Human: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
<div class="hatnote">← Back to [[Races]] | | <div class="hatnote">← Back to [[Races]] | Explore human cultures across [[Tymora|The Continent of Tymora]].</div> | ||
{{Race intro | {{Race intro | ||
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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. | 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 | 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 skyborne noble of Tengri-Kharn, or a nomad of the Salhichin grasslands. | ||
== Racial Features & Requirements == | == Racial Features & Requirements == | ||
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{{Culture card | {{Culture card | ||
|name=Arcane Federation | |name=Arcane Federation | ||
|link=Arcane Federation | |||
|icon=SubIcon_ArcaneFederation.png | |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. | |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. | ||
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{{Culture card | {{Culture card | ||
|name=Kingdom of Valendor | |name=Kingdom of Valendor | ||
|link=Valendor | |||
|icon=SubIcon_KingdomofValendor.png | |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. | |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. | ||
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{{Culture card | {{Culture card | ||
|name=Thalkir | |name=Thalkir | ||
|link=Thalkir | |||
|icon=SubIcon_Thalkir.png | |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. | |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. | ||
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{{Culture card | {{Culture card | ||
|name=Tengri- | |name=Tengri-Kharn | ||
|link=Tengri-Kharn | |||
|icon=SubIcon_Tengri-Kharn.png | |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. | |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. | ||
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{{Culture card | {{Culture card | ||
|name=Salhichin | |name=Salhichin | ||
|link=Salhichin | |||
|icon=SubIcon_Salhichin.png | |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. | |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. | ||
Latest revision as of 03:38, 6 October 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 skyborne noble of Tengri-Kharn, or a nomad of the Salhichin grasslands.
Racial Features & Requirements
[edit]Racial features and requirements describe the costume elements needed to portray your race and any special abilities or bonuses it grants.
Costume Requirements: None
Special Abilities: None
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.
Where To Next?
[edit]- Classes ← Next Step
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