Appearance: If you don't know what humans look like, please contact me. I would love to meet you, whatever you are.
That being said, the human homeworld of Irth hosts two races of humans: the fair skinned Wyndans who share physical traits with their distant relatives on Talruul, and the Risks. Risks are native to the grand continent of Riskar and potentially present on other worlds, for spies are plentiful between the Irth empires. Risks are a darker skinned race of humans with consistently black or dark brown hair, thicker noses and jaws for males, consistently brown eyes, and a more muscular frame than their Wyndan rivals. Risks use a tattoo system to determine their standing in society, with red being used for combatants, blue for laborers, yellow for intellectuals or merchants, and white for leaders. These tattoos are almost always a spiral system on the shoulders or legs, and to put them elsewhere is forbidden without direct permission from a position of power such as the Grand Sultan.
Society: Human civilizations away from Irth are built on the ideals of free thought and conviction. The fast breeding humanoids are short-lived, stubborn, passionate hard workers with many of their kind laboring for ten to fourteen hours in a day to better the situation of their neighbors or children. This has led to an almost unrealistic number of successful settlements in areas thought uninhabitable. The strong work ethic and generous promotions by human royalty leads to a powerful force of diverse thinkers and innovative solutions to unusual problems.
Irth humans are an entirely different breed. The two main empires of Irth, Wyndany and Riskar, are two sides of the same warring coin. Both empires are reminiscent of the Djeet of old, with the powerful rulers exerting their will over the peasantry and creating great achievements at the cost of thousands of lives. Wyndan commoners are stereotyped as humorless workaholics, taking pride in their productivity and very little else. Risk commoners are viewed as an even less flavorful brand, with each citizen born essentially a slave to their predetermined career. It is said, in the heavily caste based city-states of the Djeet, that parents threaten bad children with deportation to Riskar.
Reputation:
- ""
-Three Armed Krol, Bounty Hunter [Wildgen Djeet] - ""
-Malor Pys, Necromancy Mentor [Talgen Djeet] - ""
-Serisala Alare Li Jenasa Irilel, Historian [Wukai] - ""
-Alton Verro, Alchemist [Chibrus] - ""
-Korithuliu, Prisoner [Feyborn]
Religion: Humans are the most widely religious of all common races. The establishment of churches are the most vital key of any Human settlement, and in fact, any new human village is built with a sturdy stone church first so all may have a sturdy roof over their heads in the light of their God. The inverse is also true, for Talruul's demonic cults and witch covens are predominantly human.
Languages: Hume, Trade
Lifespan: ~85 years
Size: Medium
Speed: 30 ft.
Senses: N/A
Racial Trait: Eclectic
- You receive a bonus Skill Point for every other AP earned, including at character creation. You may choose to save these bonus Skill Points and exchange 10 for an additional AP.
- Once per session you may apply a +3 bonus to any D20 roll even after the results would have been determined. Any non-Folly negative effects applied to that one roll are negated when using this ability.