Humans
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Once there were many races of Humans in Manus, but the toll taken upon them in the war against the invaders was a heavy one, and rather than dividing the race of man came together as one to reclaim their portions of the world. While nations have risen up and warred since, the racial differences between humans, except for the isolated desert nomads of the Parched Sea, are a thing of the past. Men are one race, divided by creed not blood.

Self-Name: Human (singular), Humans (plural), Human (attributive)
Stereotypes: Fractious, Impulsive, Power-Hungry, Diverse.

Saviours of Manus


Humans were not the foremost of Manus' races before the invasion. Though they had a strong presence in the southern lands now known as Mulhirad they have undeniably swollen and influence in number since the other elder races disappeared from the world. Though short-lived in comparison to the elder races, they were a tenacious folk and served as footsoldiers in the united armies that battled the tyrants and their invader masters. When all seemed lost the humans found themselves beaten back, but their leaders had been able to capture many tyrants and in an act of desperation they bonded to the horrors and turned the power of the invaders against them in the form of sorcery.

Few would now deny that humans are the last of the races that once ruled Manus, and the survivors of the war against the invaders. They are the pioneers of sorcery, and though it has torn them apart they proved to be the cockroaches of Manus - seemingly insignificant yet impossible to entirely stomp out. In the wake of the invasion the now divided race of men are the dominant race of the world, and though they cannot lay claim to the Wound it is men who hold dominion over the richest lands of Manus.

Divided by the Wound


It might have been the binding of the tyrants and the secrets of sorcery that saved mankind, but it has also inexorably divided them. In the north the nation of Peria is a vast dystopian mage empire. Ruled by the Council of the Unseen - an anonymous meritocracy of the eldest and strongest of the wizards of that land - it is a place of wonders born of magic. Everything in Peria is accomplished by harnessing magecraft. Their labour is done by zombies risen from their dead whole criminals purpose remade into servitor automatons do the work of a dozen men. They travel from city to city aboard towering overland trains, or else through the skies on enchanted carpets and baskets. Their cities are lit by magical lights, and their monolithic monuments are built not on the backs of men but with telekinesis and stone shaping magics. Magical healing means that they live at least twice as long as their southern fellows. They can communicate over vast distances with seers mirrors and speaking stones. Truly Peria is a place of wonders.

However the folk of the southern nations of Venedoza, Mulhirad and Alohand claim that such wonders come at a terrible cost. They claim that the Perians have given themselves over to the corruption of the invaders - that the wizards of Peria are greater monsters than the tyrants ever were. They say that the Unseen Council hide themselves away because they are slowly transforming into invaders, and that in not putting aside an evil weapon wielded out of necessity and instead turning it to vice and sloth and vanity the Perians are dooming all of Manus.

Dogged Resilience


Humans are unremarkable. They are individualistic, and they can vary wildly from one to another even though they may appear invariable and plain. But if there is one thing that is common to all humans it is resilience. Not the base resilience of physical strength, but a deceptive resilience of will and adaptability. No other race in Manus is quite so able to adapt and thrive in diverse and challenging conditions as humans. As a result they can be found almost anywhere, in an endless variety of cultures and conditions living lives that might be entirely alien to humans elsewhere in the world.

Zalhoon


While it is generally accepted that the Gods were slain by the invaders - especially amongst the denizens of the Wound who can actually visit their rotting corpses - the humans of the Coalition feel that a single God survived, and has returned to guide them to purity and salvation. Zalhoon was once the patron of the Mulhandi, a God of strength, rulership, wisdom, charity and fire associated with oases in the desert and the spring rains. Now he is the one God. He who broke free of invader shackles. He who loved humanity so that he returned.

The Zalhoonites believe that their God embraces their freedom, inviting them to embrace him not with demonstrations of strength or pride but by inviting their faith and rewarding it in the next life. They say that only Zalhoon guards the passage to Elysium, and with enough faithful he can again reunite the world with the plains and guide the dead to their final rest in paradise.

So fanatical are the Zalhoonites in proselytizing their faith, and in demonstrating it, that they live austere lives enduring any hardship gladly in the name of proving themselves to the God that waits smiling at the end of all things. Missionaries pour into the Wound and the Dorondo daily preaching the world of Zalhoon's salvation and decrying the evil of the Perian invader-slaves. Most don't have time for them, but a few always get that far away look that says the promise of eternal paradise was just what they needed.

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Human Names


Perian: Perians usually combine their names into a single name; Acacaius, Agapacostius, Ambriosias, Anaxagoras, Aristodemos, Asklepiades, Chrysanthios, Cleondamasos, Demetriacrati, Demosthenes, Diodotius, Dracoeirenaios, Euaristos, Eustachius, Gennadiohagne, Heraklediedes, Hippolytiara, Homarasthos, Isocrates, Kallikration, Kleonastres, Leonitius, Lysimachos, Nicanoralaus, Olympiodoros, Paramonon, Philoorchoris, Praxiteles, Roxiagoros, Telesophoris, Theocritis, Theodosius, Theophylaktos, Xanthippes, Zenoisimos.
Mulhandi: Male: Aali, Abbas, Abdul, Abu, Bahra, Bakr, Diya, Essa, Fadi, Faiz, Farouk, Fazl, Gafar, Ghalib, Hafiz, Hameed, Hisham, Ibrahim, Iqbal, Jaffar, Jamaal, Kamal, Khaleel, Lutfi, Malik, Makram, Mehmud, Naseer, Rafiq, Rasheed, Saif, Shadi, Shakil; Female: Aaliyah, Aisha, Asma, Basima, Dalal, Dima, Faiza, Farida, Gamila, Guda, Haifa, Hoodma, Isra, Jalila, Jumama, Laila, Lamia, Latifah, Maha, Muna, Nadira, Rafiqa, Rashida, Salma, Shula, Tasnim, Zaida.
Venedozan: Male: Adamo, Albano, Alfredo, Angelo, Benito, Carlo, Cipriano, Claudio, Dante, Dino, Ennio, Fabrizio, Fausto, Feliciano, Flavio, Giacomo, Giani, Leo, Liborio, Luca, Mario, Martino, Massimo, Nevio, Orlando, Pasquale, Raul, Renzo, Rodrego, Salvatore, Teo, Valentio, Vencenzo, Vito; Female: Ada, Adelaide, Alessia, Asia, Bendetta, Bianca, Calogera, Carla, Catriana, Celia, Cristina, Domitala, Elena, Emanuela, Eva, Fabia, Filippa, Gemma, Gia, Giovana, Isabella, Lara, Luisa, Maria, Marta, Oriana, Ovidia, Pierina, Pina, Raffaella, Roberta, Rolinda, Silvana, Sofia, Tatiana.

Human Traits


Talent: Humans are the most diverse of the mortal races and gain 1 Talent to represent their individual heritage, personality, or outlook (see page 18 of the Fantasy Craft Second Printing core rulebook).
Splinter Race Feats: Desertblood (mulhiradi), Goldblood (venedozan), Mageblood (perian). Unless you choose one of these you are 'wound dweller'.
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: No Species modifiers
  • Base Speed: 30 ft.
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