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[CK] Humans
BDanecker [Owner]
Admin
66 posts
66 topics
Minecraft: BDanecker
over 2 years ago

Humans 
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"Ever Changing. Ever Faithful. Ever Loyal."


Synopsis

Primary Polity: The Empire of Man
Primary Polity's Seat of Power: Exandria
Polities that are predominantly Human: 
The Empire of Man: Imperials
The City-State of Culiacán: Culias
The Ignomads of Joagundr: Joaguns
The 
Conglomerate of Ōkami: Ōkamis
The Confederation of Volkar: Volks
The Clans of Galen: Gales
Term for Humans within the Empire: Man/Mankind (Imperial/Imperials if within the direct lands of the Empire)
Term for the race of Man: Human/Humans 
Term for outsiders: Stranger/Strangers, and other affiliated English words
Religion: Officially worship the Solar Pantheon (Cynosurian Faith), in practice most humans have their own cultural faith
Language:
Imperial Sarword/Common Tongue (English), or variants of the Sarword language


Introduction

Imgur: The magic of the Internet

Spoiler

Adaptable, courageous, heroic, gullible, plentiful. Humans are many things; there are many humans. Central in every aspect of the word, the humans of Volantis are at the core of nearly all happenings. With the main human polity, the Empire of Man, seated at the core of the continent, and human cultures being spread throughout all of the lands, there are no people more known than humans, for better or for worse. Though they walk the lands for a short sum of years, they have had the largest impact on the story of the Realms, as well as having scribed their mark into most happenings. Whether it be wars, cultural developments, trade tactics, technological advancements, magickal insights, agricultural improvements, and overall dealings, humans have played their part in it all. 

Believed to have entered the global stage much later than the other more advanced races, humans have surpassed those before them in political power, being the current continent's strongest group. The journey has been one of great hardship and struggle both internally with human groups as well as the forces outside their lands, as well as foreign realms. Humans are no strangers to adversity, though their greatest characteristic, that of hope, ensures their continued existence charted from the hard work of many before them. 


Physiology

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Humans come in a broad variety of shapes and sizes and phenotype.

Where all dwarves are built and burly, and all elves slender and lithe, humans can be either, both as a whole race as well as within their cultures. While it is hard to generalize this wildly varied race, they range from 4'10'' to 6'2'' in height, and average around 160 pounds. This puts the tallest humans in the ranges of the shortest elves, and the shortest humans in the ranges of the tallest dwarves. 

Human eyes tend to be oval, but can vary depending on the people. Their eyes range from every color under the spiral sun. Reds, blues, greens, browns, golds, ambers, even multi-colored hazel irises are all seen in human eyes. The same goes for their hair as well; greatly varied are the human hair styles in the lands. 


Fashion

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Humans care a great deal about their fashion. Each culture has drastically different attire from the one potentially neighboring it potentially just over the hill. Clothes exist as a sense of identity and expression, in which no words are needed to be said to convey a message about someone. With one quick glance at a sandaled woman with a flowing floral dress in tan and red tones, wearing a necklace of a smiling teardrop, one can discern they are likely talking to a member of the Culiacáni City-State. 

As such, styles are highly varied amongst humans. This applies to all manners of their fashion, from jewelry to facial hair. One culture may view gold necklaces to be reserved for only nobility such as the Empire of Man, while another may find gold to be ostentatious and a cultural taboo to wear such as the people of Culiacán. Where Confederates of Volkar pride themselves in their lavish and well-expressed facial hair, the citizens of Ōkami trim theirs entirely, valuing a youthful appearance. 


Values, Attitudes, Taboos, Morals, and Beliefs

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Humans are highly adaptable, as shown by their varied locales they call home. Nearly every unique climate in the lands of Volantis have at least one human group which calls it home. Their opinions and feelings are ever-changing; human alliances are notorious for being numerous in pacts, and short in tenures. They aspire to be full of valor and honor, deifying heros within their myths. Tales of legendary adventurers or kings who perform feats mere mortals could only dream of are woven into the fabric of their culture, inspiring all people to aspire for such greatness. In most of the human cultures, honor is paramount, as well as a great respect upon nobility. Chivalry codes, loyalty to one's ruler, keeping of one's word and many other core values keep humans in line with what they wish their culture to be.

They almost always are in hard opposition to what they view as evil, though they themselves in their ambition are often the culprits who awake the wrath of powers above them. This allows humans to instigate a great deal of questionable actions by means of justification. Stealing everything from a bandit is a morally appropriate thing to do from most human perspectives; the bandit's goods were stolen themselves, after all. This view has them get along well with the other cultures such as the Sun Elves who also view themselves as protectors of the realm and fighters of the tides of Chaos.

Humans are dreadfully xenophobic. Anything foreign is hit with hard scrutiny. Most other races have been subject to many a war or other traumatic interaction with humans due to a full "othering" of their people. If another culture has different views and values to humans, it is easy for a human to not treat them like fellow mortals. 

As custom of humans, the inverse is also true. Humans can be some of the most welcoming and warm-hearted creatures in the lands. Humans have often been mediators between interracial wars, especially between the dwarves and elves. When others are in times of great need, human nations often accept refugees, and provide aid to foreign groups. 

Because of their ever-changing lives, as well as them being quite short comparable to other races, humans are quick to forget and change stances on others. It is not unheard of for a new human king to be elected in a nation and all the work of the prior liege be removed in favor of new motives and agendas. This makes each human culture very different in both morals, traditions, customs and conflicts with others. Where all three of the elven groups would dislike dwarves, and all dwarves would dislike the Conclave, each human culture has different views on all the races. 

Many human's ambitions drive them to wanting to be part of something greater than themselves. Tied to their natural curiosity for the world around them, this race of mortals is often pushing the boundaries of what is accepted by others. Sometimes this is viewed as foolish, as any new attempt will result in failure initially, but many new innovations, outstanding creations, discoveries and charted wildernesses can be attributed to ambitious humans who dedicate themselves to discovery of knowledge.

As part of their psyche, each race has needs to sate their well being. For other races like the Luari, their needs are met by the typical ones seen in man but with the addition of basking in nature. For mankind, the psychological needs known to them are banal, such as family, friends, food, sleep, and excitement. As it is known, a human that does not meet their psychological needs for too long dips into a wide array of illnesses of the mind, such as being despondent, ill, bitter, or irritable. As with all, a human will protect that which it loves almost irrationally; much has been throw away in the pursuit of protecting that which one holds most dear, after all.


Lifespan

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Humans are by far the race with the least longevity. On average, a human will be in the world for 70 years, with the oldest reaching their 80's. They age as expected; youthful nature remains within one's bones until they reach around 30, in which energy slowly leaves them, until they reach their elder years in their 60's and 70's. Because humans are so short lived, their lifespans often burn bright; they will likely attempt to enjoy as much of life as possible in their short measures, which makes a human very adverse to poor life conditions. Where a dwarf might endure hardship knowing it will go away in a decade, a human will try everything they can to fix it as soon as possible, knowing their years are quite limited.


Family

The Only Way—The Glory of The Human Nature 必经之路—人性的光辉

Spoiler

Family is a core value seen in nearly all human cultures. Humans take care of their family above all, with the ties of blood binding stronger than Emperium. Whether it be a Galenean Clan, an Joagundric Community, or the Empire of Man's family, many humans bear a sense of duty to protect those they love, sometimes extending to those who share no ties of blood.

In stark contract with every other race, human families tend to be quite large. Where an elf, dwarf or even a mer might have one or 2 children, or none at all, a human family may have on average 5 children. Such does their power spread; where other races have existed long before them, humans have already outnumbered them.

The family dynamic for humans has children staying with their parents usually until they are of the age to make their own fate. Even still upon leaving they will hold their family ties for the rest of their short lives, providing aid to one another for decades to come. Great effort is required to sever the ties of a human family bond.


Work & Trade

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Jack of all trades, master of none, is a term often used to refer to the humans, but this is not exactly true. While they dabble in everything known to man (and known to all other races as well) they frequently specialize in professions dear to their cultures.

Humans have a heavy focus on agrarian lifestyles, far more than other races. Farmers are a highly common sight, as are all jobs tied to this lifestyle. Animal tending, breeding, raising, butchering and shepherding are seen in all human peoples. Besides this, humans engage in a variety of occupations, ranging from blacksmiths to wizards to knights. Guilds organize these professions, regulating their work and protecting the interests of individuals. Humans have an affinity for mercantilism and monkey-making, trading a good deal or setting up a trade charter with the other races with their amicable nature. Many human trade hubs and markets dot the land in places of strategic importance, which likely has swapped hands many times. Inns and taverns are usually ran by humans as well, hosting travelers far and wide with professionalism, or just a bed to sleep in. Many mages and enchanters are humans, though this happens to be because humans do not concern themselves with the great risk magick brings. By and large, most adventurers in the world are humans, trekking out into the unknown for various reasons, whether it be to sate their hunger for knowledge of the world, to garner great honor felling foul beasts, or simply for coin to add to their purse.

Of note, the disparity between noble humans and the common folk is more extreme in humans. The aristocracy in some cultures control vast resources at the expense of others.


Religion

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The faith of humans and their religions is a highly varied subject. No one pantheon is worshiped by all, though one stands above all in prominence both for humans and for the world as a whole: The Solar Pantheon. This is the main religion of the Empire of Man, and is enforced upon all human peoples under their power. Not all humans worship the Solar Pantheon; the Volks for example directly oppose it, but all have heard its name. 

This faith is Henotheistic, meaning the humans usually acknowledge the existence of other worshiped gods, but in the case of the Solar Temple mandate adherence to only their gods. 

Seated upon high in the great Spiral Sun is what believers in the Cynosurian Faith believe to be Solarius, the Overgod. Seated above all other Gods does Solarius reign upon his Overthrone, central within the Burning Palace, which mortals view as the Spiral Sun. His court resides with him on this sanctuary of Order, each living on the spiral vestiges of His Radiance. These gods include:

Solarius - Overgod, Lord of Order, Sunlight, Loyalty, Action and Judgement
Luminara
- Wife of Solarius, Lord of Protection, Leadership, Authority, Fire, Compassion, Love, Guidance and Planning

Artex - Son of Solarius and Luminara, who once walked amongst man as Emperor to lead them to their greatest heights. Sometimes called God Emperor.

These two Gods are the core of the Cynosurian faith, though more exist in their pantheon. These are not currently directly worshipped by the core body of humans, and may be worshipped by other human cultures. These are gone into further detail on their respective cultural faiths, but of note are:

Twins Estranged - A Brother and Sister, of who's identity varies wildly depending on which culture's faith is being discussed. They are the children of Luminara and Solarius, prophesized to return to the fold on a foretold day.

Gods outside of the Pantheon are most often viewed as heretical, paganism, or outright demonic and evil. These are listed as such: 
The Witch in the Moon
- Deviless of Magick and Deception. The only remaining God of Chaos permitted outside of the Fundament.
The Chaos Gods
- All Gods associated with Chaos. These are believed to be a hard opposition to the Solar Pantheon. 

Human faith origins vary wildly depending on the culture.  
Human worship varies wildly depending on the culture as well. 
All humans usually have some sort of religious belief guiding their moral compass but it is not required of them. Religions impact much of human culture however. Humans who practice the Cynosurian Faith believe that all other gods, if they are of the Order alignment, answer to Solarius and are subject to the authority of the Overthrone.


Agriculture & Cuisine

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Human agriculture is prominent in their lives, and as such so is their dishes and meals. Highly varied are their peoples and thus are their diets, though those who are in poverty will end up eating what is around them rather than foreign exports from their distant fellow farmers. Crop diversity, farming techniques, animal rotations and more are all dependent on the locale.


Architecture & Locale

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As with all things, architecture is dependent on the climate one finds themselves in. As a rough rule, most human settlements have more tame and small abodes than those of other races. This is tied to the average poorer human than a dwarf, for example. Humans, unlike other races, can find themselves comfortable in nearly any climate. Whether it be the blistering heat of the Aranthas Desert in the north or the Austral Wastes in the south, one will find human peoples.


Government & Social Hierarchy

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Human government and politics have been compared to advanced magick in terms of complexity and muddled, confusing natures. Furthermore, each human culture has their own structure, which must then interact with the humans as a whole, as well as outsiders. 

For the Empire of Man at least, it is ruled by the Emperor of Man, with the expected Lords, Ladies, Counts, Dukes, Duchesses, and other noble titles of office. Each other human nation will have other titles for their rulers. All nations under the Empire of Man answer to the Emperor, though the specific nations which are under the Empire (as well as the existence of the Empire itself) has never been stable. 

Notable of human ambition is their desire to climb the social hierarchy. Hardly ever will one find a human content with their situation, for they aspire, dreaming of more. This leads to everyone clamoring for the same positions in a government, and more than likely leading to a hostile environment where one is easily replicable, assassination attempts abound, false-appearances held in spades, and other nefarious political doings, but desired by all. Such is the ways of man. 


Weapons & Military

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Human warfare includes a large amount of diversity in their armies, tied to how much the army can afford to equip it's men and women. Knights, warriors on mounts, and siege weapon operators tend to show up in more intense battles as needed, and are needed a justification for such an expense. Due to the high population of humans, the death toll in battles is less severe than for other races who bear progeny at much lower rates.

On exceedingly rare occasions, magical militants can be found in conflicts around the lands, such as Paladins, Stormlights, or Templars. These battles tend to be of the utmost importance, and casualty numbers high.


Music & Art

Skald (Viking Bard) | Bard, Vikings, Warhammer fantasy

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Core to the human experience is expressionism. Whether by life's history or by deed, most mortals desire to leave a mark or express themselves to the world at large, and humans do so often through performance and creation. Whether it be playing bagpipe, lute, lyre, drums, flute, dulcimers, or dancing to a tune at the nearby tavern, or weaving a tapestry to adorn the local chapel, humans will often gravitate to giving a part of themselves in the art of creation, or will be intrigued by those who are, moving in to listen or watch.


Magick

ArtStation - Old School D&D characters

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Humans are users of nearly every magick that has been discovered in Volantis. Where some races might specialize in that which is unique to their kind, humans dabble in them all, and become proficient in them despite their short lives. Believing to be taming the weft and warp of reality's fabric, magickians play a role in shaping each human culture's beliefs, values and especially their history. 

Each culture has their own beliefs and morals on certain magicks, but as a whole, humans likely fall into the category of coveting the power magick promises, or wisely shunning it as well as its users for the danger it and they bring. Nearly every magick known has had human practitioners, and oftentimes a magick dominion may be primarily constitute of humans. 

As such, humans despise hardly any magick beside those that they discern to be of Chaotical powers. These do not necessarily have to be Deific.


Others
Classic Quest Campaign Site - Classic Dungeons & Dragons

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Humans have the ability to easily get along with others one day, and on the sun's rising declare war.

Humans: Fractured and disorganized, the human peoples have not been under one banner in many an age. Due to this, each human group has distint views on the others, but they can be loosely categorized into 2 groups. On one half of the humans are those under the banner of the Empire of Man, who subscribe to the dogma of the Solar Temple and more or less adhere to the Cynosurian Faith. On the other half are what the Empire might call "Barbarians," pagans who do not worship the proper gods, and are not as advanced as they could be if under the wings of the Emperor and the light of Solarius. This complicates things for both loose sides, but a odd comradery can be born from those on the same side of this conflict. 

Elves: Humans and Elves exist as one of the longest standing alliances in the realm. Having been aided in the Age of Legend by the Sun Elves through means of enlightenment, humans owe much to the aiding of the Elven Groups at the inception of human civilization. Beyond this, the elves continue to be man's greatest allies in many Ages, and continue to aid their efforts. Elves are frequently seen in human cities, and welcomed so.

Dwarves: These short beings often look down upon man, and man takes no kindness of it. Many dwarves can be found as simply annoying and rude, always claiming they know more than humans, and going on about grudges to be wronged. However, they are currently allied with the Empire of Man, and that will suffice for now. Though, it is not far out of the minds of many the great wars of the past in which the Emperor in the Age of Destiny declared a brutal war against the fractured dwarven Underrealms, with most humans viewing the war in a poor light on their own behalves. Though many will still believe it was their right to challenge the might of the fallen dwarves.

Conclave - Mer: Of no mortal race to cause grief for Man than the Conclave. Many centuries have mankind endured raids and pillaging from the horned creatures, so much so that some call the Conclave's people of Mer to be agents of Chaos. War after war have hardened these two race's beliefs towards each other, though one may see cordial interactions between races on rare happenings. The People of Mer are welcome in the Empire of Man as of late, and in times of yore have the races allied towards greater foe. 

Conclave - Ophidian: Dating back to the Age of Scales, the humans know of these beings as shock troopers for the Draconic host. Many humans have lost their lives in attempting to slay dragons or drakes, and some still remember tales of Ophidian races being directly antagonistic in ages gone by. Most humans of the Cynosurian Faith will despise these creatures of what they believe to be Chaos, while some human cultures of other faiths will treat these scaled beings with more respect.


Naming Conventions
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Simply put, every human culture has a very different naming schema set for their peoples, but as with most mortals, they follow a two-noun pattern. 


Important Figures
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Adalmin Licht, The First Man: In a time before history, even before the Age of Scales had concluded and mankind was civilized, a golden, perfect man was created, and with the help of the Stone Golems and the Sun Elves, led them out of their tribal ways. It is from Adalmin that the 3 core lineages of Imperial importance trace back too, and to be a direct descendant of the First Man nearly guarantees one a chance at the Throne. Believed to have been reincarnated as Artex, and later ascended to godhood.

Soldier Queen Jizo Moto: The leader during the time of the Age of Scales, leading a monumental assault against the forces of chaos, leading to catastrophic losses. Died in the battle, living on in spirit as an Ōkamese Patron. 

Aoife Greglien: Famed for her discoveries and charting of the unknown, it was she who discovered the existence of undocumented races deep within the Eastern Jungles, of which both the name of said jungles, and the results of her expedition, are said to be lost somewhere deep in overgrown ruins... 

Dragonrider Rowan Heartbind: Claimed to have rode upon an Ophidian mount to aid the Conclave in their fight against the God of Dragons Arumvex in an age before mankind had civilization, during the Age of Scales.

Deathsinger Bimona: A woeful example of what can befall upon mortals in times of dire need, Commander Bimona gave up her soul to the Powers of Chaos to become a Deathsinger, to defend the Culiacáni City-State, as there were no changes of success, and the Empire of Man refused to send aid. Surging with newfound dark powers, Bimona quelled the Mer threat, but turned upon her own people after her original foes fell to her blade.

Emperor Artex Licht: The Ego Emperor. Greatest of all the Emperors of Man, reigned during the Triunal Alliance between Man, Dwarf, and Elf within their united city of Janna. Such was Artex's influence and beloved nature in spite of his generally cruel ways that the Cynosurian faith believes him to be the Son of Solarius their Overgod, sent down from the heavens as the reincarnation of Adalmin, the First Man, to lead them into an unprecedented golden age.

Reilo Hardwin: An enigmatic man who's goal was to establish colleges and schools as far as Mankind could touch. Through his efforts in the latter half of the Age of Legend were the populous of man educated in the ways of the world, with the Sun Elves lending aid in offering of their knowledge. Many schools are still standing to this day, with a few directly named after him. 

Ulfric Novák: A renown Volkan Blacksmith taught by the dwarves, who was proficient in both hammer and tongue, eventually becoming a king of one of the many kingdoms in the Empire. He is a fabled figure not for his skill but for his rags-to-riches story, inspiring hope in all who find themselves in poor times.

The Wandering Vagrant: An extraordinarily powerful magickian capable of learning more Traditions of magicks than any other, as well as being far more proficient in them than those who specialized in just one. Most notable of this wizard's skills were his masterful skills at an unknown Tradition of magick said to have been lost to time. No nation could claim the wizard as their own, for he would only appear in times of great need to stop catastrophe, impart wisdom, and then vanish on the claim to apprehend some unseen threat. Many whispers still stand of this being an unnamed god of magick, though no proof has been garnered...

Emperor Wellins: Herod Wellins was the Emperor during the Chaos Incursion of the Age of Destiny, though his participation in the battles were not of great significance.


Legends & Myths

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The Stone Golems: An exceptionally old myth, that claims in the beginnings of the lifespan of Man, even before the Ophidian Wars, these lumbering, expressionless creatures waged war, and then became friends with Man. What followed were the employment of human armies alongside these great beings, which some surviving ancient texts credit the Stone Golems to saving Mankind from extinction. It is unknown what happened to these beings, as only one has ever been seen since these ancient wars. 

The Slumbering Giant: Mankind knows that they were not the first beings to exist in the world. However, with the discovery of an untold trove of indecipherable items made out of Relic Metal in the Age of Destiny, all in a massive underground tunnel system that seemed to be the outline of a body, more questions stand to find out if there were beings before even the dwarves and elves...

The Trinary Alliance: A period in time where, following the end of the Ophidian Wars, Man, Elf and Dwarf all lives as one within a marvelous capital at the seat of the Interior. It was here that the Empire of Man was to be first conceptualized, but would not be born until much later in the story of man.

The 12th Battalion: An exceptionally powerful and talented group of mixed magickians from all Dominions of magick, who's efforts were to be the vanguard against the final defense from the Doombringer's Chaos Incursion. All but 2 fell in battle, with both vanishing shortly after the war. The Vault of Fallen Heros lays in the Empire's land where this battalion is buried, along with many others who's lives were lost during this time.

The Mantle of Ego: The Crown of the Ego Emperor Artex, claimed to be forged of pure Ardent by dwarven hands, and enchanted with cut gemstones arrayed in a chromatic rainbow filled with elvish magicks. It is fabled that any who looked upon Artex with his crown donned were compelled to listen to his every word, and any who would dare don the crown would be striken with madness, unworthy.

Glaive of Prosperity: With this weapon did Soldier Queen Jizo Moto purchase a further lease on life for her people by slaying many foes during the Chaos Incursions, at the cost of her own life. Said to be of a metal of pure gold, yet being stronger than steel, slicing through armor as if empowered by the winds behind it.

Warbanner of the 12th Battalion: An exceptionally powerful and talented group of mixed magickians from all Dominions of magick, this served as their banner to be flown during their famous assault against the Doombringer in the Chaos Incursions. It flies now in the Vault of Fallen Heros.


Festivals & Holidays
Gaston maypole | Fantasy village, Disney concept art, Concept art

Spoiler

Vigil of Fallen Heros
During the Dominion of Hoarpall
A celebration of the life and sacrifice of the noble heros who laid down their lives during the Cataclysm of the 3rd Age: Age of Legend to fight off the scourge of Chaos. Some cultures use this opportunity to pay respect to fallen relatives as well, a remembrance of all who came before, shown frequently in the form of gifts or walking vigil processions, to imitate the mobilization of war.

Unification Day
During the Dominion of Prime Seed
This day of gathering marks the unification of many banners of man under the Empire. In a wonderful set of oaths and allegiances, the peoples of the Clans of Galen, the City-State of Culiacán and eventually the Ignomads of Joagundr united in the Fourth Age under one banner, one people. On this day of celebration people gather and give thanks for their dependence and reliance upon the warmth of the Empire.

 

Day of Wiles
During the Dominion of Stormharrow
On this day, a great commotion is incited, with bards and jesters the across the lands creating grand displays of buffoonery and art in an effort to shake off the winter wiles. Dancing and other absurdities commence with folks of all status and class, and sometimes entire dancing bands form spontaneously within cities and villages. This event has been the focus of many reforms, and outright banned many times before for inciting chaos in the lands. This event coincides with the last frost and beginning of the early planting season.

Flue's Day
During the Dominion of Vernalfrond
An exciting day where straw and wood mockeries of dragons and other draconian creatures are created and destroyed, to celebrate victory many centuries ago in the 2nd Age: Age of Scales. This is the oldest known celebration in the lands (Believed to be 2000+ years old), and is held by all. Children frequently wear horns (real or crafted) and run around villages roaring at adults for sport, who are expected to either play dead, or chase the children off. 

Son's Day
During the Dominion of Soluary
On the longest day of the year, the Summer Solstice, the Cynosurian Faith's god Artex, The Son of Man is celebrated in all of his radiant glory. To He who sits upon the Overthrone are burnt offerings brought, to be deemed as pleasing and assuaging to his senses. Vows are renewed, faiths strengthened, and all windows opened to allow light into homes, with many of the rich wearing extravagant sun-themed attired such as gilded necklaces and pendants, or even headdresses of gold as fashionable praise to He who has Risen.

Passion Day
During the Dominion of Luminary
Following a month after the celebrations of Sun's Day, Passion Day is in honor of Luminara, the Everburning, whom Solarius fought all of the Chaos Gods to make his Betrothed. Marriage vows are officiated or rededicated on this day, adolescent's romances and passions pursued, and those who have family gather to enjoy the comradery of fellowship. Alms are sometimes given to give relief to those who do not have, and honor given to those who give. 

Garrowin's Gallup
During the Dominion of Somerset
This holiday is in celebration of the legendary Monster Hunter Garrowin, who tamed the feral lands in ages of yore for the safety of the Empire's expansion. Today it coincides with the harvesting of crops this time of year, with Hunters upon steeds and mounts of various sizes competing in both number and size of game and/or monsters slain and brought back to their village in both sport and survival.

Mer-der's Eve
During the Dominion of Eye's Mirth
A light mockery of the Conclave, this holiday is one of spooky sensations and tricks in demand of treats, where many costumes of grotesque and imposing design are constructed to lightly terrorize towns and villages in roving bands of troublemakers. 

Elfsgiving
During the Dominion of Eventide
In recognition of the once-aid the Sun Elves had given the Empire of Man many centuries ago in the form of enlightenment of the Solar Pantheon, some Imperials deigned to prepare great feasts to elves of all types, which soon evolved into a pure giving of thanks for all.

Dwünsmas
During the Dominion of Icewind
A holiday with sour roots best lightly mentioned, this is an aptly named giving of gifts forcibly started upon the Underkingdom of Khazgarim. Wise Dwarves of the Austral South were demanded by the Empire to bring gifts to their king, to be symbolic of the Dwarves not being controlled by their greed. The Dwarves eventually turned this into an event where they would get gifts themselves as well, leading to what is now know as Dwünsmas. All races often participate, despite the name, and gifts flow from all cultures. It is custom to leave a small cookie in the shape of a sun within a gift's packaging. 


History

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Spoiler

Synopsis: Late to the scene of the world some may think humans to be, but many humans will point to all they have accomplished in their short tenure as rebuttal. They find their start in the Age of Scales, as disparate tribes, camps and roving bands. With no unity and no direction, as most pre-civilization stories go, battles against tribes and factionism abound. Much of this time is obscured in myth and storytelling, but one premier belief is that a great race known as the Stone Golems were in the presence of Man, and were the impetus for their change.

Something of great value was stolen from the Stone Golem peoples, to which a war broke out amongst the two races, with humans standing no chance. Returning what was stolen, the humans sought forgiveness for their foolish ways, and the Stone Lord presented mercy upon man, the first time they had been blessed by such. Though the Stone Golems did not offer knowledge and wisdom, they provided security and stability, for the other races to no longer abate the homes of man as it gathered it's footing. 

What followed was an expansion of man's reach, which in turn encroached upon the lands claimed by the Ophidian races, namely the Dragons. A war against nature itself ensued, in which all the races of the realm took part. Many accounts still exist of this tale and can be found. The aftermath led to the humans nearly being wiped out, had it not been for the aid of the other races, and primarily the Stone Golems. No records are found of these peoples after the Ophidian Wars.

This entered Mankind into the next age, the Age of Legend. Here they founded the Trinary state of Janna where the remnants of mankind would band together with the forces of dwarves and elves. It was here that the dwarves taught the remnants of man their skills in laborious toil, and did the Sun Elves enlighten man with the faith of the Solar Temple. This lasted for a time, until Artex, who was not yet the Ego Emperor, gathered that Mankind should rule, and that Solarius favored Man before all. These thoughts and subsequent actions led to both the fall of the Trinary state of Janna, as well as the birth of the first Empire of Man. During this time did many great feats of heroism and myth be committed to history, left in the libraries of the world as well as etched into nature itself. Such was the great works of Artex that it is recorded that he was the reincarnation of Adalmin, the First Man, and ascended into the heavens to rule Firmament upon the Overthrone. 

As the First Empire of Man reaches it peak, as well as many other races such as the Conclave of Mer, Dwarven Empire, and United Elven Trinity, the Chaos Incursion hits. Another very famous and well recorded event; the summary of this world-shaking event is as follows. The Doombringer, a Tyrant the likes none have ever seen in comparable power, agent of the Chaos Gods, invades upon the Interior. All races join the fight, with nearly all falling. The First Empire of Man bears the brunt of this invasion, and ends up falling to the crimson blade of the Doombringer, his sword drinking the life of the Emperor himself. The crumbling of the Empire however paves the way for the other races to finish the fight, and the tides of Chaos are sent back whence they came. Mankind spreads in a grand diaspora to the various nations around the lands, to lick their grievous wounds.

In the Age of Destiny, all of the modern human nations exist in full force. Mankind begins to fill the void left from the fall of both the Dwarven Empire and the United Elven Trinity. This increase in power leads to the rebirth of the Second Empire of Man, which picks up right where it left off before. This version of the Empire of Man grows into a terrible regime with an impetus of control through never desiring to reach the brink of genocide again. The secretly developed Dragon Emperors were formed, a cruel but incomparably powerful line of rulers guided by what is believed to be an Archdrake behind the scenes. A drastic famine shows its head, and the dominoes fall to create an insurrection and the implosion of the Second Empire of Man following a drastic civil war. With this second destruction, more power is given to the distant human powers, namely Ōkami, who exist for a short period as the premier human power.

Towards the end of the Age of Destiny, the Holy Empire of Man is formed, with a renewed purpose of adherence to their faith, while tempering themselves of running away with control lest they incite their people's wrath once again. As of the current age, the Age of Darkness/Discovery, the Empire of Man has returned to power, and is poised to soar to heights far greater than ever before, were it not for their gods ignoring their prayers as of late. 

Further details: To be located and rediscovered in-game.


Trivia

The Symbols of Prejudice Hidden in Medieval Art | Artsy

Spoiler
  • Humans are the youngest of the main mortal races, both in lifespan and their society's age. The other races make sure the humans do not forget this.
  • The Empire of Mankind still has (or claims to have) much of the artifacts of it's history, spread throughout the nations. Those which no longer are a part of the Empire may be wanting them back...
  • While most humans call the current time the Age of Darkness, a number of people prefer to give it the title of Age of Discovery, but keep such quiet to the main Empire body.
  • Humans can sometimes feel jealous of the other race's long lives, while others are content with their short but bright existences. 
  • In the Age of Destiny and possibly before existed a cruel rule of Dragon Emperors, rulers of the Empire of Man who were puppeteered by what is rumored to have been an Archdrake. Some whisper this is still the case, while others pine for the strength this grand empire had...
  • The last time the human race as a whole was entirely united were during the First Empire of Mankind, in response to the Second Chaos Incursion.
  • The Human Empire has been reformed numerous times for various reasons, with the current iteration being it's 3rd (debated, 4th) iteration. 

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Last edited: 3 months ago