Difference between revisions of "Humans"

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Humans are not natives of Gaeis and were not created by the Eshu.  Two millennia ago the founders of the 11 blood families walked through a portal onto Gaeis and have called it home ever since.  Most humans (unless they are an extremely rare Porter or bastard child) are somewhere related to one of these eleven bloodlines of Erias, though the purity of the bloodlines has thinned considerably, of course.  Humans do not have nearly as strong a tie to the land as the other races and are free to move around and adapt to different regions as they wish.  They are sturdy, diverse and numerous as a people.  The eleven bloodlines are as follows: Daerodas, Anoria, Qaeld, Triadus, Rofhiros, Jarga, Solos, Vagan, Ravamar, Defdun and Numinos.  It is not uncommon for a human to use a blood family name as a middle name, even if they are not pure blooded.
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Humans are not natives of Gaeis and were not created by the Eshu.  Two millennia ago the founders of the human bloodlines walked through a portal onto Gaeis and have called it home ever since.  Most humans (unless they are an extremely rare [[Porter]]or bastard child) are related somehow to one of these eleven bloodlines of [[Prias]], though the purity of the bloodlines has thinned considerably, of course.  Humans do not have nearly as strong a tie to the land as the other races and are free to move around and adapt to different regions as they wish.  They are sturdy, diverse and numerous as a people.  The eleven bloodlines spread, as humans are wont to do, over the entirety of Gaeis' breadth and established what are now known as the Thirteen Nations: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Azaza, Donya, and Te'Nebra.  It is not uncommon for a human to use the name of a nation, or a derivitive, as a middle name.
  
==Bloodlines==
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==Nations==
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===Triadus===
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The house of Triadus is synonymous with the blood of dragons, and by extention with magic.  Triadans are all very well versed in the arcane, if they aren’t magicians or wizards at all.  They are some of the most excellent magi in all the world of Gaeis.  The majority of the human stock marked and chosen to be magi comes from this bloodline and as such, they esteem themselves very highly.
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==Appearance==
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Triadans vary greatly in their features as many ex-students of the magic school settle in the area.  This brings a constant presence of other cultures into at least part of the country.  Native Triadans are medium-skinned
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==Personality==
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==Habitat==
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==Society==
 +
==Adventures==
 +
==Economy==
  
 
===Solossans===
 
===Solossans===
This bloodline is the ancient and forgotten bloodline of the first king of Anoria, EriasThe blood of Erias is the blood of the healer, the blood of the protector, the blood of the crusader.
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The Solossans are known by few, for they are a quiet and unobtrusive people.  They are a fairer race, having mostly dark hair and pale complexions.  The Solossans are devoted to the study of the stars, suns and moons: Astronomy and AstrologyThey are a very tightly knit bloodline, relying heavily on the concepts of fraternity and liberty and have suffered persecution at the hands of the Jargans for a many years.
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==Appearance==
 +
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
 +
Glass.
 +
 
 +
===Jeridi===
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Jeridon is the self-declared "house of light."  The Jargans are an overwhelmingly oppressive people that believe that might makes right.  They wage an eons-old war with the Solossans,with whom they share a border in the north and see them as inferior and bothersome.  Jargans are blonde haired, blue eyed; tall and proud.  Many of them claim to be descendants of the first kingdom of Prias, but these claims may be unfounded.
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==Appearance==
 +
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
 +
Candles and lanterns.
  
 
===Da'kori===
 
===Da'kori===
This bloodline is the bloodline of the knight protectors of the kingdom of Anoria.  They are a tough, stubborn and stouthearted sort though they earn more than just respect from their close comrades.  They are soldiers and loyalists all and would rather die than let their friends fall.
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==Appearance==
 +
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
  
 
===Halvmiri===
 
===Halvmiri===
 
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The people of Halvmir are a nearly extinct house, constantly in hiding and perpetually on the run.  They have no real homeland and no real alliances besides those that might keep them alive.  There are only known to be about a dozen of the Ravamar left and they are hunted by an unknown predatorSomeone wishes them all dead, though whom and for what reason has yet to be found.
===Triadus===
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==Appearance==
The house of Triadus is synonymous with the house of dragons.  Triadus humans are all very well versed in the arcane, if they aren’t magicians or wizards at all.  They are some of the most excellent magi in all the world of GaeisThe majority of the human stock marked and chosen to be magi comes from this bloodline and as such, they esteem themselves very highly.
+
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
 +
Ex-stonemasons.
  
 
===Queli===
 
===Queli===
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==Appearance==
 +
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 
The humans of Qaeld made a pact long ago with the [[Sidhe]] whose forests bordered their kingdom.  They are sly, woodsy folk and know quite a bit about the land.  Many if not all of them take Sidhe as a second language.
 
The humans of Qaeld made a pact long ago with the [[Sidhe]] whose forests bordered their kingdom.  They are sly, woodsy folk and know quite a bit about the land.  Many if not all of them take Sidhe as a second language.
 +
==Economy==
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Herbs, Mushrooms.
  
 
===Rodans===
 
===Rodans===
The people of House Vagan have lived in the horse plains for all their long lives, and their ancestors did the same.  Finding a strange kindred in the spirit of the animals, the Vagans have spent hundreds of years attempting to learn from them.  They favor martial combat and riding-related skills, trumps, and special powers.  They share a wary friendship with the Qaeld, as they are both more comfortable in the Wild.
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==Appearance==
 
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==Personality==
===Jeridi===
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==Habitat==
Jarga house is the self-declared house of light.  The Jargans are an overwhelmingly oppressive people that believe that might makes right.  They wage an eons-old war with the Solossans, with whom they share an arctic home in Phroth and see them as inferior and bothersome.  Jargans are blonde haired, blue eyed; tall and proud.  Many of them claim to be descendants of the lost healers from the reign of King Erias, but these claims are unfounded.
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==Society==
Solos: The Solossans are known by few, for they are a quiet and unobtrusive people.  They are a fairer race, having mostly dark hair and pale complexions.  The Solossans are devoted to the study of the stars, suns and moons: Astronomy and Astrology.  They are a very tightly knit bloodline, relying heavily on the concepts of fraternity and liberty and have suffered persecution at the hands of the Jargans for a many years.
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==Adventures==
 +
==Economy==
  
 
===Egundans===
 
===Egundans===
The Rofhira are sneaky fellows in nature and demeanor.  They have taken to the streets of large cities in an effort to gain a hold over organized crime.  They are generally untrustworthy and treacherous, though they do have an unspoken code they hold to.  Honor among thieves it would seem.
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==Appearance==
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==Personality==
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==Habitat==
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==Society==
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==Adventures==
 +
==Economy==
  
 
===Cadwallers===
 
===Cadwallers===
The Ravamar are a nearly extinct house, constantly in hiding and perpetually on the run.  They have no real homeland and no real alliances besides those that might keep them alive.  There are only known to be about a dozen of the Ravamar left and they are hunted by an unknown predator.  Someone wishes them all dead, though whom and for what reason has yet to be found.
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==Appearance==
 +
==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
  
 
===Donyans===
 
===Donyans===
This bloodline traveled out of sight and into the desert hundreds of years ago and hasn’t been seen close to the lost realm of Anoria sinceThey have adapted to the harsh and unforgiving wasteland of the desert, becoming light footed and meager monks, traversing the sands with easeThey appear and disappear, mysterious as they are wiseThey alone possess the sturdiness required to last long in the deserts of Da’kar.
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==Appearance==
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Donyan law states that no man, woman or child may wear a garment, jewel, or adornment of any color but black, white or grey.  Furthermore, all citizens of Donya engage in the dyeing of their hair to blackThis ensures that Donyan appearance and dress, while still running the gamut from plain to fancy, is totally bereft of color.
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==Personality==
 +
==Habitat==
 +
==Society==
 +
The practice of hair dyeing is becoming more and more infrequent over the years as fewer and fewer
 +
==Adventures==
 +
==Economy==
 +
Black dye, grey dye and bleachesOnyx, opals and diamonds are sought after.   
  
 
===Azaza===
 
===Azaza===
The Numonar reside on the islands in the Igalian gulf, most notably DaunceiThey are politicians, romantics, artists and poets.
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==Appearance==
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Azaza(the word is used to describe both the people and the nation) have skin the color of dark, aged wood and straight, pitch-black hair.
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==Personality==
 +
==Habitat==
 +
==Society==
 +
==Adventures==
 +
==Economy==
 +
Potent liquorsShipwrights.
  
 
===Bossi===
 
===Bossi===
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==Appearance==
 +
==Personality==
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==Habitat==
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==Society==
 +
==Adventures==
 +
==Economy==
  
 
===Tenebrans===
 
===Tenebrans===
 
 
==Appearance==
 
==Appearance==
 
==Personality==
 
==Personality==
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==Society==
 
==Society==
 
==Adventures==
 
==Adventures==
==Max Caps==
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==Economy==
Normal
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Some of the best casket and tomb-makers.  The Shells seek shells to inhabit.
  
 
==Powers==
 
==Powers==
On Checks, pure blooded humans gain the following benefits
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On Checks, humans from the following areas gain the following benefits
  
*Solossans
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*Solossans: +2 Navigation or Knowledge (Astronomy)
*Da’kori
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*Da’kori: +2 Vitality or Lore (Wilderness)
*Halvmiri
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*Halvmiri: +2 Disguise or Hide
*Triadus
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*Triadus: +2 Knowledge (Magic) or Focus
*Queli
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*Queli: +2 Knowledge (Plants amd Fungi) or Spot
*Rodans
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*Rodans: +2 Negotiate or Discern
*Egundians
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*Egundians: +2 Knowledge (Meteorology) or Swim
*Cadwallers
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*Cadwallers: +2 Knowledge (Military Tactics) or Athletics
*Donyans
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*Donyans: +2 Seduce or Knowledge (Royalty)
*Jerids
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*Jerids: +2 Intimidate or Knowledge (Chemisty)
*Azaza
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*Azaza: +2 Taunt or Sleight of Hand
*Bossi
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*Bossi: +2 Animal Control or Ride
*Tenebrans
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*Tenebrans: +2 Knowledge (Medicine) or Disable
  
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The Max Caps for all humans is normal.
  
 
[[Category:Races of Gaeis]]
 
[[Category:Races of Gaeis]]

Revision as of 03:22, 13 June 2007

Humans are not natives of Gaeis and were not created by the Eshu. Two millennia ago the founders of the human bloodlines walked through a portal onto Gaeis and have called it home ever since. Most humans (unless they are an extremely rare Porteror bastard child) are related somehow to one of these eleven bloodlines of Prias, though the purity of the bloodlines has thinned considerably, of course. Humans do not have nearly as strong a tie to the land as the other races and are free to move around and adapt to different regions as they wish. They are sturdy, diverse and numerous as a people. The eleven bloodlines spread, as humans are wont to do, over the entirety of Gaeis' breadth and established what are now known as the Thirteen Nations: Triadus, Solosa, Jeridon, Halvmir, Da'kar, Qaeld, Cadwal, Bosemya, Daerod, Egund, Azaza, Donya, and Te'Nebra. It is not uncommon for a human to use the name of a nation, or a derivitive, as a middle name.

Nations

Triadus

The house of Triadus is synonymous with the blood of dragons, and by extention with magic. Triadans are all very well versed in the arcane, if they aren’t magicians or wizards at all. They are some of the most excellent magi in all the world of Gaeis. The majority of the human stock marked and chosen to be magi comes from this bloodline and as such, they esteem themselves very highly.

Appearance

Triadans vary greatly in their features as many ex-students of the magic school settle in the area. This brings a constant presence of other cultures into at least part of the country. Native Triadans are medium-skinned

Personality

Habitat

Society

Adventures

Economy

Solossans

The Solossans are known by few, for they are a quiet and unobtrusive people. They are a fairer race, having mostly dark hair and pale complexions. The Solossans are devoted to the study of the stars, suns and moons: Astronomy and Astrology. They are a very tightly knit bloodline, relying heavily on the concepts of fraternity and liberty and have suffered persecution at the hands of the Jargans for a many years.

Appearance

Personality

Habitat

Society

Adventures

Economy

Glass.

Jeridi

Jeridon is the self-declared "house of light." The Jargans are an overwhelmingly oppressive people that believe that might makes right. They wage an eons-old war with the Solossans,with whom they share a border in the north and see them as inferior and bothersome. Jargans are blonde haired, blue eyed; tall and proud. Many of them claim to be descendants of the first kingdom of Prias, but these claims may be unfounded.

Appearance

Personality

Habitat

Society

Adventures

Economy

Candles and lanterns.

Da'kori

Appearance

Personality

Habitat

Society

Adventures

Economy

Halvmiri

The people of Halvmir are a nearly extinct house, constantly in hiding and perpetually on the run. They have no real homeland and no real alliances besides those that might keep them alive. There are only known to be about a dozen of the Ravamar left and they are hunted by an unknown predator. Someone wishes them all dead, though whom and for what reason has yet to be found.

Appearance

Personality

Habitat

Society

Adventures

Economy

Ex-stonemasons.

Queli

Appearance

Personality

Habitat

Society

Adventures

The humans of Qaeld made a pact long ago with the Sidhe whose forests bordered their kingdom. They are sly, woodsy folk and know quite a bit about the land. Many if not all of them take Sidhe as a second language.

Economy

Herbs, Mushrooms.

Rodans

Appearance

Personality

Habitat

Society

Adventures

Economy

Egundans

Appearance

Personality

Habitat

Society

Adventures

Economy

Cadwallers

Appearance

Personality

Habitat

Society

Adventures

Economy

Donyans

Appearance

Donyan law states that no man, woman or child may wear a garment, jewel, or adornment of any color but black, white or grey. Furthermore, all citizens of Donya engage in the dyeing of their hair to black. This ensures that Donyan appearance and dress, while still running the gamut from plain to fancy, is totally bereft of color.

Personality

Habitat

Society

The practice of hair dyeing is becoming more and more infrequent over the years as fewer and fewer

Adventures

Economy

Black dye, grey dye and bleaches. Onyx, opals and diamonds are sought after.

Azaza

Appearance

Azaza(the word is used to describe both the people and the nation) have skin the color of dark, aged wood and straight, pitch-black hair.

Personality

Habitat

Society

Adventures

Economy

Potent liquors. Shipwrights.

Bossi

Appearance

Personality

Habitat

Society

Adventures

Economy

Tenebrans

Appearance

Personality

Habitat

Society

Adventures

Economy

Some of the best casket and tomb-makers. The Shells seek shells to inhabit.

Powers

On Checks, humans from the following areas gain the following benefits

  • Solossans: +2 Navigation or Knowledge (Astronomy)
  • Da’kori: +2 Vitality or Lore (Wilderness)
  • Halvmiri: +2 Disguise or Hide
  • Triadus: +2 Knowledge (Magic) or Focus
  • Queli: +2 Knowledge (Plants amd Fungi) or Spot
  • Rodans: +2 Negotiate or Discern
  • Egundians: +2 Knowledge (Meteorology) or Swim
  • Cadwallers: +2 Knowledge (Military Tactics) or Athletics
  • Donyans: +2 Seduce or Knowledge (Royalty)
  • Jerids: +2 Intimidate or Knowledge (Chemisty)
  • Azaza: +2 Taunt or Sleight of Hand
  • Bossi: +2 Animal Control or Ride
  • Tenebrans: +2 Knowledge (Medicine) or Disable

The Max Caps for all humans is normal.