Human
The Flame That Burns Late, But Bright They were not the first to walk Ashar.
The Elves came first—graceful and deliberate, shaping forests into temples and time into ritual. The Orcs followed, fierce and vast, surging across plains and cliffs with a strength the world had never seen. And then, in the long shadow left by those ancient peoples, came Humanity.
Third-born, but not lesser. Later, but more desperate to matter.
They came in scattered bands, tribes without banners, prayers without temples. Where the Elves had memory and the Orcs had dominance, Humans had only will—raw, clumsy, and beautiful in its defiance. They did not build to last, but to live. They did not conquer to rule, but to survive.
And yet, somehow, they endured.
In time, they did more than endure. They built.
Stone by stone, word by word, war by war—they carved the Kingdom of Ashar from wilderness, ashes, and dreams. Not because the world had space for them, but because they made space, where none had been given.
Their king—Draven, the Immortal Flame—rose from battlefield legend to divine covenant, uniting fractious tribes into a realm that now spans valleys, rivers, and broken bones of older empires. Humans do not claim to have invented greatness.
They simply refuse to let it die.
To be Human in Ashar is to be a paradox—short-lived, yet long-reaching; fragile, yet fearlessly ambitious. They do not remember the first shaping of the world, but they believe they will shape what comes next. They do not live long enough to see the full arc of history, so they make their mark fast, loud, and in blood or glory.
Their cities are not eternal—but their ideas outlive them.
Their stories are not flawless—but they are felt.
Their leaders may fall—but someone always rises to try again.
They do not wait for the gods to speak. They call upon them.
They do not kneel to time. They race it.
Among the long-lived peoples, some scoff at Humanity’s impatience. But others fear it. For while Elves and Orcs look back on their greatness, Humans look only forward.
And in that forward gaze burns the most dangerous thing in the world:
Hope.
Basic Information
Anatomy
"Shaped not by gods, but by adaptation.”
Among all the sapient species of Novaris, Humans are the most morphologically varied, yet also the most straightforward in design. Unlike Elves or Dragonborn, whose forms reflect magical heritage or divine intervention, the Human body is a product of natural evolution, divine refinement, and environmental pressure—a design built for versatility, resilience, and rapid reproduction.
General Anatomy
- Bipedal Humanoids with a standard four-limb structure: two arms and two legs.
- Bilateral symmetry and a centralized nervous system housed within a rounded skull.
- Average adult height:
- Male: 5'7" to 6'2" (170–188 cm)
- Female: 5'3" to 5'9" (160–175 cm)
- Average lifespan: 70–90 years in civilized regions; often shorter in harsher regions or warzones.
- Skin tone, hair color, and eye color vary widely depending on regional heritage, climate, and ancestral lineage.
Skeletal & Muscular Structure
- Humans possess a light yet durable bone structure, balancing agility and endurance.
- Musculature is highly variable and responsive to conditioning, allowing for both brute strength and fine motor control.
- Their joints, particularly the shoulders and hips, allow for wide ranges of movement, giving them proficiency in a wide spectrum of martial, labor-intensive, or artistic tasks.
Sensory Capabilities
- Vision: Standard color vision with a natural focus on daylight clarity. Night vision is weak compared to Elves, Orcs, or Dragonborn.
- Hearing: Acute but not exceptional. Responsive to human-range frequency.
- Touch: Highly sensitive, particularly in the fingers, making Humans excellent craftsmen, healers, and musicians.
- Smell and taste: Functional but not pronounced, except among individuals raised in herbalist, culinary, or alchemical environments.
Internal Systems
- Respiratory & Circulatory Systems are efficient under most atmospheric pressures, though susceptible to fatigue or damage from magical pollution and harsh environments.
- Digestive System is omnivorous and highly flexible—Humans can survive on a wide range of food sources.
- Reproductive System matures early and functions efficiently compared to longer-lived races, leading to short generational gaps and higher population turnover.
Magical Sensitivity
Unlike Elves or Dragonborn, Humans are not naturally aligned with magic—but they are incredibly adaptable to it. Some become powerful mages, others resist magic through sheer will or divine protection. Human magical talent tends to manifest irregularly, often sparked by trauma, legacy, or proximity to ley-infused regions. This irregularity has led to both fear and reverence for Human spellcasters across Ashar.Genetics and Reproduction
“Short of days, swift of legacy.”
Human reproduction in Ashar, as in much of Novaris, is governed by natural biology rather than magical design, making them one of the most rapidly reproducing and widely distributed sapient species in the world. Their genetic adaptability and short gestation cycle contribute significantly to their population growth, cultural diversity, and their growing influence across the continent.
Reproductive Method
- Sexual reproduction between a biologically male and female pair is the most common method.
- Humans have no innate magical reproductive traits (unlike Elves or Dragonborn), though magic may affect fertility, gestation, or mutation in rare circumstances.
- Conception occurs through internal fertilization and is subject to biological fertility windows, health, and environmental factors.
Gestation & Birth
- Gestation Period: Approximately 9 months (roughly 38–40 weeks), among the shortest among major sapient species.
- Birth Process: Typically vaginal, assisted by midwives, healers, or—in larger cities—by clerics or physicians.
- While natural, birth can be painful and high-risk in rural or low-resource areas, where mortality rates for mother and child remain notable.
Fertility & Reproductive Span
- Humans reach sexual maturity around (Puberty) age 13–15, but most cultures (especially within the Kingdom of Ashar) delay reproduction into adulthood, often due to social or economic pressures.
- Women are fertile until their mid-40s to 50s, while men may remain fertile longer, though both experience decreased fertility with age.
- Twin births and rare higher multiples occur more frequently than in Elves or Dwarves, contributing to population bursts in regions of prosperity.
Generational Turnover
Human society is built on rapid generational succession—every 20–30 years, a new generation emerges with new cultural attitudes, ideals, and goals. This has contributed to:- Rapid cultural evolution
- Frequent political revolutions or renaissances
- A heightened sense of urgency in personal legacy and social impact
Genetic Variation & Mutation
Due to their biological malleability, Humans exhibit an extremely wide range of physical traits, including:- Skin, hair, and eye color ranges across the spectrum
- Height, musculature, and bone structure adapted to regional environments
- Minor magical mutations (such as heterochromia, innate resistances, or minor arcane sensitivity) may occur in bloodlines with magical exposure or ancestry
- Elves, resulting in Half-Elves (though often raised in Human societies)
- Orcs, leading to Half-Orcs, often larger, more resilient, but equally diverse in disposition
- In rare magical or divine cases, with celestial or infernal beings, producing Aasimar or Tieflings
Cultural Reproduction Norms
- In many Ashari cultures, especially noble and rural communities, large families are encouraged, both for lineage and labor.
- In urban centers, population control, education, and career pursuits have resulted in delayed childbearing or fewer children.
- Religious traditions—especially among followers of Sune or Pulchritadot—often influence reproductive choices, including rites of fertility, divine naming, or chastity vows.
Growth Rate & Stages
“We do not live long, but we live fast. Every stage is a fire that must be tended.”
Among the mortal species of Novaris, Humans grow faster than most. Their brief lifespans and high adaptability mean that Human societies experience rapid generational turnover, swift maturation, and a cultural emphasis on making an impact while time allows. Life is not measured in centuries—but in milestones, choices, and legacy.
Human life is traditionally divided into six stages, each with its own cultural, social, and spiritual significance within Ashar and across the broader human world.
Infancy (0–3 years)
“The soul is new, the world overwhelming.”- Marked by physical vulnerability, total dependency, and rapid brain and body development.
- Infants are considered a blessing from Sune, especially when born under auspicious signs or into large, kin-bound houses.
- Naming ceremonies and first blessings typically occur within the first year, often involving oil anointing, symbolic gifts, or divine petitions.
Childhood (4–12 years)
“The world is learned, its shape still soft.”- Children begin learning language, trade basics, morality, and social roles.
- Many are taught in family units, guild-run schools, or by clerics aligned with Magia (for knowledge) or Scentia (for education).
- Early exposure to magic, if present in the bloodline, often begins here—though not formalized until adolescence.
Adolescence (13–18 years)
“The self awakens. The path begins to shape.”- This stage marks the onset of physical maturity, emotional awareness, and vocational identity.
- In Ashari cities, adolescents often apprentice to trades, enter formal academies, or begin training for religious, martial, or arcane roles.
- Social rites such as the Candlelight Vigil (first vow to community), or binding tokens of intention (worn until replaced with a professional or marital token) are common.
Adulthood (19–45 years)
“The fire burns brightest.”- The longest and most productive stage of Human life. Individuals pursue careers, establish households, serve in military or civic life, and engage in political or scholarly contributions.
- Adulthood is marked by marriage rites, parenthood, property rights, and oaths of service, depending on regional culture.
- In noble or magically gifted lineages, adulthood may be formalized by a title-bestowing ceremony or soulbinding ritual.
Elderhood (46–70 years)
“The flame dims, but its warmth deepens.”- Considered a time of wisdom, storytelling, mentorship, and spiritual reflection.
- Many Humans retire from labor and take on advisory roles, become custodians of lore, or join religious orders as scribes or contemplatives.
- Elders are often council members, judges, or holders of oral histories, particularly in rural or traditionalist communities.
Twilight Years (70+ years)
“The fire flickers—but memory remains.”- Not all Humans reach this stage, and those who do are often revered as living relics, especially in regions where magical healing is rare.
- The final years are marked by preparation for death, the writing of Testaments of Echo, and the completion of Life-Lanterns—magical or symbolic objects passed to kin or burned during funerary rites.
- Those nearing death may retreat into monasteries of Pax or Demoa, or live among their children in quiet, honored roles.
Developmental Notes
- Emotional growth outpaces many other species, with strong identities forming by age 15–17.
- Magical or divine awakenings often occur in adolescence, but some prodigies appear younger, while others manifest late under pressure or trauma.
- Lifespan extensions through magic, divine blessing, or alchemy exist, but are rare, expensive, or politically controlled.
Civilization and Culture
Naming Traditions
“Names are not just who we are. They are who we are trying to become.”
Among the Humans of Ashar, names are more than identifiers—they are ambitions, memorials, and tools of self-definition. Unlike Elves, who name in harmony, or Dwarves, who name through lineage, Humans often name aspirationally. A name might reflect a parent’s hope, a tribute to a hero, or a personal vow to surpass one’s origins.
Given their fast-changing societies and regional diversity, Human naming conventions are highly flexible, shaped by class, religion, geography, and ambition.
First Names
Human first names vary widely between cultures and social classes. However, they are typically divided into three broad styles across Ashar:Traditional Ashari Names
Used by long-settled families in the Kingdom’s heartlands. Male Names: Alric, Garran, Fenric, Thorne, Bastian, Merren, Darrek, Elwin, Jorund, Varek Female Names: Elira, Sera, Kaelyn, Miren, Alessa, Ysolde, Talia, Brenna, Vaela, Corinne These names often carry Old Ashari roots, and may be passed down or modified to honor parents or ancestors.Honor-Based & Aspirational Names
More common among rising merchant families, soldiers, and ambitious citizens. These names are chosen for their meaning, sound, or symbolism, not tradition. Male Names: Valorin (“valor”), Justan (“justice”), Ferros (“iron-willed”), Solan (“sun-bound”), Durn (“stronghold”) Female Names: Verity (“truth”), Liora (“light”), Astra (“starborn”), Caelis (“sky-souled”), Runa (“secret one”) Names in this style are often intentionally striking, meant to leave an impression or carry a legacy of meaning.Rural & Folk Names
Used in outlying regions, villages, or among nomadic peoples. These names tend to be shorter, earthy, and often drawn from nature or craft. Male Names: Bram, Harl, Jed, Orin, Tuck, Wren, Holt Female Names: Nessa, Brin, Cora, Dell, Isha, Thyme, Mave Many of these names are unrecorded and may change over a lifetime, especially among illiterate populations or traveling clans.Surnames / Family Names
Humans do not always inherit surnames by blood. In Ashar, a surname might reflect occupation, place of origin, achievement, or chosen affiliation. Some are passed down, others are earned. ✦ Patronymic or Matronymic Merren Thalor’son (“son of Thalor”) Alessa Kaelyn’sdottir (“daughter of Kaelyn”) Used often in the north or among noble houses tracing family lines precisely. ✦ Occupational Surnames Carver, Smith, Mason, Tanner, Weaver, Bowyer Found among guild families or towns with strong trade identities. ✦ Geographic or Descriptive Surnames of Durnhollow, Hillwatch, Redriver, Stonevale, Duskglen Usually marks migration or association with a specific village, fortress, or landmark. ✦ Chosen or Earned Names Truthwalker, Ironhand, Brightblade, Stormborn, Nightward These are often taken after military service, religious devotion, or acts of renown. Such names may become family lines in time.Naming Rites & Traditions
Naming Day occurs within the first few weeks after birth. A child is given their first name and, if applicable, a family name. In noble houses or devout communities, a priest of Sune or Pulchritado may bless the name. Many Humans will rename themselves after major life events—taking on an honorific, surname, or sobriquet as a sign of transformation (especially common among adventurers and former soldiers). In some regions, especially along the southern coast and within the Concord, it is common for individuals to have two or more given names, with one used publicly and another kept private for family or ritual use.Cultural Notes
Nobility often has compound names: Lord Alric Vaelmoré of Silvermarch Clergy of Pax or Sune often adopt devotional names, such as Sister Verity of Peace, or Father Jorn the Kind Among Tiefling-integrated households, names of infernal or celestial origin may blend with Human styles, producing hybrids like Ravena Brightflame or Kaelon of EmberreachHistory
“We came late—but we will not go quietly.” Humanity did not shape the first kingdoms of Novaris. The world was already old when they arrived in scattered bands—tribes without lineage, names without thrones. The Elves had already stretched across the forests with crystalline towers. The Orcs had carved dominance into the hills and wastes. Dwarves had begun their slow expansion beneath the mountains.
But Humans were different. They did not claim the land by right or ancestry. They simply moved, multiplied, and survived. And in doing so, they began to change the world.
Early Rise – The Third People
Humans were the third major race to rise in Novaris, following the Elves and the Orcs. They were scattered at first—nomadic, adaptable, without divine patronage or arcane legacy. But that lack of tradition became a strength. Where the Elves preserved, and the Orcs endured, Humans adapted. They settled the fringes—coasts the Elves ignored, valleys the Orcs avoided, and ruins the Dwarves had abandoned. There, they learned, borrowed, and blended. They copied magic from lost scrolls, forged steel in unfamiliar ways, and mimicked the rituals of older peoples—not out of reverence, but necessity. In time, they began to build something of their own.The Founding of Jabber – First Kingdom of Men
In the early Age of Mortals, amid the chaos of expanding races and rising powers, Humanity unified for the first time beneath a charismatic warlord-turned-philosopher. He called his new realm Jabber, a kingdom born of coalition, shared hunger, and fragile hope. Jabber was the third official kingdom to rise in the age—after the Elven Courts and the Orcish hordes. Its cities were built of clay and magic-scrap, its people a mix of warring tribes and curious scholars. For two centuries, Jabber flourished. And then, it fell. No great war consumed it. No god smote its towers. It simply fractured—from within. Its kings grew corrupt. Its priests divided. Its memory faded beneath layers of stone and ash. Today, only a few scholars and the Church of Scentia remember its name. To most, it is a myth buried beneath the legacy of Ashar.The Mortal Wars & Humanity’s Expansion
As the Elves and Dwarves plunged into conflict, Humanity rose again—this time not as a single kingdom, but as waves of settlers and warriors, mercenaries and merchants. They fought in the Mortal War, served under Elven banners, and turned on their masters when the opportunity came. They saw alliances not as permanent truths, but as temporary tools. When the gods intervened to end the war—when Sune dispersed the races to preserve balance—Humanity was among those left untouched. Not out of favoritism, but because they had no great strongholds to divide, no immortal blood to curse. And so, while other peoples retreated, Humanity advanced.The Rise of Ashar
In the chaos following the Reawakening of the Tarrasque, a Human hero emerged: Arp Kalos, a warlord-scholar who united shattered armies, faced the beast, and brought it down with the help of allies both monstrous and divine. At his side stood his apprentice, Allarc, and behind them marched Dragonborn and Goliaths, recently freed from Elven chains. After the Tarrasque was slain and Allarc perished, Kalos was crowned King Draven, the first monarch of the Kingdom of Ashar—a realm built not on ancient bloodlines, but on merit, unity, and justice. Ashar grew swiftly, absorbing displaced peoples and exiled races. Its laws were written in stone and prayer. Its armies were trained in discipline and defiance. Its rulers were mortal—but its vision eternal.The Separatist War & Modern Legacy
In recent generations, Humanity again proved its instability—and its power to course-correct. When King Draven offered sanctuary and equal rights to Tieflings, many within Ashar rebelled, fearing corruption and divine punishment. The rebellion became the Separatist War, a bloody but brief conflict that saw the founding of the Concord of Ashar, a breakaway coalition of city-states. Rather than destroy them, Draven traded land for peace and married Rayne, the Tiefling woman whose capture had sparked the conflict. In doing so, he ended the war—and reshaped Human identity once again.Historical Figures
King Draven (formery known as Arp Kalos)
“I did not claim the crown. I claimed the burden.” Once a warlord-scholar and master tactician, Arp Kalos became the first king of the unified Human realms after slaying the Tarrasque. With his apprentice Allarc and a coalition of Goliaths and Dragonborn, he led a desperate army to victory in a time when civilization teetered on extinction. Upon accepting the crown, he took the name Draven, meaning “enduring flame”. Under his rule, the Kingdom of Ashar was founded, its laws forged in justice, its foundations laid in hope. His immortal reign, granted by divine favor or ancient magic, persists to this day. To most Humans, Draven is not just a king—he is the spine of Human history.Allarc the Radiant
“Let the gods find me standing.” Apprentice to Arp Kalos and a paladin of unshakable faith, Allarc was instrumental in the slaying of the Tarrasque. Though not a general or a mage, his courage and divine conviction allowed the final blow to be struck, exposing the beast’s weakness and ensuring Humanity’s survival. Allarc fell in the battle, his soul said to have burned like a beacon over the dead and dying for three days. His sacrifice became a defining symbol of honor, selflessness, and divine will. Paladins across Ashar carry his name in oaths. His light never truly faded.Queen Rayne the Beloved
“Peace is not granted. It is chosen—and fought for.” A Tiefling of noble bearing but common birth, Rayne rose from a life of scrutiny and spiritual isolation to become the most controversial royal consort in Human history. When King Draven, the immortal founder of Ashar, declared his intent to marry her publicly, the kingdom erupted in moral panic, inflamed by centuries of superstition and fear surrounding Tiefling bloodlines. Her abduction during the Separatist Rebellion nearly ignited a civil war. But rather than break under pressure, Rayne negotiated her own survival, enduring captivity until Draven’s forces secured a fragile peace. When the war ended, she married the king not as a symbol, but as a partner—an equal in vision and courage. Now in her late forties, Rayne remains an active force in the court of Mhornar, advocating for civic reform, education, and protections for disenfranchised races. Her influence helped lay the groundwork for the integration of Tieflings, Half-Orcs, and Dragonborn into the structures of power and faith. Her critics once called her the End of Tradition. Her supporters call her the Beginning of a New Age.Marshal Rhaedon Steelward
“A banner is not worth dying for. The people beneath it are.” A renowned general during the Elven Conquest, Rhaedon Steelward was one of the primary architects of Humanity’s military doctrine and the author of the original Code of Arms—the foundational doctrine that still governs Ashari military law today. It was Marshal Steelward who led the charge on Dernier, the last stronghold of the Elven resistance, in a siege that would forever mark the end of Elven influence on the Heartlands of Ashar. He was both feared and admired for his uncompromising discipline and ruthless efficiency, but even his enemies respected his strict code of honor. Steelward believed that warfare must serve justice, not glory. His original field journal—The Weight of the Standard—is still studied in war colleges across the kingdom, and his name is invoked in both praise and warning when a general’s power grows too large. Though he never sought political office, many claim that Ashar’s early expansion would have faltered without his resolve.Alira Voss, The Ash-Tongue of Stoford
“If silence feeds the fire, then I will scream until it rains.” Alira Voss was a baker’s daughter in the city of Stoford during a time of soaring taxes and widespread famine. When shipments of grain were seized by noble families and the people were told to endure, Alira took to the plaza, calling for the people to rise—not in violence, but in truth. Her words lit a spark that became the Bread Riots, and her defiant speeches, etched into the walls of tenement districts, were the first to call for representation of the common folk in the royal courts. She was arrested and executed within a week. But her name lived on in protest chants, street murals, and the Ash-Tongue Doctrine—a populist philosophy that holds no voice should be silenced without being heard. In Stoford today, her statue stands barefoot, flour-dusted, a torch in one hand and a scroll in the other. Her legend lives not in power, but in defiance given form.Maris Veldrin, The Firehand Scribe
“Steel may conquer, but ink is what outlives it.” Maris Veldrin was neither soldier nor noble, but a humble scribe born in the early years of the Kingdom of Ashar, during its expansion into former Elven territories. Raised in the city of Caelbrook, she was trained in recordkeeping for the Ashari military, but soon became a chronicler of atrocities—documenting war crimes, displaced peoples, and forbidden magics used in the conquest of Elven borderlands. Rather than bury her knowledge, she published it in secret, carving truths into steel-plated folios sealed in dragonhide—books that could not be easily burned or dismissed. These texts became known as the Firehand Codices, so named because she set her own writing house aflame to avoid capture by Ashari inquisitors, branding her hand in the process. Despite being declared a traitor, her writings spread among students, mages, and clerics, especially those aligned with Scentia, Pax, and Libertas. Over time, her testimony was proven accurate, and her words became required reading in several religious and civic academies.Common Myths and Legends
“We are not carved from starlight or stone. But our stories still endure.” Unlike the Elves, whose myths are echoes of ancient truth, or the Dwarves, who guard their legends like vaults of gold, Humans tell stories that change as quickly as they do. Their myths are fluid, powerful, and deeply personal—parables meant to teach, inspire, or explain the inexplicable. Some are rooted in history, twisted over generations; others are dreams, born around campfires and carried from mouth to mouth until they become more real than the men who spoke them.
Here are a few of the most enduring myths among the Humans of Ashar:
The Burning of Jabber
“A kingdom that forgot itself.” Before Ashar, there was Jabber—a shining city of towers and scrolls, ruled by philosopher-kings and arcane sages. Its people were said to have tamed magic itself, forging mirrors that reflected truth and staircases that climbed into dreams. But the people of Jabber grew arrogant. They sought to bind death, to name the gods as equals, to write laws that even time would obey. One day, the story goes, the gods turned away. And Jabber—city of promise, beacon of the early age—burned in silence. The earth swallowed its towers. The wind scattered its books. And only the ash remained. Now, when a Human scholar overreaches or a noble speaks with too much pride, it is said: “Jabber’s fire waits for them.”The Last Light of Allarc
“He died with the Tarrasque’s breath on his brow.” Allarc was not born to greatness. He was not a king, nor a scholar, nor a chosen one. He was a boy from the hills, taken in by a wandering warrior named Arp Kalos, who would later become the first king of Ashar. Where Arp was fire and vision, Allarc was stillness and faith—a young man of unshakable conviction, whose sword was tempered not in flame, but in mercy. When the Tarrasque awoke, rending the earth and tearing the sky, it was Allarc who stood at Arp’s side—not as a student, but as a shield. The beast’s presence shattered cities, drove armies mad, and silenced even the Elven spelllords. But Allarc stood firm, a beacon of divine light amid the chaos. It is said that during the final battle, when all spells failed and the beast’s roar shattered hope itself, Allarc walked alone toward the Tarrasque’s burning maw. His armor glowed white-gold with the favour of the gods, and in his hand was no blessed relic—only the blade he had carried since his first oath. He knelt upon the stone and prayed aloud, not for victory, but for his people’s survival. And the gods answered. A light brighter than flame, colder than the stars, descended upon him. For a moment, the Tarrasque paused. Then Allarc rose and charged. He did not survive. But in his final moment, he drove his blade between the Tarrasque’s plated ribs, exposing the creature’s only weakness—allowing Arp Kalos and the allied army to strike the final blow. It is said that the light of his soul burned for three days upon the battlefield, refusing to dim until every wounded soldier had risen or passed in peace. Now, paladins across Ashar carry tokens of Allarc—a white ribbon, a shard of broken stone, or a blade without ornament. His name is etched on every temple wall, but never spoken during war councils. Because when the tide turns, and hope fades, the generals of Ashar ask only one question: “Who will stand as Allarc did?”The Black Bargain of House Velgren
“Their blood runs gold—and always must be spilled.” House Velgren was once a minor noble family in southern Ashar, until a mysterious stranger offered them power beyond comprehension in exchange for a single, terrible vow: that every generation must offer one child in secret, and no one must ever speak of the missing. For four centuries, the family thrived—wealthy, beautiful, untouched by war or plague. But then, one child returned. And she remembered everything. Now, it’s said the House still lives—but only in darkened keeps, far from the public eye. No record of the original pact exists, and no one who investigates returns unchanged. Children in Ashar whisper about “The Golden Eyes,” and when a noble child disappears, the old still murmur: “Velgren keeps the bargain.”The Maiden and the Judge
“She died before her name was known. But he gave her one.” An orphan girl from a nameless village once wandered too far into the wilds and died in silence, unremembered, unmourned. But the Judge of Passing—a being said to appear at the moment of death—found her soul caught between breath and oblivion. Moved by her loneliness, he gave her a name: Astraea, meaning “the one who is seen.” Touched by the Judge’s mercy, Astraea’s spirit became a quiet guide of her own—a flickering light at the edge of forests, where lost children are said to find their way home. Shrines to “The Lantern Maiden” now exist across Ashar, and it is customary for orphans or unwanted children to light a candle in her name before their first journey.The Stranger Who Laughed at the Gods
“He walked into the storm and came out with a story.” In the early days of Ashar’s founding, a wandering bard named Rokhan claimed to have challenged the gods themselves to a riddle-contest on the peak of Mount Orus. He wagered his soul against their silence. For a day and a night, he asked questions no oracle could answer. And on the dawn, the gods fell silent—not because they had lost, but because they were amused. They let him walk away. No one knows if it truly happened. But every generation, a bard climbs Mount Orus and leaves behind a single riddle carved into stone. The wind is said to answer if the riddle is good enough.The Knife That Never Dulls
“Forged of betrayal. Tempered in love.” A blacksmith in the days of the Separatist War forged a blade for his friend, a general in the rebel army. But when the smith discovered the war’s true purpose—hatred toward Tieflings and the rejection of Draven’s peace—he wept. He reforged the blade with a secret sigil, one that would cause it to break if wielded in hatred. The general drew it in battle—and it shattered. The smith was executed, but his broken blade was retrieved by a Tiefling scout, who rebound the pieces with infernal thread and carried it into the capital. That blade—still cracked, but never dulled—is kept in Draven’s personal vault, a reminder that a tool made for harm can become a symbol of mercy.Interspecies Relations and Assumptions
“We measure others not by how long they live, but by how they treat the world while they do.”
Humanity’s rise in Novaris has been defined not just by ambition or adaptability, but by its proximity to older, more established peoples. As the third race to expand across the land, following the Elves and Orcs, Humans developed a pragmatic, varied, and often inconsistent approach to other intelligent species.
They are known for cooperation when needed, suspicion when threatened, and curiosity always. Some races respect them, others distrust them—but all recognize the impact of Humanity’s expanding reach, especially under the banner of the Kingdom of Ashar.
Below are common views held by Humans within Ashar, shaped by history, politics, and cultural myth:
Elves
“They remember too much, and forgive too little.” Human-Elven relations are complex and scarred by conquest. The Kingdom of Ashar was born, in part, from the defeat and exile of the Elven Courts, and many Humans still see Elves as former masters or rivals, even as modern generations know little of the wars themselves. Elves are admired for their artistry, magic, and discipline. But they are often resented for their condescension and refusal to adapt. Some Ashari scholars and soldiers still see Elves as a threat in exile, while others consider their wisdom valuable but outdated. Diplomacy exists, especially among mages and nobles—but trust is rare, and many Elves view Humanity’s speed as recklessness, just as Humans view Elven patience as paralysis.Dwarves
“Solid people. Stubborn as old stone.” Humans and Dwarves have a mostly stable, if grudging, alliance. Their similar lifespans and material priorities (land, craft, stability) have made them natural trade partners, though not often ideological allies. Dwarves are respected for their craftsmanship, reliability, and military order, especially by Human engineers and soldiers. However, Humans often see Dwarves as inflexible, slow to change, and burdened by ancient grudges. Meanwhile, Dwarves view Humans as impulsive, politically naïve, and dangerously prone to idealism. Still, both races have learned that coin, war, and walls bind more strongly than philosophy.Orcs
“They were here before us. That doesn’t make them better.” The Orcs were the second race to spread across Novaris, and clashed with early Human tribes long before Ashar existed. While some Orcish clans remain isolated, others have formed neutral or cooperative relations with Ashari provinces—especially where shared enemies or common values (honor, strength, loyalty) apply. Some Humans still hold tribal prejudice, viewing Orcs as barbaric or brutal. Others, particularly those in border regions, respect Orcish martial culture and communal structures. Integration has been slow, with Half-Orcs often facing legal and social tension—caught between worlds, but slowly forging a new path. Diplomatic relations remain regional and largely unstandardized.Dragonborn
“Born of magic, tempered by will.” The Dragonborn were once enslaved by Elves, and after rebelling during the Age of Heroes, many found refuge in Human lands—particularly with Draven, who welcomed their strength during the war against the Tarrasque. Humans admire Dragonborn for their discipline, honor, and sense of purpose. They are often integrated into military ranks, knightly orders, and religious institutions. However, their draconic appearance and arcane lineage still provoke fear or fascination among less educated Human populations. Dragonborn who serve Ashar are treated with respect, but those who challenge authority or tradition are often met with more severe suspicion than native-born Humans.Goliaths
“Giants with hearts—and tempers.” The Goliaths, like the Dragonborn, joined Humanity during the Rebellion and have remained close allies ever since. Humans respect their strength, communal codes, and loyalty, especially in battle. Goliaths are commonly found in royal guard units, mountain border patrols, and as mercenaries. In cities, however, they are often marginalized, romanticized as warriors, or misunderstood as brutes. Some Goliaths see Humans as talkative and vain, but admire their determination and willingness to fight against divine odds.Tieflings
“We burned our past, and they still carry theirs.” Tiefling-Human relations have changed dramatically in recent decades. Once hunted or shunned, Tieflings now walk the halls of power, thanks in part to Queen Rayne and the outcome of the Separatist War. Traditionalists view Tieflings with suspicion, prejudice, or religious fear, often citing infernal origins as justification. Progressives and urban populations see them as equals, martyrs, or reformers, with some Tieflings becoming priests, judges, and scholars. In rural regions, however, lynchings and discrimination still occur, especially when crops fail or storms rise. Despite legal protections, Tieflings in Ashar continue to walk the line between symbol and scapegoat.Aasimar
“They shine, but no one knows why.” Humanity reveres the Aasimar with a blend of awe and fear. Their rarity (only ten exist at any time) and angelic traits make them living omens in the eyes of many. Commoners often believe an Aasimar’s arrival signals great change, war, or divine judgment. The Church of Pax treats them with cautious reverence, while sects of Sune and Lilea consider them sacred avatars. Politicians and nobles are divided—some seek their endorsement, others fear the unrest their presence can cause.Other Races (e.g., Aarakocra, Centaurs, Bugbears)
Aarakocra: Rare in Human lands. Respected for their flight and beauty, but often exoticized or restricted from cities due to fear of espionage. Centaurs: Considered wild Fey, and often met with mythic caution. Most are seen as border-dwellers or mercenaries. Bugbears & Goblinoids: Distrusted, especially after raids in the early frontier era. Still seen as creatures of chaos in most Human cities. Fey or Fey-Touched: Often feared or revered depending on region. Humans distrust unbound magic, and the Feywild is considered dangerous temptation.
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