Human: Difference between revisions
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<div class=" | <div class="hatnote">← Back to [[Races]] | Learn more about Humans in [[Human History]].</div> | ||
{{Race intro | |||
|icon=RaceIcon_Human.png | |||
|quote=Humans are the most adaptable and ambitious people in the world, found in kingdoms, cities, clans, and wandering tribes across many lands. | |||
Humans are the most adaptable and ambitious people in the world, found in kingdoms, cities, clans, and wandering tribes across many lands. | |image=RaceExample1.png | ||
|image2=RaceExample2.png | |||
|caption=A Human Arcane Assassin from the Arcane Federation and a Prophet nomad of the Salhichin. | |||
}} | |||
== About Humans == | == About Humans == | ||
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<div class="wizlords-culture-grid cultures-5"> | <div class="wizlords-culture-grid cultures-5"> | ||
{{Culture card | |||
|name=Arcane Federation | |||
|icon=SubIcon_ArcaneFederation.png | |||
|summary=The Arcane Federation is a society built around magical authority, hidden knowledge, and carefully guarded power. Its people are taught that arcane skill is both a privilege and a weapon, and many Federation humans grow up surrounded by academies, guilds, laboratories, and political schemes. | |||
|content= | |||
<div class="wizlords-culture-separator"></div> | <div class="wizlords-culture-separator"></div> | ||
<div class="wizlords-culture-classes">Available Classes:</div> | <div class="wizlords-culture-classes">Available Classes:</div> | ||
* [[ | * [[Classes#Artificer|Artificer]] | ||
* [[Battle Mage]] | * [[Classes#Battle Mage|Battle Mage]] | ||
* [[Sorcerer]] | * [[Classes#Sorcerer|Sorcerer]] | ||
* [[Arcane Assassin]] | * [[Classes#Arcane Assassin|Arcane Assassin]] | ||
}} | |||
{{Culture card | |||
|name=Kingdom of Valendor | |||
|icon=SubIcon_KingdomofValendor.png | |||
|summary=The Kingdom of Valendor is a powerful medieval realm of castles, banners, temples, and old noble houses. Valendorian humans are often shaped by duty, faith, law, and ambition, whether they serve as soldiers, court agents, wandering heroes, or learned spellcasters. | |||
|content= | |||
<div class="wizlords-culture-separator"></div> | <div class="wizlords-culture-separator"></div> | ||
<div class="wizlords-culture-classes">Available Classes:</div> | <div class="wizlords-culture-classes">Available Classes:</div> | ||
* [[Fighter]] | * [[Classes#Fighter|Fighter]] | ||
* [[Ranger]] | * [[Classes#Ranger|Ranger]] | ||
* [[Paladin]] | * [[Classes#Paladin|Paladin]] | ||
* [[ | * [[Classes#Artificer|Artificer]] | ||
* [[Battle Mage]] | * [[Classes#Battle Mage|Battle Mage]] | ||
* [[Sorcerer]] | * [[Classes#Sorcerer|Sorcerer]] | ||
* [[Arcane Assassin]] | * [[Classes#Arcane Assassin|Arcane Assassin]] | ||
* [[Cleric]] | * [[Classes#Cleric|Cleric]] | ||
* [[Druid]] | * [[Classes#Druid|Druid]] | ||
* [[Bard]] | * [[Classes#Bard|Bard]] | ||
}} | |||
{{Culture card | |||
|name=Thalkir | |||
|icon=SubIcon_Thalkir.png | |||
|summary=The Thalkir are fierce seafaring clans from the frozen north, hardened by bitter weather, long voyages, and clan rivalries. Their culture prizes courage, reputation, loyalty, and survival, producing raiders, shield-bearers, skalds, hunters, and storm-tested champions. | |||
|content= | |||
<div class="wizlords-culture-separator"></div> | <div class="wizlords-culture-separator"></div> | ||
<div class="wizlords-culture-classes">Available Classes:</div> | <div class="wizlords-culture-classes">Available Classes:</div> | ||
* [[Fighter]] | * [[Classes#Fighter|Fighter]] | ||
* [[Ranger]] | * [[Classes#Ranger|Ranger]] | ||
* [[Barbarian]] | * [[Classes#Barbarian|Barbarian]] | ||
* [[Paladin]] | * [[Classes#Paladin|Paladin]] | ||
* [[ | * [[Classes#Artificer|Artificer]] | ||
* [[Battle Mage]] | * [[Classes#Battle Mage|Battle Mage]] | ||
* [[Sorcerer]] | * [[Classes#Sorcerer|Sorcerer]] | ||
* [[Arcane Assassin]] | * [[Classes#Arcane Assassin|Arcane Assassin]] | ||
* [[Cleric]] | * [[Classes#Cleric|Cleric]] | ||
* [[Bard]] | * [[Classes#Bard|Bard]] | ||
}} | |||
{{Culture card | |||
|name=Tengri-kharn | |||
|icon=SubIcon_Tengri-Kharn.png | |||
|summary=The Tengri-kharn are steppe-born warriors inspired by vast grasslands, mounted traditions, and the discipline of roaming warbands. They are a people of open skies, swift movement, clan bonds, and fierce independence, equally at home in battle, travel, and negotiation. | |||
|content= | |||
<div class="wizlords-culture-separator"></div> | <div class="wizlords-culture-separator"></div> | ||
<div class="wizlords-culture-classes">Available Classes:</div> | <div class="wizlords-culture-classes">Available Classes:</div> | ||
* [[Fighter]] | * [[Classes#Fighter|Fighter]] | ||
* [[Ranger]] | * [[Classes#Ranger|Ranger]] | ||
* [[Paladin]] | * [[Classes#Paladin|Paladin]] | ||
* [[ | * [[Classes#Artificer|Artificer]] | ||
* [[Battle Mage]] | * [[Classes#Battle Mage|Battle Mage]] | ||
* [[Sorcerer]] | * [[Classes#Sorcerer|Sorcerer]] | ||
* [[Arcane Assassin]] | * [[Classes#Arcane Assassin|Arcane Assassin]] | ||
* [[Cleric]] | * [[Classes#Cleric|Cleric]] | ||
* [[Bard]] | * [[Classes#Bard|Bard]] | ||
}} | |||
{{Culture card | |||
|name=Salhichin | |||
|icon=SubIcon_Salhichin.png | |||
|summary=The Salhichin are Grass Sea nomads, travelling in wandering tribes across open plains and wild country. Their lives are shaped by movement, oral tradition, spiritual ties, and practical survival, making them natural scouts, mystics, raiders, and keepers of old ways. | |||
|content= | |||
<div class="wizlords-culture-separator"></div> | <div class="wizlords-culture-separator"></div> | ||
<div class="wizlords-culture-classes">Available Classes:</div> | <div class="wizlords-culture-classes">Available Classes:</div> | ||
* [[Barbarian]] | * [[Classes#Barbarian|Barbarian]] | ||
* [[Savage Archer]] | * [[Classes#Savage Archer|Savage Archer]] | ||
* [[Shaman]] | * [[Classes#Shaman|Shaman]] | ||
* [[Prophet]] | * [[Classes#Prophet|Prophet]] | ||
}} | |||
</div> | </div> | ||
== Where To Next? == | |||
* [[Classes]] ← Next Step | |||
* [[Races]] | |||
* [[Magic]] | |||
<div class="wizlords-navbox-divider"></div> | |||
{{Player Guide}} | |||
Latest revision as of 08:37, 16 July 2026
Humans are the most adaptable and ambitious people in the world, found in kingdoms, cities, clans, and wandering tribes across many lands.In-game racial description


About Humans
[edit]Humans are one of the most widespread and varied peoples in Wizards and Warlords. They build kingdoms, cross oceans, settle plains, guard ancient traditions, and gather in powerful magical societies. Their strength is not a single gift, but their ability to adapt to many places, beliefs, and ways of life.
Because humans are so culturally diverse, their stories often depend heavily on where they come from. A human character might be a courtly knight from Valendor, a storm-weathered raider from Thalkir, a secretive mage of the Arcane Federation, a horse-born warrior of Tengri-kharn, or a nomad of the Salhichin grasslands.
Racial Features & Requirements
[edit]Placeholder text. Add human racial requirements, costume expectations, free abilities, restricted options, and any character creation notes here.
Cultures
[edit]Human cultures are broad and varied. Each culture shapes the kinds of stories, classes, and character backgrounds most common among its people.
The Arcane Federation is a society built around magical authority, hidden knowledge, and carefully guarded power. Its people are taught that arcane skill is both a privilege and a weapon, and many Federation humans grow up surrounded by academies, guilds, laboratories, and political schemes.
The Kingdom of Valendor is a powerful medieval realm of castles, banners, temples, and old noble houses. Valendorian humans are often shaped by duty, faith, law, and ambition, whether they serve as soldiers, court agents, wandering heroes, or learned spellcasters.
The Thalkir are fierce seafaring clans from the frozen north, hardened by bitter weather, long voyages, and clan rivalries. Their culture prizes courage, reputation, loyalty, and survival, producing raiders, shield-bearers, skalds, hunters, and storm-tested champions.
The Tengri-kharn are steppe-born warriors inspired by vast grasslands, mounted traditions, and the discipline of roaming warbands. They are a people of open skies, swift movement, clan bonds, and fierce independence, equally at home in battle, travel, and negotiation.
The Salhichin are Grass Sea nomads, travelling in wandering tribes across open plains and wild country. Their lives are shaped by movement, oral tradition, spiritual ties, and practical survival, making them natural scouts, mystics, raiders, and keepers of old ways.