Humans
Humans are the primary race of the continent Eiran, and have a lifespan of 60-80 years on average, with some reaching 100 years. Humans are not particularly biased towards one goal or another, but are similarly not as strong as other races are in specific areas. Their cultural, ethnic and religious sect also dictate specific things about their player characters.
Ethnic groups
There are five ethnic groups of humans. Four of which are recommended for player characters, and one which is not due to issues discussed below.
- Eiranics - Humans native to Eiran's northern and eastern sections. The most common human ethnicity by number of people.
- Hinter - Humans native to southern central Eiran, originally from the Southern Mountains but now inhabiting the area called Hinterhold.
- Nomads - Humans native to the steppes of Southern Eiran and longtime rivals of the Hinter. Uniquely suited to mounted combat.
- Foreigners - A catchall for traders from faraway/uncharted lands. Can take on nearly any appearance but are regarded with suspicion.
- Holmon - Humans native to Southern Emerga, resembling Plains Elves to a small degree.
Eiranics - Lore
Eiranic humans are religiously and ethnically composed of people who originate in Aiogara as early Second Age settlers after they had the first Hinter-Eiranic war. They are now spread across the urban and organized areas of Eiran. The primary sect they follow is Eiranic Star, a sect with a 5 god pantheon. Eiranic humans have a mild aversion to magic due to few people being used to seeing it on a daily basis, but plenty of them learn it regardless out of curiosity. Eiranic humans often regard Sinistrals of all types with suspicion and apprehension, and especially consider Taurado/Tau to be repulsive, considering them freaks. They receive +1 to perception and defense.
Hinter - Lore
[Hinter are not recommended for player characters, especially beginner characters.] The Hinter inhabit as of the Third Age an area in southern central Eiran called Hinterhold. They call themselves the "Ura-Hinhaa" which means "These Chosen People." They follow a sect called "His Majesty" in Common Eiranic, which refers to Alux. Their sect is the only nominally polytheistic sect, having little to no interaction from the other gods. Hinter are a monolithic culture, and those who reject their culture are branded heretics and are to be killed on sight. Sinistrals are their mortal enemies, as they consider Sinistrals to be demonic animals, not people. They have their own magical traditions which include necromancy, but it is not taught to outsiders. Because of this lore, it's not recommended to use them. Should they be used, +1 to intelligence and perception
Nomads - Lore
Nomads is an informal, non-offensive term used to describe tribal humans who roam the steppes of Southern Eiran, subsisting off hunting, handicraft, forage and trade with others. Nomads are identified by pattern and color of their cloth, having over fifty tribes in the Third Era. They are skilled with healing magic and form close bonds with horses, so receive bonuses for horse and other animal handling. Their religious beliefs are polytheistic, with informal worship of the gods carried out by elders, shamans and medicine men. +1 to strength, athletics and a +10% bonus if to all healing spells used by them and on them.
Foreigners - Lore
Aiogara is not the entire world, and presumably other people from uncharted lands do occasionally wander in for trade or other things. They often possess dark skin, strong accents, and lots of gold and silver piercings. However, this includes people of ALL backgrounds so is good for creative players.
Holmon - Lore
A split from the Eiranic ethnic group that settled in southern Emerga. Many follow vegetarian lifestyles and deal peacefully with the Plains Elves that they share a northern border with. They are known as major spice producers, as spices grow well in the warm and fertile soil of Emerga. They are uniquely suited towards combat magic, due to elemental attunement of their children. +2 intelligence and they receive 10% faster proficiencies for crystals.
Base Attributes
Humans receive no bonuses or subtractions from their base strength, speed, defense, intelligence, charisma, athletics, or perception. They receive slightly fewer magical proficiencies up front. Ethnic groups possess certain bonuses, in particular Nomads towards healing proficiency, and Holmon towards combat magic proficiency. Base Magic Proficiencies:- Combat: 5
- Healing: 5
- Support: 8