Humans
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.
Contents
- 1 Nations
- 2 Appearance
- 3 Personality
- 4 Habitat
- 5 Society
- 6 Adventures
- 7 Economy
- 8 Appearance
- 9 Personality
- 10 Habitat
- 11 Society
- 12 Adventures
- 13 Economy
- 14 Appearance
- 15 Personality
- 16 Habitat
- 17 Society
- 18 Adventures
- 19 Economy
- 20 Appearance
- 21 Personality
- 22 Habitat
- 23 Society
- 24 Adventures
- 25 Economy
- 26 Appearance
- 27 Personality
- 28 Habitat
- 29 Society
- 30 Adventures
- 31 Economy
- 32 Appearance
- 33 Personality
- 34 Habitat
- 35 Society
- 36 Adventures
- 37 Economy
- 38 Appearance
- 39 Personality
- 40 Habitat
- 41 Society
- 42 Adventures
- 43 Economy
- 44 Appearance
- 45 Personality
- 46 Habitat
- 47 Society
- 48 Adventures
- 49 Economy
- 50 Appearance
- 51 Personality
- 52 Habitat
- 53 Society
- 54 Adventures
- 55 Economy
- 56 Appearance
- 57 Personality
- 58 Habitat
- 59 Society
- 60 Adventures
- 61 Economy
- 62 Appearance
- 63 Personality
- 64 Habitat
- 65 Society
- 66 Adventures
- 67 Economy
- 68 Appearance
- 69 Personality
- 70 Habitat
- 71 Society
- 72 Adventures
- 73 Economy
- 74 Appearance
- 75 Personality
- 76 Habitat
- 77 Society
- 78 Adventures
- 79 Economy
- 80 Powers
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.