IntroductionItalic text The most prevalent race to walk the face of Aleria are the humans. It is known that while they are one of the youngest races in the realm, their limited lifespans and penchant for migration and conquest has aided in their rapid expansion. Eventually adapting to inhabit many corners of the Alerian map albeit only with small villages or other small settlements, save for the lands occupied and claimed by the other “Hostile and xenophobic” races.
Perhaps it is because of their short generations that they strive to achieve as much as they can in the years they have. Or is it that they feel they have something to prove to the elder and more established races of Aleria? Whatever it is that drives them, humans are by far one of the most versatile and complex beings to wonder the world. The species is, unparalleled for a variety of physical characteristics and lifestyle. No two human cultures are the same. This often leads to in-fighting as to determine which culture is right.
Appearance Italic text An individual can, on average stand anywhere between five feet to just over six feet tall and weigh anything from 125(56kg) to 250(113kg) pounds and will rarely live beyond a single century naturally succumbing to old age or disease.
Human skin colour can vary from a deep umber to creamy white, and natural hair colour ranges from jet black all the way to ash blonde. Unnatural hair colours can only be achieved artificially through means of dyes or bleach. On the contrary, not many would be seen with dyed hair, due to the rarity and exclusivity of the dyes. Even when a dye is applied, it will only last for a good few weeks before fading. It is also worth noting that - unlike their elven counterparts humans have the uncanny ability to grow either thick or sparse facial hair.
The Human eye may not be as keen as other races meaning that they may have trouble seeing in the dark or fey creatures compared to the other races, but humans are still renowned for good vision. Human eyes are liable to short and long sightedness; with the right artisan, this can be fixed with glass lenses. The human eye has an iris, that takes up the width between the eyelids and a small pupil. Iris colour can range from grey to dark brown with rare occasions of blue and, even more, unusual green. In some infrequent events, humans are subject to heterochromia, or miss-matched iris colour though this trait has only been seen once every century or so.
CultureItalic text Humans have by far the most diverse and dynamic culture among all the races of Aleria, having originally been called the northern wastes, their ancestral home, and long since migrated south into all corners of the world. You will find each region adopts their cultural differences; for instance, the Northern region of Nabiér is known to have a very feudal societal structure with a heavy emphasis on military prowess and the crown. Whereas, in the far southern region of Valgrith the culture developed to be a trade-oriented society with an ingrained focus on their mercantile ability.
The Kingdom of Nabiér'''Bold text (Nab-ee-air)
Nabiérians reside in a small kingdom, originally formed from the union of several city-states. The capital is the ancient city known as Albion. They’re a trading nation at heart, what with the capital nestled on a headland, presiding over Énosi (Eh-noh-see) Bay found in the west of Aleria.
The peasants mainly dress in basic felt clothing with some standard colours, such as greens, browns, and reds whereas the nobles and wealthy wear beautiful quilted garments of blacks, blues, emeralds, and cyans, with extravagant needlework. Similarly, the peasants live off the occasional river fish, such as trout, and brassica and root vegetables. Conversely, the nobles and city dwellers enjoy meals rich in meats, white fish, bread and, for the nobles, the occasional spices.
Nabiérian’s live under an uncodified constitutional monarchy. The monarch rules, but not in absolute power. Nobles (both great and lesser) must be called upon to vote on whether a law can be passed or war declared. Conversely, in times of need, they decide whether the monarch is fit to rule, or if a Lord Protector should sit in their stead. Under the nobility is the gentry. The gentry comprises of priests, merchants, scribes, doctors, and lawyers. They are the profession holders, often receiving a higher education and literate. Some, though not all, speak the Upper Tongue, most nobles think this as stepping out of line.
A Gentry that distinguish themselves to their Lords is sometimes knighted. These knighthoods are often awarded to loyal advisors or managers of small pockets of land for their Masters. Lowest in prestige is the common folk. These are the workers, the tradesmen, and the craftsmen. These people work the land and raw materials for the use of merchants and nobility. Though they may not be educated, they still produce gorgeous works, be it armour or carving.
LanguageItalic text Humans speak two languages: the local language “Common,” used by ordinary people and part of the common family, and the formal language “Upper Tongue,” used by the upper class and the educated.
Magic And TechnologiesItalic text Humans have little to no form of Fey ancestry, and as such have very limited to no natural magical prowess. They are almost Incapable of fostering their Fey, they have long sought other means of obtaining the gift of the Fey; Having taken to acquiring Fey infused trinkets and baubles such as Foci, or creatures as Familiars to draw and leech magical essence from. Those that do bear some magical latency possess the capability for the most rudimentary forms of arcane manipulation often referred to as ‘household magic. With this borrowed power, humans have demonstrated the capability of honing in and becoming adept at a single field of magic in one lifetime. Rarely ever living long enough to master said field without extraordinary circumstances permitting. For example; renowned human wizards may only achieve a feeble grasp in mastering a magic school. However, this comes at a grave price. Sustained use of magic strips humans of their vitality, slowly weakening and debilitating them into frail husks of themselves with severely crippled lifespans as a consequence. Humans make up for their lack of magical prowess by their seeming mastery over carpentry. With correct training, humans can create various mills to utilize water and wind. To enable construction of substantial stone walls and cathedrals, they’ve utilized cranes that work on wheels so large, a horse or other large animals can walk in one to move the load. Of course, they’ve also managed to create weapons with their carpentry. They’ve made powerful longbows and crossbows. They’ve constructed ballista capable of punching holes in battalions, towers of ash and oak to scale walls, battering rams capped in steel that can buckle thick gates, and mechanical trebuchets that can cause even the staunchest of stone defenses to crumble. Naturally, this unique species has also crafted ships, Both vast and small. Be it for transport, fishing or war. Each human culture has a specialty in carpentry and boat making, as well with their flavors and styles of craftsmanship, For instance, the gaunt, large and cumbersome galleons of the North and the sleek and quick skippers of the South.
NOTES FOR PLAYING A HUMANItalic text
Cannot live longer than 150, period. Humans can breed with Dwarves = Half Dwarf. Humans can breed with Elves = Half-Elf. Humans can breed with Orcs = Half-Orc. Humans can breed with Beastkin = Half Beastkin. Humans have a small amount of natural Fey.