“Man is a crafty ape blindly grasping for something to believe or do before dying and pretending it to be harmony: your Church, kings, long plaits, heavenism, garrum, jousting, lipstain, whiskey, abolition, public hangings, revolutions, privateers, inquisitions, braided beards, magebred hounds, mercantilism, pants, stage plays. We see your works come together and fall apart in one of our lifetimes. And we know that most of you are born posthumously.”
-from Koran Naftis, an Apsaran trader, in conversation with a Syndicate representative
Of all the civilized races, humans are the most adaptable and diverse. Their settlements can be found across the world, and their customs, religions, and interests vary greatly. Over the course of recorded history humans have gone from illiterate hunter-gathers, to a race of slaves, and are now the dominant species of Ruengoethe.
Play a human if you want…
- To be a decisive, resourceful hero with enough determination to face any challenge.
- To have the most versatility and flexibility of any race
- To be able to excel at any class you choose.
- Use the Human statistics from the Player’s handbook. You may choose the “heroic effort” power in lieu of a bonus at will power.
Physical Description: Humans come in a range of heights, weights, and colorations. They usually only live to around seventy years old, but breed much faster than fae or giants.
Playing a human in this campaign: In the world of Ruengoethe the moniker “human” is secondary to what kingdom you hail from, and what kingdom you are from does not matter as much as what village you call home. Humans do not have a very cohesive identity, though even without a great united kingdom like the Nonmen or Fae once had humankind has managed to dominate global trade, governance, and culture. Humans tend to be pious when compared to other races, with the exception of the Ondine, though their religious practices are varied. Most worship the ascendants (alternatively called saints, devas, or paragons), though some pay homage to the Walking Gods, the Unmoved Mover, vestiges of the Nonman deities, the primal spirits, or eclectic sources of faith. Human technology and magic is not considered to be great or refined by masters such as the Delvers and the Fae, but humanity’s ability to produce things quickly and cheaply has been their primary strength in attaining a hegemony. They are also quick to adopt practices of others. While the Delver’s invented blackpowder, humans refined it for warfare. While an elf developed the Gnostic School, humans formulated the poetics that allowed the practice to be taught effectively. Other races can view humans as, rash, self-interested, unfocused, and greedy. Any individual human probably views her people that way too, just not herself. As a human, you are in a position of power in your own lands, though you may not be very welcome among those who your people are currently oppressing. You may play into the haughtiness that such power may bring, or you may try and sympathize with those who are currently suffering under your kingdom’s rule.