Humans
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Humans of Arr-Kelaan are the youngest of races, created by an effort of the entire Elemental Court. Humans were designed to be able to thrive in almost any environment when the Elemental Court notices a trend in the earlier races to remain in their preferred terrain.  They are capable of adapting and living in nearly any environment from the coldest tundra to the hottest desert.

Appearance:
Because of the size of Arr-Kelaan's major continent and the ability of its people to move through all climates and terrains, there is little concept of race among Humans. Though there are no true races among Humanity, the people of the lands near the equator tend to be darker than those of milder climes. The typical Arr-Kelaanian Human has tan skin, eyes of green, brown, or grey, and hair ranging in color from light to dark brown. In general, Humanity of Arr-Kelaan organizes itself not by physical appearance, but national and ancestral borders. Loyalty to one's homeland is counted far more valuable than loyalty to the people who share one's skin color. There are some insular societies who will tend to have similar features. The islander races of Monkoto, the 'oriental' people of Kara-tur, and the Rhom (or Gypsies) are generally recognizable. The islanders tend to be smaller, ruddy complected, with short black hair and very dark eyes. The Kara-turians are noticable by their yellowish coloration and their epicanthic eyefolds. And, the Rhom are tall, graceful, dark-skinned people who roam the face of Arr-Kelaan in colorful wagons and carts.
Personality:
Despite the brief life spans, a mere 100 years at most, Humans are adaptable, learn quickly, and can continue to develop their skills over the entire course of their lives. Humans are unrestricted in level attainment in all character classes.

Being a greater mix of all elements, Humanity tends to be more fractious than the other races.  Humans dedicate their efforts in every possible direction and are quick to adopt when they view as successful technology from other races.  Humans associate best with Halflings, having the longest relationship with them, but are also close to Dwarves as they can respect their technological advances and their lifestyle.  Humans associate with Elves, but their long lifespans and patient nature is often at odds with the very action-oriented Humans.  Humans have less solid relationships with Gnomes as that race's penchant for practical jokes, usually at Humanity's detriment, leaves little affection between the races.  Humans have the least association with LizardMen as that races reptillian appearance have inexorable ties back to the anguish of the Dragon Wars.  Most Humans understand that the LizardMen had almost nothing to do with that terrible time, but their resemblance to the fearsome dragon emperors is difficult to overlook.

Lifestyle:
Humans fill almost every ecological niche from deepest tropics to coldest arctic. They are adept at building cities and constantly experimenting with new or different social structures and governments.

Names and Language:
Human languages, due to the rapid spread of Humanity across the world, is largly the standard by which most races communicate.  Human 'Common' language is the language of trade and commerce across the world.

Equipment:
Human equipment is as varied as the terrain in which the people live.  Some groups believe in highly decorated weapons, armor, and equipment while other group believe in plain and serviceable equipment.

Pantheon:
Humans, having the greatest variety, worship all of the Traveler Gods.  Most Human nations give greatest homage to Mykke (justice), Beyurn (protection) or Bikk (commerce), but indvidual Humans are free to worship any god.

History:
The history of Humans is, truly, the history of Arr-Kelaan as it was the growth and expansion of Humanity which brought all of the races together.  Befriended first by the halflings, taught to farm the land and build permanent settlements, Humans had a drive to excel and to continuously grow as a species that greater than the other races.  An ancient proverb explains Humans as follows: while the average Halfling dreams of his own farm and the average Dwarf dreams of his own forge, the average Human dreams of his own nation.

In truth, Humans have contributed little in the way of truly new inventions, but they have improved the works of the others ... sometimes drastically.  When Halflings taught them to farm and settle, they began building cities.  When Elves taught them boat making, they built ships and sailed to distant lands.  When Elves taught them magic, they developed spells of tremendous power.

Humanity, it seems, is never satisfied with the current state of the world.  They continually look at what they have and think, 'This could be better!'


Humans as Player Characters

Ability Scores
Humans have no bonuses or penalties to their ability scores.

Classes and Kits
Though Humans may not multi-class, they are free to chose any profession.  Humans may also choose to change professions in their lifetime as many times as they wish, knowing that each change requires that the person 'start over' from the beginning (i.e. at 1st level).  They are free to choose any kit.

Standard Abilities

Additional Abilities Preferred Weapons Bonus Non-Weapon Proficiencies Recommended Non-Weapon Proficiencies
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