Humans

Humans emerged from evolution long after the last magical creatures escaped or fell to dust 65 million years ago. They grew from hairy apes to the form they walk with now. After the last great war, most of their population died off, leaving less than 10% to rebuild a new civilization. Some escaped into bastions while most embraced the ways of magic. Many more were killed in the first few decades.

After a thousand years of living on their own, mostly xenophobic of outsiders, the citizens of bastions can sometimes be looked upon in a wholly different light than their magically infused brothers and sisters. Techa-folk often fear magic, some claiming it steals their souls. It flows through and of their body and changes them. The use of magic does change a human. He stops being a creation of science and falls into the same classification as elves or narros. Techa-folk claim this removes them from the human race. Echa-folk claims this is how man is supposed to be. They are both wrong, but that's beside the point.

Until magic infuses a human, by either embracing it as a mage, or wearing it as armor, or wielding it with a sword, a human has a choice whether or not to let the enchanted into his spirit. If he does that, he loses a portion of his own sprit in favor of this infusion.

Natives of techa often seek out adventure within the walls or outside. However, the simple middle class workers fall under the radar in the grand scope of the new Earth.

The player characters choosing a path of non-magic must have access to technology on a regular basis. Without upgrading their technology, techan characters won't fare much better than low-level echans.

Some bastions modify the racial template even more. (Refer to the specific Bastion) Echa humans are considered the norm for the world. In total, less than 300 million humans live today, most of them outside of bastions.

Physical Description: Humans continue to be more varied than any other civilized race on Earth. They possess virtually every possible skin color, range in height from 3 feet to a towering, but rare, 7 feet, are thin and fat, and sport a variety of hair colors and styles. Since almost every religion and ethnic group is represented on Canam, a player can select any ethnicity of his choosing. It is suggested, however, upon choosing an ethnic group, the player takes the time to research the unique strengths of the group chosen.

Relations: Human ethnic groups usually accept all other human ethnic groups despite ancient hatreds and conflicts in times before the second hammer. Survivors simply could not afford to continue their wars in the view of the new dangers. Many knew the world was a new place and a blank slate was justified. Few places advocate hatred to other humans, unless they are techan. Techan humans still often act somewhat superior to echan humans. Techan humans leaving willingly are often open to new ideas but isolated ones inside techa think of nothing but themselves and their bastion.

Echan human nations respond well to each other and even though Baruch Malkut holds no ill will to most (Abidan being a major exception), the feelings are not returned. With Darius Konig's doctrine of Sapien Superiority and their murder and enslavement of thousands of fey, no other human echan kingdom will deal with them. The others maintain good relations with their surrounding fey neighbors. Specific diplomatic ties depend on the fey race nearby. The fey exposed to the humans are usually the most tolerated and welcome. Outside of the big human nations, hundreds of dotted villages and communities across Canam and even the world practice bigotry against the fey ranging from shunning to expulsion to murder.

Alignment: Humans cover the total spectrum. Alignments of techan humans depend on which Bastion they originated from. Many echans outside of civilization are chaotic.

Locations: Humans live almost everywhere. The biggest concentration of them resides in Euras and Canam. They are virtually non-existent in Southam.

Religion: Humans created few religions when they rebuilt their society after Attricana appeared. They stuck with old ones. Thankfully, virtually allreligious zealotry vanished when less than 200 million people survived the war. They quickly banded together. Many old bigotries and arrogances vanished. The holy lands many fought, died, and killed for were simply gone. Sworn enemies quickly put their pasts behind them to rebuild. Many of them found new enemies with arriving echan races from the gates.

The big five religions survived virtually intact. These include Christianity, Islam, Hinduism, Chinese Folk Religion, and Buddhism. They remain the majority by huge margins. Smaller faiths (Judaism, Sikhism, Shinto, etc) appear geographically in certain regions. Those embracing echa believe the gate (not all of them refer to it as Attricana) as a lens of their faith and not necessarily a symbol. Those faiths including a heaven believe it exists beyond the light. Those without a heaven in their dogma (or even a god for that matter) believe the gate to be either a reflection of nature or their own soul. Either way, all human clerics following a human religion understand their miraculous powers stem from the gate. Some believe it amplifies their own soul. Others believe it’s god's will. In this new world, ancient symbols of faith (the Catholic cross, the Magen David, etc) in the hand of the right individual, can truly accomplish miracles.

Languages: Human camps formed quickly. Many languages died within a few generations. Others merged to create new variations. When before, hundreds of languages dotted the globe, now only a handful remained. Surviving vernacular soon divided into regional slangs and patois, eventually becoming recognized languages themselves with distinct lexicons, syntaxes, and phonetic pronunciations. English emerged the only real surviving dominant dialect in Canam, but regionally endangered language found themselves assimilated into the mother tongue to form geographically bound hybrids like Common (western and northern Canam), Native English (eastern Canam), and Onespeak (southeast Canam). Common, originally an amalgam of English and several other Anglic dialects also merged with segments of the Romanic language across the ocean when the bastions began communicating in the past hundred years. The result is the modern Common, now considered the lingua franca of the human race in Canam, and the language most nonhumans pick up when wishing to communicate with mankind.

Names: Human names continue to evolve today. Now with the commingling of many ethnic groups, first and last names can represent one or several cultures.

Examples: Robert Naseen, Kiba Hebrus, Miranda Okama.

Adventures: Humans seek excitement, often enough, for the sheer thrill of it. Ones with devout religious belief may venture out on a crusade, personal, or part of a national movement. Some escaped bastions while others dedicated themselves to entering one. Humans follow whims and dreams more than any other species. They are caught up on causes while other races let it pass. Their short life spans force humans to condense as much life as possible in a short span of time.

RACIAL TRAITS

When creating a human character, a player must declare the character a techan or echan Human. All humans, regardless of techan or echan, have the following features.

  • +2 to One Attribute of choice.
  • Medium: As medium creatures, all humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Geographical Human language. The character gains the human tongue tied to his region of birth and growth (see Skill Languages).
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
  • Avoided Class: None. Humans will do anything.

Techan Humans: Techan humans gain the following exclusive abilities:

  • Cross Culture skills: For techan characters only, cross culture skills are only cross class skills, and therefore don't cost as much to acquire. Echan humans are the same as any other echan race, and must pay extra to take these skills.
  • Technology Immunity: Techan humans do not generate their own EDF, and therefore can use any tech level weapons, armor, or devices without disruption. The equipment in question is still susceptible to outside sources or by magic equipment held by the character, but the character itself does not generate an ED-Field.
  • Defense Value: Techan humans gain a Defense bonus to their AC dependant on the class they take. To offset the major hit bonuses of high-level characters, techan PCs are given a defense bonus dependant on their level that is stacked onto existing bonuses. This is a bonus to AC that is not offered to echan characters. These bonuses remain as long as the PC does not multi-class in magic, hold magic, use magic, wield magic, or protect himself with magic. If this happens, the PC will lose this bonus forever (unless the DM is feeling generous). If the PC is forced magic on his person or if the DM wants to be kind, the PC can try to avoid magic at all costs and gain 1 point of his original class defense bonus every day until filled again.

Special Note: Magical healing and resurrections falls under the DM's final decision. Making magical healing unavailable to techan characters reduces their survivability. If the group is entirely techan, they should be nearby a bastion, allowing them to purchase healing syringes and medical supplies. If the group is a mix, the DM may allow techan characters to keep their inherent defense bonus if a healing spell is cast on them. It could be explained that the magic restores cells and doesn't stay with the character as possessing magic does. Anything that IMPROVES a character can be defined as an INFUSION and not magic that RESTORES.

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