Humans started their lives in the grassy plains of Vahassa, but have since transformed their settlements into frontier towns and a couple of cities. They are mainly farm-centred community, raising animals for food, milk and leather. What they are famous for, however, is their magic. Magic was the salvation of the early Vahassan humans, and so wizards are looked on as saviours and heroes. Education mainly takes place in academies, where the smartest of students are offered opportunities to learn the magic arts at the Argent Tower. Horse riding and archery are popular, and so garrisons of trained mounted skirmishers are kept in each town to help fight off orc raiding parties. Each town is a state of its own, with no greater order. They specialise in animal ken, leatherworking, survival, and magic, while also having access to pottery, martial artistry, exploration, law, administration and trade. Those that have taken to religion tend towards Carna, although overall Vahassans are not a very religious lot.
The once frontier villages of Fiiel have modernised and grown. It is a land of large farming estates, the rolling hills sporting field after field of cotton, corn and wheat, as well as other crops from foreign lands, like tobacco. It has very much a system of landed wealth. It is famous for having many stone buildings, because of the limited supply of wood available to them due to the treaty with the woodland treants. It is also the major capital of religion for humanity, with the first mystics landing in Fiiel after escaping the slavery of the minotaurs and discovering the unicorns of the enchanted forest. Although being reasonably untouched by the ravages of war, towns near the northern borders with the mountains are required to be guarded for fear of attacks from frost giants and white dragons. Fiiel has grown into an aristocratic model, with landed gentry owning large tracts of land and maintaining their own villages or towns, and giving patronage to small armed forces, the richer ones even being able to afford to sponsor bards and other rare professionals. Combat finesse belongs mostly to the aristocrats, who post their sons and daughters as knights in the north to cut their teeth, until before long they return to their home estate to do nothing more military than duel. They specialise in agriculture, pottery, textiles, architecture, brewing, stonework and faith. They also have access to animal ken, leatherworking, woodwork, martial artistry, literacy, law, administration, economics and trade. Sophia is very much their goddess, even though they have temples and worship of all the good gods.
Also on Fiiel in the northern winter pines is a settlement of humans who came to invade and destroy the minotaurs for their slaving ways. These hard-skinned northerners are grizzled war veterans, who live in a sparse land. They are by no means barbarians, having taken to sailing because of their remote location and mechanical weaponry such as the crossbow thanks to close links with the gnomes in the mountains there. They are most well known for their fighting prowess and sturdy survival skills. Although there is little tribal division in the winter pines settlement, the humans still do not act in true concert. For them, the fighting is more a marking of territory and aggressiveness towards their enemies, the minotaur and gnolls, both at land and at sea. These humans specialise in martial artistry, navigation, woodwork, mechanics, exploration and survival. They also have access to animal ken, architecture, pottery, leatherworking, agriculture, brewing, administration, and law. Paliyl and Ba’ya both have strong followings among the humans of the winter pines.
Finally, the humans of Manxiga, once near the bottom of the pecking order of gifted beings, have risen to become at least equal with the goblin/ ogre alliance. They are ruled by powerful trading families who have managed to forge humanity into a survivable force in Manxiga. Manxigan humans are still most well known for trading steel weaponry around the globe. Because of their influence by the goblins, they are a highly organised and traditional people. They make great use of literacy. However, they are also the bawdiest of the humans, seen by those in Vahassa and Fiiel as troublesome and even mercenary in their selfishness. Some say that this is another trait they have learned from the goblins, but the mystics of Fiiel often say that selfishness is a trap big enough for any gifted race. When gaming came to Manxiga, it quickly turned to gambling. When brewing came to Manbxiga, seedy taverns and brothels popped up in towns and cities. Most human military forces in Manxiga are mercenary bands who work for the highest bidder, fighting with dwarves against yuan-ti, goblins against elves, even human against human – whoever pays the most. The humans of Manxiga have access to almost any gift, because of their focus on trade. They specialise in trade, as well as administration, law, literacy, health, economics, architecture, woodwork, pottery, magic, agriculture, animal ken, textiles, leatherworking, brewing, mechanics, navigation and martial artistry. They also have access to stonework, metallurgy, faith and exploration. Manxigan humans worship just about anyone – mostly money.
In the far north of Manxiga, where some of the disillusioned humans went to escape the mercenary life of the flood plains, there is a small settlement of aesetics who live quietly seeking inner peace. They are careful to try and keep separate from the world at large, thinking that humanity’s voyage to Manxiga was an altogether painful and corrupting experience. They specialise in martial arts, faith, philosophy, pottery and music. They also have access to literacy, woodwork, law, agriculture, architecture, administration, health – and secretly, magic. Those humans in the far north are most likely to worship Qodesh.
Humans have a phenomenal gift in education. Not only can they learn any gift from any race, but they can also teach those gifts to the other races.
Most popular and populace race. Can get any level in any class. Can be any class (except tinker). Can dual class.