Humans in Kiera in Kiera | World Anvil
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Humans in Kiera

Like most others, Humans were once slaves under the Star Elven Empire. After The Fall, humanity seemed to make a collective decision to never be subservient again. Humans have gone on to found the majority of the kingdoms and empires that now control the majority of Kiera's lands. They have made some of the greatest post-Fall achievements, and are responsible for some of the greatest tragedies.

Society

Government

Humans have only ever managed to agree on one thing. Slavery has been a strong taboo in every area Humans have controlled since they began to come together and form groups. Their nations have also explicitly outlawed it and placed harsh punishments on anyone found to be participating in the practice of slavery. Humans also tend to dislike putting too much power in the hands of a few. For this reason, most of their governing bodies tend to be councils or other group settings such as senates. Even in a Human kingdom, the ruling monarch often has a group of trusted advisors that they confer with about most things.

Religion

Humans are some of the most devout followers of the Dragon Gods, believing they played a role in freeing them from the Star Elven Empire. While Human Clerics and Champions of each Dragon God can be readily found, a larger portion of them have dedicated themselves to Sylthramor. After all, who could be more free than a bird? Along with the dragon motifs present in most every race's art and architecture, Humans also have a tendency to incorporate birds as they are considered Sylthramor's favored creature.  

Physical Description

Humans come in many skin tones as well as eye and hair colors. They also love to express their individuality and freedom of choice through the use of magic to alter their eye and hair colors into strange and unnatural hues. It is also fairly common to see humans with tattoos marking some event in their life to which they ascribe great importance. Sailors will get tattoos of great sea creatures that they've fought off, a ranger might have the target of a particularly difficult hunt, etc.

Game Stats

Though these are unchanged from the Pathfinder 2e stats, they are presented here for ease of use.
  Hit Points: 8
Size: Medium
Speed: 25 Feet
Ability Boosts: Two Free Ability Boosts
Languages: Common, Additional Languages equal to Int mod.
Traits: Human, Humanoid

Naming Conventions

Humans receive a name from their parents when they are born, and this is how they are addressed until they come of age at 17. At that point, the Human must choose what name they will go by for the rest of their lives. While a good amount of children who come of age choose simply to keep the name they've had all their lives, there are always some who wish to choose a different name. One which commemorates a loved one who passed, or to signal what they wish to accomplish in their life. Whatever the choice, it is expected that their community will accept it and begin using that name from that day on.

Adventurers

Human's free-spirited natures often call them to find adventure. They will seek thrills both minor and major, ranging from the simple to the dangerous. This often leads to Humans becoming adventurers. Plumbing the depths of tombs and caves in search of treasure and lost knowledge. Human adventurers are likely in it either for thrills or for money, and usually both unless they chose to become adventurers for a specific reason.

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