemac much in the way of wealth with the massive amounts of gold and other exotic goods extracted from it. Despite this, the Ultemacian economy has been in complete chaos due to the massive amount of gold imported, in addition to poor financial decisions by its monarch.
    • Scion's territory is bordered almost entirely by mountains, except for the passes into Tillenia and Sonara. The Empire of Scion used to be far larger, it is the remnant of Osran's old empire. Now the empire is embroiled in a civil war over religion, and its current goal is to regain its territory and to keep the empire together.
    • Chevel is an absolute monarchy that has intentionally remained isolated from the rest of the world. It is currently in a union with the Confederation of Jangai, in the interest of fending off both the Grayskin army and the forces of Marblight. Its current objective is to withstand or even destroy these outside threats. Chevel also has an interest in making the various Huvarian states into their tributaries, although with their only port on the Cicada sea being that of Pesht, the possibility of such a move is dubious.
    Humanity is divided culturally between Northlanders and Southlanders. The term Northlander refers to those who live in Chevel, Jangai, and some areas of Huvaria. the term Southlander refers to every other nation of Humans. The difference between these two groups is their different means of arriving in Isan. Northlanders came from Ilunabaren to the east, while Southlanders originally came through Neldorand to the west. This distinction, while minor, has led to far different courses of cultural evolution. Southlanders are united by the fact that they all were once part of Osran's Empire and believe that Osran will be reborn to reconquer his empire just before Apon Kalis to lead the Divine Alliance. Northlanders believe that their empress, who is the direct descendant of Eliseon, one of those who helped slay Malek, will unite Mankind to face Apon Kalis alongside the other species. This difference leads to Southlanders being more competitively-minded, whereas Northlanders are more cooperatively-minded.

    Finally, religion is a major dividing factor between the nations of Humanity. Three major religious groups exist:
    • Osranian: Those of the Osranian faith believe that Osran will be reborn to unite Humanity as he once did and lead the Divine Alliance to Apon Kalis. There are many sects of this religion. Dei Soleus is the form worshipped in Ultemac, Leburianism is the dominant religion of Scion and Tillenia, and Huvarians tend to follow Polavasilianism. The differences between these faiths are typically minor hierarchical divergences or theological disagreements. Despite this, many a bloody war has been fought over these differences, since Osranians believe that their correct faith must dominate all others in order for Osran to return and win at Apon Kalis. Should they fail, the whole world might be lost.
    • Northlander: The belief that the Empress of Chevel will lead Humanity to Apon Kalis. Followers of the Northlander religion also believe that the Empress is the resurrection of two people. The first person to be born, Eliseon, will end up giving birth to the second person, Jenine, and vice versa. Because of this, the granddaughters of the Empress cannot inherit the throne if they were born before their grandmother died.
    • Hylian: The worship of the Hylian Gods. These gods tend to be nature spirits or represent behavior that predates civilization. These gods tend to be more vengeful and have a desire to dominate the physical world. Hylian worshipers are despised both by Osranian and Northlanders.
     

    Fear, Ignorance, and Hatred

    "Better to live among ashes than to harbor a filthy witch. Burn them all, Dei Sol shall know his own."
    - Inquisitor Ernan, supposedly before burning the village of Inos, Ultemac.
     
    While Humans make up some of the greatest diviners, prophets, and holy warriors, many more of them live in fear and ignorance. Witch-hunting is a common occurrence in small Human villages, and many are brought up with intense xenophobia. While Humans are good at noticing the supernatural, an untrained Human can mistake what is supernatural and what is simply unexplained. Because of this, and the fact that Humans typically hold a self-certainty in this matter, members of the species can accidentally do more harm than good, a reality that many other species resent Humanity for.

    Those who use Arcane magic are usually the targets of witch hunts, although those with a knowledge of herbs or old, unmarried women are also common targets. In many societies, those with the ability to use Arcane magic are taken from their parents after birth and propagandized in state-sponsored magic schools. They are later made to serve the state, either as a Battlemage or some civil duty. This propagandizing helps insure that those with Arcane abilities don't turn on the state.

    Creating a Human Character

    • Your Nation: Nationality is an important distinction for Humanity, moreso than for any other species. Many nationalities have a natural rivalry with others, while other nationalities may have a natural friendship. An example of this for Chevel would be their close alliance with Jangai, and their aversion to the Raven Shogunate and the Orcsairs of Attar.
    • Your Homeland: Are you from an isolated village where other species are just a fireside story? A common town where a member of another species might pass through every once in a blue moon? One of the great cities, where almost if not all sentient species can be found?
    • Your Wealth: Wealth is an important distinction for many Humans, as much as many claim it is not. Many Humans live in squalor, while a lucky few are born never having to lift a finger. The laws in some areas are also different depending on one's wealth, espeically in a place like Ultemac. Killing a peasant might earn you a monetary fine and weeks in prison, whereas killing a rich merchant or a noble is a guaranteed death sentence.
    • Your Religion: Religion is an important distinguishing factor for many Humans. Even Humans within the same religious group might dislike each other. Dei Soleans and Leburians, for example, are antagonized by each other due to the rivalry between Ultemac and Scion.

    Human Cultures

    Humans are split into many different cultures. Here is a list of some of the largest cultural groups:

    Chevelian

    Cultural Group: Northlander
    Dominant Religion: Northlander
    Creating Your Own Name: Chevelian names are based on French and Han Chinese names.

    Chevelians are a powerful people in the Northeast of Isan. They are heavily isolated from the rest of the continent, but are the only people on the continent who understand how to make silk, and have the largest silver mines on the continent.

    Einaran

    Cultural Group: Southlander
    Dominant Religion: Hylian
    Creating Your Own Name: Einaran names are based on Nordic, Finnish, and Estonian names.

    Einarans are a group of people in the Northwest of Isan. Their homeland is mountainous, forested, and often at or below freezing temperatures. This, in addition to their proximity to Marblight, has hardened them as a people. They are expert mariners, making them common warriors and merchants across the whole of Isan. Many Einarans take to a life of piracy, raiding and settling as far as Neldorand in the west to the Seabreaker Islands in the east. Einarans worship Ladros primarily, and commonly have a Storm Sorcerer's bloodline. Einarans typically pride themselves in their abilities, whether it be their cunning or physical prowess. Einarans also have a special relationship with the Gnomish race, and often trade precious gems for Gnomish technology. Because of this, Einar is a technologically-advanced nation despite it being a backwater nation.

    Huvarian

    Cultural Group: Northlander and Southlander
    Dominant Religion: Northlander or Osranian (Polavasilianism)
    Creating Your Own Name: Huvarian names are based on Greek and Hebrew names.

    Huvarians are a stoic people located in central Isan on the Cicada Sea. They have bore the brunt of many attacks from Marblight over the millennia, and are prepared to be the frontline for Apon Kalis. Huvarians are a hard people, and scoff at the soft people further south who believe the abominations of Marblight to be just a myth. It is a diverse land, with many influences from the Brevenni, Yatiri, the Malbud, and the nation of Sikalia. Huvarians tends to be more accepting of others due to this diversity, although they also have much resentment for the Malbud for their constant raiding and the Yatiri for the recent Dragon War.

    Iralellan

    Cultural Group: Southlander
    Dominant Religion: Hylian and (Osranian) Dei Sol
    Creating Your Own Name: Iralellan names are based on Lithuanian and Latvian names.

    Irallelans are a communal people, cooperating to survive in the unproductive, rocky soil of their homeland. Iralellans make excellent scouts, hunters, and thieves. Irallelans are unique among the Southlanders for being one of the few groups to train their children to use a bow instead of a gun. Iralellans also tend to be more concerned about their group than themselves, making them even more odd in the eyes of other Southlanders. Iralellan life is defined by seasonal farming or grazing and the occasional livestock raid by or against other clans. Irallelan men are easily spotted, as they shave the back half of their heads.

    Jangaian

    Cultural Group: Northlander
    Dominant Religion: Northlander
    Creating Your Own Name: Jangaian names are based on Mongolian, Hungarian, and French names.

    Jangaians are some of the best horsemen in the world. Jangaians begin riding only a little after they walk, which allows them to dominate the grassy steppe they live on. Jangaians fight back the abominations of Marblight every summer, using their bows and horses together to perform hit-and-runs on their foe. Jangaians are typically honorable to a fault, and often go to their deaths in the fulfillment of their duty.

    Nuvomundian

    Cultural Group: Southlander
    Dominant Religion: (Osranian) Dei Sol
    Creating Your Own Name: Nuvomundian names are based on Spanish and Portuguese names.

    Nuvomundians are Humans who have begun to colonize the wild lands of Neldorand. Nuvomundians tend to be more self-sufficient than their Ultemacian brothers, owing to the fact that many of them are descendants of Ultemacian criminals and outcasts and the fact that one cannot rely on a lord to deal with the owlbear in your lands.

    Scionian

    Cultural Group: Southlander
    Dominant Religion: (Osranian) Leburianism or Zeuberism
    Creating Your Own Name: Scionian names are based on German and Frankish names or Czech if your character is from Clarion or Prulia.

    Scionians reside in one of the greatest empires in Isan. While many of them are wealthy, many more live in irrelevant villages or abject poverty in cities. The Empire is split religiously between the Leburians and Zeuberites. Leburians believe that magic-users should be under the control of the state, where Zeuberites are a recent offshoot of Leburianism that believe that magic-users should be allowed to do as they please. Scion is organized into seven different elector-counts and one elector-king, Clarion. All eight of these states within the empire elect the next emperor upon the death of the previous. The following is a list of cultural differences between the multiple substates within the empire:
    • Banazir is the only province in the empire populated mostly by Halflings instead of Humans. Humans that live here tend to prioritize simple and happy lives of farming instead of ambition or wealth-gaining. Banaziris are distrusted among other Scionians, as many of them develop a kleptomaniacal streak when outside of their homeland. Banazir's Human population is majority-Zeuberite.
    • Bergmark is a province with much in the way of trade. It is the only majority Dei Solean province in the empire, and it's leaders are also Soleans. This is due to their strong contact with Ultemac as the only trading port on to the Haladrin Sea. Bergmarkers are stereotypically very diplomatic people and their puts much emphasis on having good manners.
    • Clarion used to be a separate kingdom following the collapse of Osran's Empire that joined Scion willingly in exchange for extra privileges. Clarion takes pride in its uniqueness in the empire, and often considers itself above the elector-counts. Clarion is a rich land, and serves as one of the main trading hubs with Tillenia. Clarion is majority-Zeuberite.
    • Hokstad is the cultural and political center of the empire. The Imperial throne has resided here for millennia now. People from Hokstad tend to be wealthier than others and are certainly not humble about their supposed superiority to the rest of the empire. Hokstad is almost completely Leburian.
    • Norenwald is one of the poorest states in the empire. Banditry and poaching is common in this area, especially in the northern part of the state, away from the major cities. Despite this, when the empire is at war, the Imperial military often offers a pardon to these criminals in exchange for service, as Norenwald produces some of the best marksmen in the empire. Norenwald is majority Zeuberite.
    • Phaburg is a wealthy union of cities along the Storming Ocean. Phaburg is unique among the other states of the Scion Empire, as it is ruled by a council of burgomeisters instead of by a nobleman/woman. It has a high population of Sikalians due to its relations with the Athashan and its proximity to Durthenia. Phaburg is majority-Leburian, although it is far more religiously tolerant than other states in the empire.
    • Prulia used to be a part of Clarion before it joined Scion. As part of the treaty of joining the empire, Clarion had to create another state from its borders. Prulia is a devout country of Leburians, creating animosity between them and their former Clarion brothers. Prulia now claims to be the true successor of Clarion, despite having nowhere near its wealth and power. Prulia has a healthy blend of Scionian and Clarion culture in its borders.
    • Trevellien is even poorer than Norenwald and has an even stronger culture of banditry and poaching. Trevellien was originally founded by Sea Elvish sailors, and as such Half-Elves are especially common in this area. Trevellien is a country of woodsmen, with no major cities whatsoever. Instead, people live in small villages or, occasionally, a town of no more than 10,000 with the exception of its capital city of Stolzstad.
    • Veizmark is a middle-of-the-road state in terms of its wealth. The county has a high population of Sonarans, resulting in a very blended Scionian-Sonaran culture here. Veizmark is majority-Zeuberite, since it was first to offer safe haven to Sonaran Zeuberites. Veizmarkers are known to be especially temperamental among their Scionian relatives.

    Sonaran

    Cultural Group: Southlander
    Dominant Religion: (Osranian) Zeuberism
    Creating Your Own Name: Sonaran names are based on Polish, Lithuanian, and Latvian names.

    Sonarans are a people with enemies on all sides. To the north, they have Yatiri raiders attacking them constantly, to the east they have the Paltian Empire trying to annex more and more of their land, and to the west they have the Scion Empire wanting to retake their former lands. Sonara has been broken up into multiple small kingdoms by Paltian, in preparation for annexing the rest of the land. Sonarans make up some of the best heavy cavalrymen in Isan and have been able to valiantly fight the magic-wielding Shantil with steel and hoof. Sonarans are typically candid people with little patience for flamboyance.

    Tillenian

    Cultural Group: Southlander
    Dominant Religion: Dei Soleus, Leburianism
    Creating Your Own Name: Tillenian names are based on Italian and Croatian names.

    Tillenians are an effete people between the Scion and Ultemacian empires. Some would even call them decadent. Tillenians live in city-states controlled by a merchant prince or a signoria. Wars are constantly fought in this land, although more often by mercenaries and indentured soldiers rather than citizen soldiers. Tillenian is the most technologically-advanced nation of Humanity. While slavery is illegal in most of Tillenia, its economy is based on a large caste of indentured servants that are taken from the deprived masses.

    Ultemacian

    Cultural Group: Southlander
    Dominant Religion: Osranian, Dei Sol
    Creating Your Own Name: Ultemacian names are based on Spanish and Portuguese names.

    Ultemacians are a people with strong naval traditions. Many young men and women from Ultemac take to the sea to earn their fortune either as a privateer, an explorer, or a merchant. Ultemacians are also deeply devout and even zealous people, partially because of the massive amount of effort the Ultemacian Inquisition has put into purging heresy from the land.
    Genetic Descendants
    Origin/Ancestry
    Kretathian
    Lifespan
    70 years
    Average Height
    5'7"
    Average Weight
    135 lbs

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