Human Species in Gailardia | World Anvil
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Human

Chosen of the Golden Dawn

The Humans are one of the prominent peoples of Gailardia.   Outcasts and exiles of old were forced to endure the cursed shores beyond the radiant elven havens. Such a fate would harden both body and spirit, and earn the eye of the Wyvern masters of the east. Through their guidance did these indomitable spirits endure the dangers of the darkened lands, earning the right to ascend onto the home of their masters. They would become the first Humans, molded by Draconic vigor and chosen to serve as stewards of the eastern lands, illuminated by the golden light of dawn.

Personality

Humans are known to be quite diverse across the various corners of the homeland, even amongst their individual regions and settlements. But what most thend to have in common is their adaptable nature. Often do they grow accustomed to their surroundings, knowing well how to handle themselves in any new environment and adapt to change around them. Even when pressed in a tight spot, they stand fast in the face of danger and steel themselves for the tough road ahead.   Descending from a tale of hardship, Humans are considered incredibly hardworking. While they certainly do not shy from the advancements of the Arcane and magical convenience, a vast majority of their people rely on the sweat of their brow to get by. Their way is dedicate themselves to ingenuity and using the gifts of the land to lead them to prosperity, making them very reliable in lands bereft of magic. Even in the worst of times, their strong wills and determination see them through the darkest hours.   As one of the shorter lived peoples of Gailardia, they know how to make each day count. Through their hard work, strong wills, and a desire to see their people grow stronger and better, Humans are ready to face their fears to achieve their goals. This sense of ambition leads to those who claim their ways arrogant and reckless, especially those who have suffered their attempts to extend their reach across the realms. Others instead choose to respect their bright spirits and know tremendous loyalty from the Humans at their side.

Physical Description

Humans range between the heights of 150-200 cm, or 5-6.5 feet. Their skin ranges from light to darker shades, commonly depending on the regions they hail from due to the radiant glow of the sun. Their hair shows a similar pattern, ranging from bright blonds to black as night, with darker shades more common and blond hair most common beyond the golden lands. Many keep their hair short, women most commonly sporting longer hairstyles, while men often grow facial hair and keep it well groomed and simple.   Their eyes often lean towards the darker shades but a bright glow is not an uncommon sight, especially in the magically inclined. Unlike many amongst Mortalkind bear pointed ears to some extent, Humans are instead smaller and rounded. Their adaptable nature extends in part to their bodies, allowing each individual to shape themselves well based on their particular needs. From lithe and deft to the broad and strong, Humans come in many shapes compared to others who call Gailardia home.   Human clothing can similarly vary greatly depending on the individual regions from which they hail. Commonly, Humans prefer to sport simple and practical outfits fit for both work and rest. Celebrations bring forth their more unique attire, different regions bringing different outfits ranging anywhere from refined suits and dresses to elaborate and bejeweled outfits flowing in the wind. Humans reach maturity and adulthood around the age of 20 and commonly reach the end of their lifespan before their days upon this world reach 100 years.

Relations

The following is a general guideline to how the Humans perceive others of Mortalkind:  
  • Allies - None
  • Esteemed - Dragonborn
  • Respected - Dwarves, Goliaths, Dhakari
  • Friendly - Genasi, Kobolds
  • Neutral - Gnomes, Goblins Mogu, Runeforged
  • Unfriendly - High Elves, Orcs, Storm Elves Wild Elves
  • Despised - None
  • Hated - None
  • Enemies - None

Moral Compass

Humans can be hard to pinpoint in the realms of morals and ethics, but are often considered an ambitious breed. While some may not seek anything too grand, others devote themselves at an early age to earn their place in the annals of history. But the methods to do so can vary greatly, from those who devote themselves to a single cause, to the people merely seeking whatever life may throw their way, or those in complete services of their fellows peers, or merely themselves.

Human Lands

Humans often leave their mark quite apparent in the lands they call home. Once they set their sights on new lands, their settlements are quick to rise, albeit sometimes in a rushed and basic manner. These outposts soon join their expanding network of towns, providing ease of access between the borders of their territories. Although orders from up high may steer their towns and villages down new paths, each settlement commonly governs itself, whether it be by a Mayor, Lawmaster, Captain, or any such titles.   Simple villages line the roads between larger towns, making it easy to find even the smallest respite when traveling their lands. These band together under the banner of the local lords who in turn answer to their Archduke or Duchess. In doing so, they keep the untamed wilds to a minimum between each major city and seek to ensure the safety of their citizens. However, this is most common in less expansive territories, while harsher environments insteal house vast cities of commerce, art, and wonder with only small camps to be found beyond their walls.   Human settlements are often quite busy and can get crowded and lively on most days. The streets often brim with excitement, from local merchants trading exotic goods, performers lightening the spirits of the commonfolk, or the underbellies rumbling in the shadows in search of coin to collect. Human civilization beyond their homelands often finds itself upon the shores of new lands, seeking new opportunities or a life away from their ancestral cradle, often mingling with other cultures.   Humans are most commonly found in the following lands:  

Melloriah

The ancestral homeland of Humankind, spanning the vast majority of the eastern continent of Eisandra. Although lead by its King, its many Duchies govern their own lands mostly independently, so long as they do not stray from the King's will. These lands range from harsh wilderness to jewels of civilization, with settlements often not too far from one another to provide a solid network between its people. Most of Humankind call this corner of the world their home.  

Cordallia

Across the lands of Abynnia lie the numerous states united under the Concord Alliance, commonly referred to simply as Cordallia. Primarily governed by the native peoples of its lands through the Cordalli Council, Humans count among denizens of these enchanting shores. Although some chose this life in favor of their ancestral home, others instead remain loyal to their roots and continue their ambitious ways by exploring their home in search of its secrets, for themselves and their people.  

Guild Alliance

The vast mercantile network known as the Guild Alliance spans every corner of Gailardia. Controlled by the Guildmasters' Union, this primarily Gaian-governed organization is also home to a number of Human merchants and artisans. Such souls are often ambitious and opportunistic individuals looking to better their standing in the world's economy, leading to family lines of experts in their chosen field. Like many others, their communities often come together with those who share their vision.

Religion

Under the guidance of the Wyverns in ages past, having long since maintained an alliance between them, Humans looks to the Ashnard for protection and wisdom. His are the wings that forever shield their lands from darkness and the monsters who lurk within. Rarely does a town lack a temple or church dedicated to the father of Wyverns, but many other deities are found throughout the lands of Humankind, especially favored from personal shrines in their own homesteads.   Although faith in the master of the east is common and widespread, Humans are not known to worship his protection as adamantly as other lands favor their Draconic Lords. Respect is required and offerings occur on an annual basis, but many show greater faith towards their own choice of deity. Should their faith be questioned, however, they are quick to raise their own in service to his good will, a belief which has lead to great turmoil in the past. As such, Humans often keep their faith to themselves and outside of the most devoted try to remain silent on the matter.   Common deities include:  
  • Ashnard - Prime deity and common amongst soldiers
  • Alarriel - Fighters and knights
  • Taralon - Archers, rangers, and assassins
  • Dohanna - Scholars, mages, and nobles
  • Kalama - Rogues, bards, and adventurers.

Language

The Humans commonly speak the Lorien Language of their home nation, and may choose to speak Gaia, the common tongue of Gailardia.
Additional Languages often include:  
  • Veren - The language of Wyvernkind, as there are those who work closely with the Draconic race.
  • Khana - The language of Dakhana, due to a close relationship between the two nations.
  • Bulim - The language of Kobolds, since they often serve as mediators between Humans and Wyvernkind.

Names

Humans are known to care deeply for their familiar bonds, each household commonly sharing a family name. As families join together, it is custom to take on the name of the wealthiest household to lift their eputation to greater heights. This makes for many ancient households lasting throughout the ages, be it the members of high society or even the common man inspired by tales of military service for generations. While more esteemed families bear unique names, more common homes tend to use simple family names related to their professions.   Male
Tyrus, Cyril, Arkos, Klarth, Lorenz   Female
Taliah, Veres, Rheena, Moira, Jyll   Family (Noble)
Tyrathion, Galtaea, Fohlarion, Calyndri, Rentorell   Family (Common)
Bell, Maple, Harp, Stone, Quill

Adventurers

Humans who seek adventures are often quite daring and ambitious in their goals. Many have little fear of a good challenge and the riches that may lie beyond the dangers of the unknown. Humans often strive to make a name for themselves, most of which hoping to become heroes of legend whose tales shall be told throughout the ages. Others instead wish to leave society behind, reaping whatever fortune and glory they may find along the way, for themselves or those they care for.

Heritage

Humans are often distinguished by the regions their ancestors settled in, from those blessed to sail the Golden Sea to those who chose to walk the harsh wilds.  

Cerulean

While many turned to the comforts of the inland, the Cerulean Humans set their sights on the beautiful coasts and shorelines of their new home. Ready to brave the ancient horrors and dreaded tales of the sea, they have long stood tall as guardians of their borders with little said to tremble their hearts. Their kind are the rough and hardened souls of the open waves, often boistorous and well built to handle the dangers that come with living within reach of the abyssal dark.  

Golden

Those who were deemed the most noble and devoted souls had the honor of basking in the splendors of the Golden Sea. Amidst the glittering sands, the Golden Humans have since been vastly influential and served as the heart of Humankind. Radiant communities have sprung forth from their oases, housing wondrous splendors of jewels and color to enhance their dark skin blessed by the sun's light. However, while home to the resplendant, so too does the desert house the poor nomads who endure the harsh reality of their scorching home.  

Pale

Not all of Humankind chose to favor the Wyverns quite so willingly, choosing to forge their own communities in the harsh wilds of the east. These would become the Pale Humans, fierce and relentless children of the wilderness with the wills to oppose any and all who would threaten their homes. These tall and often brutish beasts of Humanity are often feared for their pale skin and savage ways, something they embrace gladly as they command the lands beyond civilization.  

Verdant

Upon arriving amidst the eastern paradise, many sought to make a home for themselves amidst the open plains and woodlands and would become the Verdant Humans. Theirs is among the most diverse cultures, embracing the unique qualities of the people around them to grow stronger. But just as there are those who turn to others for growth, others see opportunity in seizing the finest of what outsiders provide. Their kind are often known for their great health and desire to seize the day at the break of dawn.

Golden Heritage

Personality

Ambitious
Determined
Persevering  

Height

150-200 cm
5-6.5 feet  

Skin Color

Light to dark  

Hair Color

Various  

Hair Style

Various  

Facial Hair

Common  

Unique Traits

Adaptable
Rounded Ears  

Eye Color

Various  

Age

Maturity/Adulthood: 20
Lifespan: 100  

Moral Compass

Frequent:
Goal   Common:
Oath, Whim, Conscience, & Temptation  

Homeland

Melloriah  

Heritage

Cerulean
Golden
Pale
Verdant

Verdant Heritage

Pale Heritage

Cerulean Heritage

Traits

Hit Points

Your base HP is 8.  

Languages

You gain Lorien, Gaia, and one additional Language of your choice from the following:
The Languages of Gailardia  

Size

You are a Medium Creature.  

Skill Points

Your choice of Heritage grants 1 Bonus SP in the following Skill Categories:  
  • Cerulean - Dexterity
  • Golden - Influence
  • Pale - Athletics
  • Verdant - Perception

Speed

Your base Speed is 4, and your maximum Speed is 12.  

Type

You are considered a Humanoid Creature.  

Unique

You are able to adapt to new circumstances, altering a number of your Skills over time as you prepare for a new day.   You gain 4 Adaptive SP.
Each of these must be spent in each of the following Skill Categories:  
  • Athletics
  • Dexterity
  • Influence
  • Perception
After taking a Rest, you may alter a a number of Adaptive SP equal to half your Combat Proficiency (i.e. 1 at 1st-level, or 3 at 9th-level).
Each Adaptive SP can only be altered into another Skill within the same Skill Category.

Talents

1st-Level

Brave the World

Requirements: Human Ancestry   You gain Resistance to Fear effects.  

Everyday Armaments

Requirements: Cerulean Heritage   You may add your Combat Proficiency to Improvised Weapons.  

Eyes of the Wilds

Requirements: Pale Heritage   You gain Darkvision (6).  

Local Defender

Requirements: Verdant Heritage   You may add your Combat Proficiency to Martial Weapons.  

Mountain Blood

Requirements: Pale Heritage   Your Bulk Limit is improved as if your Size was Large.  

Nomadic Heart

Requirements: Golden Heritage   Your Speed improves by +1.  

Skilled

Requirements: Human Ancestry   You gain 1 Bonus SP per Level.  

Sunwoven

Requirements: Golden Heritage   You gain Resistance to Endurance effects.  

Valiant Spirit

Requirements: Verdant Heritage   You gain a single Maneuver of your choice, along with the Opportunity Maneuver.
Your Proficiency with this Maneuver is simply your Combat Proficiency.   If you already have access to Opportunity, you instead gain a second Maneuver of your choice.  

Word on the Docks

Requirements: Cerulean Heritage   You gain an additional Language of your choice.

5th-Level

Best Defence

Requirements: Verdant Heritage   You may choose to swap any single Armor Specialization you possess for another after you take a Rest.  

Defiant Will

Requirements: Pale Heritage   You gain Resistance to Charm effects.  

Golden Veins

Requirements: Golden Heritage   You gain Resistance to Poison Damage.  

Tool of the Day

Requirements: Cerulean Heritage   You may choose to swap any single Weapon Specialization you possess for another after you take a Rest.

9th-Level

Determination

Requirements: Human Ancestry   Once per Rest, you may choose to replace the result of a d20 Check with your Level.  

Versatile

Requirements: Human Ancestry   You gain 4 additional Adaptive SP.
Each of these must similarly be spent in each of the relevant Skill Categories.

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