Human Species in Urth | World Anvil
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Human

It took ten thousand years, but humanity has largely conquered Rûl. Humans spread across the continent with only few regions denied to them. Theirs is the history of these lands; their triumphs and defeats, their advances and setbacks, became the signature events that have shaped the world since their coming. Humans are a people driven to make the most of their lives, to make better the world they find for the ones who come after. They are builders and makers, creators and inventors, courageous, devoted, and often good

Basic Information

Anatomy

Humans, while having a diverse range of ethnicities, all share the same common traits.
They are the epitome of "humanoid".

Biological Traits

Humans are overall quite similar to each other, though have distinct differences. They have sexual dimorphism, Females tend to be shorter and more lithe than Males. Halflings, often considered a separate Ancestry altogether, are technically Humans and are much much shorter but also more agile than regular Humans.   Within Human ethnicities there are many differences as well:
The Amripeople are brown-skinned and dark haired.
The Bhal and Grenn peoples are pale-skinned and dark haired.
The Woad are comprised of many different tribes, and despite inter-racial mingling characteristics from those tribes appear from time to time.
The Eaters of the Dead, cursed due to their cannibalistic ways, appear with grey skin, solid black eyes and sharp, pointed teeth.
The Erathen appear as fair-skinned, blue-eyed, blonde-haired peoples.
The Men of Gog are identified by their chalky white skin, dark eyes, and total lack of bodily hair. As well as their tall and lanky bodies.
The Edene came to Rûl a while after the First People had settled. They tend to have olive skin, hair colouring that ranges from dark brown to auburn, and dark eyes. They also tend to be somewhat shorter than most humans.
The Kalasan are the people who founded the Empire and slew the Witch-King. They have a very wide variance in appearance, their skin, hair, and eyes seem to come in any and every hue. They also have some more unusual traits, similar to those of the Woad.

Growth Rate & Stages

Humans have a few varying stages in their development. From the early childhood of their first three years of life, over the next 10 or so years the Children grow and develop independence of thought and motion. From the ages of 13 to 19 Humans are considered adolescents, and become sexually mature.
The adult stage of their life starts at about 18 years old, they continue to grow and mature for some years during the prime of their lifespan. 80 Years of Age is the average lifespan for Humans, before succumbing to various afflictions that befall the elderly.

Ecology and Habitats

Humans are well known for their ability to adapt to almost any environment, regardless of how hostile it may be towards other, fairer, Ancestries. They can and do live in almost any condition, though even some parts of Urth are too hostile for the otherwise hardy and stubborn Humans. As such Humans are found almost all over Rul, with very few areas being too harsh of an environment for them to handle.

Civilization and Culture

Major Language Groups and Dialects

Common is the main language spoken by humans, and is the most prevelent language in Rûl. Though various different groups have their own variations of common, or their own languages all together. Such as the Men of Gog, who speak Dark Speech and High Archaic.

History

The History of humans is long and full of a lot of uncertainty, no one quite knows exactly where Humans came from or how they came to Rûl, yet their presence has defined the last ten thousand years of Urth's history. Unfortunately the First People did not record their adventures into Rûl when it was inundated with Faeries and Magicks. So where they came from, why they came to Rûl, and what caused them to leave their homes are all unclear.   After the time of the First Peoples came the time of the Conquerors: The Edene and the Kalasan.
When the armies of Edene first made landfall, the First People were scattered and the Faeries were driven into their Hidden Kingdoms. The Edene spread across Rûl and founded the Nine Great Cities.
However with the withdrawal of the Faeries and the dispersal of the First People came an opportunity for the Men of Gog. Lead by the Witch-King they took the Edene lands and stained the continent with Dark Magicks.   After the fall of Edene to the Witch-King came the arrival of the Kalasans, who came to Rûl after being blown off-course by a strange storm. The Kalasan armies slew the Witch-King and founded the Empire on the ashes of Edene. Though the Edene are still around in large numbers, concentrated mostly in Old Edene and the Nine Cities.

Interspecies Relations and Assumptions

Changelings: Humans generally fear Changelings. Not only because anyone they see could be a Changeling in disguise, but their very existence represents how vulnerable Humans are to Faerie mischief. As a result of this, in rural lands at least, many Humans use the "Test of Iron", whereby they place a piece of iron in the hand of a person they might suspect, as Iron will cause pain to a Changeling and revert them to their natural form.   Clockworks: Clockworks are an enigma to most Humans, and most would regard the mechanical creations as oddities, wonders, tragic figures, or perhaps terrifying monstrosities. In most lands, Clockworks tend to be considered second-class citizens, finding places as servants to the ones who made them. The few who find freedom must generally depend on the mercy of others to keep their Keys wound.   Dwarfs: Humans and Dwarfs have clashed many times over the centuries, though for the most part they enjoy a rather uneasy peace. Humans value Dwarfs for their skill at working metal and stone, but balk at the high prices Dwarfs sell their creations for as well as their pride which many see as mere arrogance. Dwarfs tend to be stubborn, which Humans can find frustrating when they would seek aid.   Fauns: Similar to Changelings, Fauns evoke both fear and wonder in Humans. Fear because they represent the power the Faerie have over Mortal races, and wonder at the strangeness as beauty of their forms. Rural communities with strong ties to the Old Faith and Witchcraft tend to extend friendship to Fauns, though places ensconced in the New God's cult tend to be resistant to their presence and may even persecute them.   Goblins: Goblins have lived among Humans for long enough that they have become a stable part of most communities. Goblins do the work that no one else wants to do, and most seem happy to do so. They keep cities and sewers clean. Though Goblins are known for their malicious streaks, which causes Humans to be usually be a little wary around them.   Orcs: Humans fear Orcs, plain and simple. For generations, Orcs fought for the Empire, expanded its borders, and defended them against enemies. Now, after being freed from their enslavement, Orcs seek their own place in the world which leads many Humans to worry about the repercussions that their poor treatment of the people is bound to bring. Some Humans still refuse to acknowledge Orcs as a free people and treat them as if they were still slaves and servants, an error that almost always ends badly for the Human.   Faeries: Human attitudes towards Faeries varies greatly depending on where the Humans come from. In urban areas, Faeries are rare enough that some people may even doubt their existence. In rural areas, people know better, and the wise among them know to show Faeries respect lest they anger the Immortal creatures. A mixture of fascination and fear drives many interactions with the Faeries, since they are exotic and have an odd manner, but they are also wildly unpredictable and dangerous.   Elementals: Humans as a whole have very little knowledge about the Elemental peoples - Salamanders, Gnomes, Undines, and Sylphs; so when they encounter them, they find them to be strange and curious. Salamanders tend to find fear and suspicion when they travel in Human lands, while Gnomes can typically pass themselves off as small Humans. Sylphs are rarely seen and even more rarely encountered by Humans, so they are shrouded in an air of mystery and Humans rarely know quite how to act around them. Undines are encountered more often than Sylphs, especially in Freeport, though they are also viewed as somewhat of a mystery. Not because of their aquatic appearance, but because of their more and more frequent appearances on land combined with their habit of keeping to themselves.
Origin/Ancestry
Unknown
Lifespan
80 Years
Average Height
5'10" for Males
5'3" for Females
Average Weight
160lbs for Males
120lbs for Females

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Creating a Human

  • Choose one of the two following Attribute Options --

  • Random Attribute Scores
    Strength: 8 + 1d3, Agility: 8 + 1d3, Intellect: 8 + 1d3, Will: 8 + 1d3,

    Standard Attribute Scores
    Strength: 10, Agility: 10, Intellect: 10, Will: 10,
    Increase one Attribute by 1.
    -----
    Perception: Equal to Intellect Score
    Defence: Equal to Agility Score
    Health: Equal to Strength Score
    Healing Rate: Equal to one-quarter of your Health
    Size: 1/2 or 1, Speed: 10, Power: 0, Insanity: 0, Corruption: 0
    Languages: Humans speak the Common Tongue

    Level 4 Human Expert


    Characteristics: Health +5
    You discover a Tradition, learn one spell, or gain the Determined Talent.
    Determined: When you roll a 1 on the die from a Boon, you can reroll the die and use the new number.

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