Updated 02.02.2020 - this is still in beta testing.
This is a work of fiction. Names, characters, places and incidents either are products of the author’s imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental.
Humans consist of approximately 20% of the intelligent races inhabiting Prime Material plane of Ismandor. They can be found almost everywhere and almost always bring chaos with them. Other Ismandorian races see humans as a minor, but sometimes useful annoyance. Humans excel in survival and adaptation to different environments.
Please find basic descriptions below.
1. Terran Human
Terrans are the most encountered humans on Ismandor and can be found nearly anywhere within the Rings. If you’d ask a well traveled elven merchant if he saw any humans on his journey his answer most likely would be that 70% of them were Terrans. They can pursue any profession and their appearance and clothes depend heavily on the region they live in and their ethnic group. There are 9 known ethnic groups of Terrans: Albionese , Sindhusians, Kasimirians, Tzaarans, Ebeans, Eskaronians, Atleans, Trajans ('tra' as in French 'traduire' and 'jans' as in French 'jabot') and Sumanees (only two examples shown to save space, might add the rest in the future on request).
For example, the widely spread Albionese (ethnic group) has fair skin, can have black, red, blonde or brown hair, and green, blue or brown eyes. They usually wear loose-fitted blouses with full bishop sleeves decorated with large frills on the strapped V - necks and cuffs. They also favour leather waistcoats and knee long leather boots. They’re mostly merchants, smugglers, explorers, or sky pirates (also sea pirates), or simply adventure seeking folks. They know too well that life is too short and try to live to the fullest and without any regrets. Albionese like to travel the world and make unforgettable memories and unbreakable bonds over a pint of ale. In fact, they are so well known among the realms that Albionese language became known and accepted as Common. The lands of Albion are full of dangerous dinosaurs and therianthropes (werewolves, wererabbits, wereswans etc). Their favourite weapons are short swords. Albionese are known for their unbeaten cavalry and sky ships. The city states of Albion can be divided into 4 factions: Del Riata, Hen Ogledd, Angulseax and the Tuatha.
Common Albionese names:
Male: Gerard, Gwyn, Scott, Robert, Vicky, Colin, Bryn, Edward, Malcolm, Gallahan, Owen, Grant, Kent,
Female: Elizabeth, Morag, Brea, Joann, Gwen, Ashlynn, Ginnie, Hermione, Diane, Bridget, Victoria, Alison,
Surnames: Millbourne, Blackmore, Shakespear, Smith, Williams, Joners, Davis, Morrison
Sindhusians, on the other hand, have a yellow tone to their skin and their eyes have a skin fold across the inner corners. Their hair is black and their eyes can be either dark blue, emerald or black. Sindhusians have rich and long history, they value and respect tradition and their ancestors and have a complex social caste system distinguishable by worn clothes and their colours. Grey and black clothes are worn by peasants, blue, red and green by the wealthy and officials and yellow by the nobility and royalty. A most common clothing is a Holoong and Tang suit for men. Holoong is a robe similar to a kimono with very wide sleeves and tight cuffs worn by the upper class. Tang suit on the other hand is a front opened jacket with long buttons which can be either plain or with complex patterns and embroidered. Women are known to wear Hanfu robe similar to kimono with cross collar and lapels, often adorned with complex embroidery and tied with a sash at the waist. The Sindhusians are known for their martial arts, practice of Qigong and exports of jade and silk. Their favourite weapons are the Dao (a type of sabre), Qiang (a type of spear) and Jian (a wide sword). Some Sindhusians worship dragons.
Common Sindhusian names:
Male: Tien, Tian, Huang, Qing, Han, Liu, Qiun, Feng, Gen, Ling, Dingxiang, Longwei, Tsung
Female: Daiyu, Fenfang, Jiaying, Mei, Liu, Liling, Jinjing, Shan, Xiulan, Xiaoli, Zhenzhen
Surnames: Shang, Wei, Chen, Chang, Wang, Jiangnu, Shengtong, Kang, Lee, Lin, Lun
Favoured Professions of Terrans: Any
No matter what ethinc group they belong to, all Terran Humans receive the same traits, abilities and bonuses.
Racial Ability: Adaptable (+3 HP, +2 SP): 10 levels, 25 exp (max. 30HP, 20 SP at 10th lvl)
Racial Trait: Survivor (You receive 1 LCK and 2 SAP for every third gained level)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 8 HP, Per lvl: 3 HP
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
2. Permian Humans
Permian Humans come from the material plane of Permia. They looks like a regular size humans of fair skin. Their hair can be of any colour, but are most commonly either Blue, Green, Silver or Purple and their eyes can be either blue, magenta, orange or silver. Their planet has been torn asunder by a magical cataclysm ages ago and thanks to that their bodies became accustomed to magical torrents. Most Permians are either students or graduates from one many guilds of mages and those with hereditary tradition of becoming one are granted their familiar at the age of 13 no matter where they currently reside within the universe. While they’re a perfect choice for a mage or a scholar and even a sentry, they do not make good warriors or barbarians.
Permians are widely recognised within the realms thanks to their physical characteristics. Thanks to being accustomed to the magical torrents they possess a natural intuition when it comes to magic and do not need to study how to operate magical items as they’re able to naturally handle them.
Common Permian Names (composed of usually first and middle name):
Male: Abramelin, Ambrose, Kormak, Sumerus, Awarnach, Archibald, Bonaventure, Engelbert
Female: Clementine, Arminta, Mafalda, Amalaberga, Admiranda, Belphoebe, Christabelle,
Surnames: Silverhead, Longarrow, Goldfield, Blackwood, Lotterpore, Rosemoore, L’loyd
Favoured Professions: Mage, Bard, Scholar, Sentry, Acolyte
Racial Ability: Infused Body (+1Int, +1Cha): 10 levels, 25 exp (max 10Int, 10Cha at 10th lvl)
Racial Trait: Magical Intuition (Grants intuitive proficiency with magical items)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 6 HP, Per lvl: 2 HP
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
3. Moabian Humans
Moabians are a ruthless and unforgiving people who inhabit Ismandorian deserts of the continent Quandor. The lands they live on are fiery during the day and freezing during the night and cruel as the people who own them. Moabians were once a nomadic clan of Terrans, but centuries ago they were cursed by the goddess of the desert elves for almost making her worshippers extinct. Any of the Terrans who slayed at least 1 desert elf or assisted with any wrongdoing had their skin become dark and ebony, hair turn to black and their eyes took on a brown or hazel hue with 3 small pupils. They also received scar markings on their whole bodies so that even the newborns were already affected by them. They became susceptible to high and low temperatures (which really sucks when you live on a desert) which is one of the main reasons why Moabian houses are built underground. They also became able to communicate with some of the insects.
Moabians live in tribes, each one specialising in different things: fishery, mining, hunting or fighting. On top of every tribe is a chieftain closely followed by a shaman.
Common Moabian Names:
Male: Isamaxro, Aratn, Taeif, Inindrax, Xaieth, Adivon, Kaath, Salacon, Dainculaom, Nazoln,
Female: Naeshel, Maera, Ereamera, Aeli, Arakif, Jeanimla, Traskra, Anaiyrai, Tothelath, Laz,
Surnames: Daaz, Kuykendol, Glenndelnich, Okromsal, Donndelinger, Sakash, Altamirano,
Favoured Professions: Acolyte, Shaman, Barbarian, Warrior, Bard
Racial Ability: Hardened (+1Cha, +1Vit): 10 levels, 25 exp (max 10Cha, 10Vit at 10th lvl)
Racial Trait: Entomopathy (able to communicate with insects)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 8 HP, Per lvl: 3 HP
Racial Accuracy Dice: 1d6
Racial Initiative Dice: 1d6
Racial Dodge Dice: 1d6
4. Noctosian Humans
Long time ago a tribe of nomadic Tzaarans were sucked into a wild portal and ended up on the 2nd plane of Noctos: Quelkhazar, where they were enslaved by the powerful race of Jinns. Quelkhazar is the realm of the goddess of magic Madima, a prisoner of her own creations the Jinn. The nature of the plane twisted their bodies making some irreversible changes: their pupils became red, irises silver near the pupils and blue on the outside. Also their body has been covered in blue, chaotically twisted mystical tattoos that glow with blue aura when casting spells or when experiencing strong emotions.
A Noctosian is approximately between 1.65 to 1.80m of height (5’4’’ - 5’9’’), their skin can be in the following colour of brown: Umber, Bistre or Taupe and their hair in any brightness of black.
As surprising as it sounds Noctosians are unable to become mages or any other spellcasting profession thanks to all years spent on Quelkhazar. Instead, when being struck with a spell they are able to transform a part of its magical energies and assimilate it as mana points. They’re also able to become invisible for 12 hours 2 times a day until they attack, take damage, or are dispelled as this ability is a magical one. They excel as rogues, agents, spies and spellswords or sentries.
Common Noctosian names:
Male: Nalize, Dazomita, Obatoso, Rezelu, Ribeldu, Alemale, Hisuba, Monokoma, Zadotu
Female: Nazamakana, Vanobi, Omi, Amu, Ela, Unu, Ode, Hetona, Vobesoko, Ralakitu, Ava
Surnames: Jemavat, Rorhiziral, Mahatma, Dogurgot, Geturgit, Borhigikaj, Santarghiz, Zarumus
Favoured Professions: Rogue, Agent, Archer, Warrior
Racial Ability: Invisibility (3 times/day) instant, at will : 1 level, no exp
Racial Trait: Planar Body (When hit with spell or magical ability you gain # of MP equal to ¼ of it damage until your MP is full)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 6 HP, Per lvl: 3 HP
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
5. Deep Humans
The Deep humans live in the underground realm known as the Deeps. They’re ruthless, violent and cruel. Centuries ago a whole expedition was sent from Albion to explore and map the Ismandorian Deeps. Upon reaching the fourth layer of the Deeps, the Crystal Valley, they were captured by a patrol of Deep Elves and enslaved. The Deep Elves entertained themselves by killing, torturing and humiliating their captives and experimented on those who survived. After a few years their slaves developed psionic abilities and rebelled against their oppressors escaping into the upper layer of Shadowgloom where they settled down.
A Deep Human has a pale skin with light, lavender blue hue to it and completely white hair. Their eyes can be either sky blue, taupe gray or scarlet. They’re usually about 2m tall (6’6’’) have athletic yet somewhat skinny build and sharp teeth. They hate all elves unconditionally and will not hesitate to kill or harm them for entertainment. One thing they hate more than elves is magic and forbid its usage in their communities by the penalty of death.
They are militaristic and have a very materialistic view of life, they are also quite fanatic about the purity of their bloodline. Deep Humans excel as Disciples, Psions, Warriors and Sages, but cannot become a spellcaster. Due to their social norms and standards as well as continuous tradition itself a Deep Human finds it hard to travel above ground as their race is considered hostile to all. This results in shunning by the common folk familiar with the race and frequent inspections by the city guards.
Common Deep Human Names:
Male: Raza, Azad, Brengar, Jafar, Radu, Duraq, Hadaqim, Imfar, Duraran, Jazad, Manaq,
Female: Razia, Rawida, Asynia, Dazja, Raia, Yebel, Rila, Jazana, Feria, Rygania, Arburia
Surnames: Welgorn, Snaketail, Bergou, Sred, Black, The Cruel, The Red, Deceitful, Unrelentless
Favoured Professions: Psion, Warrior, Disciple, Sage
Racial Ability: Awakened Mind (+1Wis): 10 levels, 25 exp (max 10Wis at 10th lvl)
Racial Trait: Guarded Mind (resistance to Mind damage, immunity to mind affecting effects: Charm, Dominate, Illusion etc)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 8 HP, Per lvl: 4 HP
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
6. Babylonian Humans
The Babylonians have their roots in the Sindhusian Empire. According to the history of Babylon (even though the Sindhusian authorities discard those claims) the current, immortal ruler used to be a Sindhusian princess who fell in love with her own brother. Having different philosophies and concept of ruling an empire they rebelled against their cruel father and tried to overthrow him. Unfortunately their coup d'état failed, the prince lost his life and the princess (who was expecting his child) alongside with her followers were exiled according to the Sindhusian traditions - they were dispatched on a ship without steering wheel or sails.
The exiled prayed to every deity they knew, but none answered their pleas for help. After a few weeks of starvation they arrived at an unknown continent which they named Ferraton and were quickly visited by heralds of 2 deities: Hedonia (goddess of pleasure) and Azahre (god of agriculture) who claimed their survival. Hedonia made the princess immortal and Azahre taught the men agriculture. The deities also gifted the refugees with golden apples (one apple for each refugee) that almost doubled their lifespan and enabled them to fly short distances without wings.
An average Babylonian has golden-brown skin, their eyes can be in any shade of brown, and their hair can be either brown of black. They are cheerful, free-spirited people who are very advanced in applying technology with magic. They excel as Disciples, Acolytes, Mystics, Bards and Aurals.
Common Babylonian Names:
Male: Appan, Arshaka, Ardorach, Dudu, Eas-Nasir, Nabu, Rihat, Almelon, Pazur, Belteshazzar,
Female: Adeeshi, Arahunaa, Alittum, Gashani, Mot, Shala, Tauthe, Kishar, Kissareh
Surnames: Dhu Khabdh, Succoth, Benot, Borsippa, Baghdasar, Shalmaness, Shumasur, Turgu
Favoured Professions: Mystic, Disciple, Bard, Aural, Acolyte
Racial Ability: Flight (4 times / day, 3 rounds for 30 feet/round, can cancel at will)
Racial Trait: Chosen of the gods (+ 1 Spirit, +1 Cha for every 3rd lvl)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 8 HP, Per lvl: 3
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
7. Actican Humans
Actican Humans are a battle loving, bold and loud people who occupy the icy Northern Continent. The Acticans have began their roots in the Babylonian Empire. The first king of Actica - Actica the 1st, was also the first Babylonian prince. The legend of their origin tells of a group of Babylonian sailors set on exploring mission who crashed near the Great Snow Alfons. With no resources available to repair their ship they prepared for certain doom, until the goddess of winter answered their prayers and transferred a fraction of the essence of ice into their bodies in exchange for continuous worship.
Acticans are about 6'6"(200cm), they're athletic and very muscular with pale skin, blue eyes and either red, black or blonde hair. They are quite resistant to ice and cold in general and make great barbarians as well as spiritists, disciples, warriors and mystics. Their bodies are not accustomed to the ether which makes them a poor choice for a spellcaster.
Common Actican Names:
Male: Bjorn, Ivar, Harald, Eric, Ragnar, Magnus. Bryn, Kolr, Vebiorn, Holmgeir, Helm, Victor
Female: Astrid, Ingrid, Sigrid, Solveig, Gunhild, Ulfrun, Kirsten, Salbjorg, Arnljot, Gormr
Surnames: Hellhammer, Bardason, Stoneslayer, Trollbane, Redeemed, Bouldershield
Favoured Professions: Barbarian, Disciple, Warrior, Mystic
Racial Ability: Endurance (+1Vit, +1 Str): 10 levels, 25 exp (max 10Vit, 10Str at 10th lvl)
Racial Trait: Frigid Body (Ice Alignment)
Size: Medium
Speed: 4 hexes (20 feet, 6m)
Racial HP: Initial: 10 HP, Per lvl: 4 HP
Racial Accuracy Dice: 1d6
Racial Dodge Dice: 1d6
Racial Initiative Dice: 1d6
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