
DO NOT TRY TO BE PERFECT; JUST BE AN EXCELLENT EXAMPLE OF BEING HUMAN.

Humans are the most numerous and adaptable race in Seyruun. Created from ash and flame by IO, they lack divine power but possess unparalleled versatility, ambition, and will. Though short-lived, they are capable of both the greatest heroism and the darkest evil.
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most sprawling of kingdoms. Humans’ curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
Human society is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembering of “golden ages,” yet at the same time quick to discard tradition and history and strike off into new ventures. Relics of the past are kept as prized antiques and museum pieces, as humans love to collect things, not only inanimate relics but also living creatures, to display for their amusement or to serve by their side.
Other races suggest this behavior is due to a deep-rooted urge to dominate and assert power in the human psyche, an urge to take, till, or tame the wild things and places of the world. Those with a more charitable view believe humans are simply collectors of experiences, and the things they take and keep, whether living, dead, or never alive, are just tokens to remind themselves of the places they have gone, the things they have seen, and the deeds they have accomplished. Their present and future value is just a bonus; their real value is as an ongoing reminder of the inevitable progress of humanity.
HUMAN DESCRIPTION
~~ ORIGIN & LORE ~~
The First-born Children of IO’s Breath
Humanity was not created from tears, dreams, or blood like the other races. They were the first mortal children, shaped from IO’s own breath and given life upon the sacred soil of Seyruun before the stars had names. They were born simple, without wings, scales, claws, or glamour, but their souls burned with a limitless hunger to grow. It was this hunger, this sacred yearning, that made them both IO’s greatest hope and his deepest disappointment.
In the beginning, humans were guided directly by the divine. They walked freely with Celestials, bathed in the light of Aasimar wisdom, and knelt before the World Tree as its leaves whispered truths only they could hear. They were favored by all, adaptable to any land, capable of mastering magic, steel, and scripture alike. But their ambition outpaced their wisdom.
As the Ages passed, humanity broke every covenant. They worshipped false gods, carved monuments to themselves, and sought power over nature, dream, and even death. Their betrayal is what shattered the divine balance, leading to the fall of the First Empire and the exile of Godsven. Some say IO wept. Others claim he turned his face away forever.
Yet even in the wake of that failure, humanity endured.
They rebuilt. They reshaped the world in their image. From the ashes of divine wrath, they founded the kingdoms of Anfang and Avalonia, forged the steel-bound traditions of the Orders, and seeded bloodlines into every corner of the land. No other race in Seyruun is as widespread, as mutable, or as dangerously free.
To be human is to be unbound. They do not carry the curses of the undead, the fury of beasts, or the glow of divinity. They are mortal, but they make that mortality a weapon. With short lives, they act swiftly. With fragile flesh, they learn deeply. With no gift from IO, they take what they need from the world around them. And in doing so, they become kings, prophets, tyrants, and saviors.
In the current Age, humans hold more thrones than any other race. They command vast militaries, lead both Avalonian and rebel states, and walk every path of magic, sword, trade, and divine faith. Some seek to reclaim the grace they once had. Others wish to surpass it.
Whether noble or wicked, enlightened or corrupt, the story of Seyruun cannot be told without them.
For in every Age, it is human hands that shape the world.
~~ HISTORY ~~
The First Flame — Humanity's Divine Purpose
In the early shaping of Seyruun, IO looked upon his celestial children and foresaw a world full of wonder, but lacking balance. From his divine breath and the flame of potential, he created Humans, the first mortal race, not for servitude, but as companions.
They were to be a bridge between creation and creator. Not immortal, but filled with unmatched potential—blessed with emotion, intuition, and adaptability. IO placed them in the care of his son, Godsven, the progenitor of vampires, to protect and guide them.
The Golden Age — Elysian Harmony (10,000–4,000 B.G.W.)
Godsven did not see humanity as cattle. He saw in them the beauty of change, the fire of progress. He created the Old Elysian Empire, a utopia where vampire and human lived side by side. Under his rule:
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Humans were free and venerated as sacred companions, not servants.
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Vampires sustained themselves with ritualized, consensual feeding, often viewed as sacred rites.
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Human scholars studied beside immortal philosophers, and human warriors trained with ancient generals.
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Cities were built with harmony in mind, half for the living, half for the deathless.
The bond between vampire and human was holy. It was not a time of hunger or war, it was the time of Unity.
The Fracture — Jealousy and Ambition (4,000–1,000 B.G.W.)
But such harmony could not last forever.
Godsven’s noble court was split into factions. Some of his vampire children, especially Lazarus II, the son of Vicidian and his human wife Genevivia, began to resent humanity’s closeness to power.
Genevivia, once a favored human queen of the court, became corrupted by her thirst for control. She whispered in her son’s ear that the age of harmony was unnatural, that humans should not be equals, but rulers, not in chains, but on thrones.
They began to plot, quietly corrupting humans who would listen, twisting the old rituals into something darker, hoarding power.
In the shadows of utopia, a storm was gathering.
The Fall of Godsven — Betrayal and War (1,000–0 B.G.W.)
The betrayal came like fire in the night.
Genevivia and Lazarus II led a coup from within, unleashing cursed magic and forbidden blood rites to cripple the divine covenant. Godsven, betrayed by his own grandchildren and consort, was sealed away, cast into divine slumber or death.
With his fall, the Old Elysian Empire was shattered.
Humanity, once uplifted, was divided:
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Some were seduced by Genevivia’s promises of dominance and rule.
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Others were enslaved, twisted into fuel for the new regime.
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A few fled into the wilds, carrying the truth of the old world with them.
The Great War followed, a chaotic clash of factions, kin, and ideals that reshaped the very land of Seyruun.
The Rise of Avalonia — Twisted Ascension (0–500 A.G.W.)
In the aftermath, Genevivia and Lazarus II proclaimed the dawn of a new empire: Avalonia. Humanity would no longer serve or coexist, they would rule.
But this was no restoration. The Avalonian Empire was cold, cruel, and absolute. Built on the bones of the Old Elysian world, it:
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Rejected the harmony of the past.
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Enslaved non-humans, vampires, and even fellow humans.
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Waged holy wars in the name of “purity” and “human destiny.”
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Erased the memory of Godsven’s vision, branding him as a traitor to his own kind.
History was rewritten. IO was forgotten. And the age of darkness, cloaked in human supremacy, began.
The Rebellion — Echoes of the Past (500–560 A.G.W.)
But not all forgot.
In regions like Anfang, ancient scrolls and blood-bound memories of the Golden Age were preserved. Elysia, one of the last free alliances, still taught the truth of Godsven’s dream.
Humans within the empire began to remember. To question. Some rebelled in the shadows. Others defected to the free lands. The Ashborn, Ironbound, and other resistance movements grew.
They did not seek vengeance. They sought restoration.
The Return of the Bloodfather — Armond’s Awakening (560 A.G.W.)
In the twilight of empire, the tomb of Armond Pendragon, Godsven’s grandson and once-general of the Divine Court, was found and opened by the vampire rebel Aerin.
His awakening heralded a new era.
Unlike his kin, Armond remembers the truth. He walked the golden halls of Elysia, dined with human kings, and bled alongside mortal soldiers. He knew what the world once was.
Now awake, he is a paradox, vampire and savior, weapon and hope. What he will choose could shatter Avalonia… or restore the dream of unity.
The Modern Age — Scattered, But Not Broken (560 A.G.W. and Beyond)
Today, humanity is splintered:
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In Avalonia, humans rule with cruelty, taught lies about their birthright.
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In Anfang, they fight to reclaim the truth and uplift other races once more.
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In Triss, Obraxus, and Stormhelm, independent tribes survive, remembering only fragments of the past.
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And in Elysia, humans, elves, dwarves, and even vampires stand together, preserving Godsven’s legacy.
One truth binds them all:
Humanity was not made to rule, nor to serve.
They were made to choose.
~~ RELATIONS WITH OTHER RACES ~~
Aasimar
Humans often view Aasimar as divine agents, blessed by IO or touched by fate. In holy kingdoms, Aasimar are worshiped or placed into positions of spiritual leadership. In the Avalonian Empire, however, their divine nature is viewed as heretical to the Grand Chancellor's authority, leading to persecution or forced subjugation.
Anthromorphs
Human interactions with Anthromorphs vary dramatically by region. In Elysia and Triss, they are allies, neighbors, and comrades. In Avalonia, however, they are second-class citizens, exoticized, enslaved, or experimented on.
Celestials
The relationship between Humans and Celestials is shaped by faith, aspiration, and historical contradiction. Many humans across Seyruun revere the Celestials as divine heralds of IO, interpreting their presence as evidence of higher order or moral truth. Temples, knightly orders, and seers have long been inspired by the angelic hosts, and in some regions, entire belief systems were built around their appearances.
Yet, the Celestials do not always interfere or offer salvation, and to some humans, this silence breeds resentment or disbelief. Others see the Celestials as too distant to be trusted. In rebellion territories like Anfang, Celestials are sometimes viewed with suspicion, believed to be allied with Old Elysian doctrine or agents of control. Still, many Celestials look upon humanity with hope, seeing in them the greatest potential for balance or ruin.
Relationship Summary: Deep reverence shaped by culture and region. Humans look to Celestials as icons of hope, though not all believe in their goodwill. Celestials see humans as unpredictable, but pivotal.
Djinn
Among mortals, Humans are the most likely to seek out and make use of Djinn. Ambitious, curious, and often desperate, humans have written thousands of tales about discovering lamps or artifacts and bargaining with Djinn for power, love, or vengeance. To the Djinn, humans are both their most common liberators and their most dangerous masters.
While some humans approach the Djinn with humility and wisdom, others are reckless, driven by desire without understanding the consequences. This history has led to the creation of laws, wards, and entire philosophies centered around wishcraft. Some nations even train specialized scholars called Wishbinders, who study the risks of Djinn pacts.
Relationship Summary: Common and volatile contact. Humans often wield Djinn power with passion or greed. Djinn are cautious around humans, who represent the full spectrum of virtue and corruption.
Dragons
Humans view dragons with a mix of awe, fear, and ambition. To some, dragons are ancient beings worthy of reverence, while to others they are dangerous obstacles to progress. In cities under Avalonian control, dragons are treated as threats or resources to exploit, often hunted or studied. Among rural and spiritual communities, they are seen as symbols of balance or divine power. While rare alliances exist between humans and dragons, most interactions are cautious or hostile, shaped by history, myth, and mistrust.
Dwarves
Humans and dwarves share a long history of mutual benefit and bitter rivalry. In times of peace, they trade metal, stone, and craft. In war, dwarves have resisted human expansion with legendary tenacity. Still, many dwarves admire human drive and bravery.
Elementals
Humans are often mystified by elementals, sometimes revering them as nature spirits or binding them as tools of war. In regions like Anfang, humans seek to commune with elementals for wisdom. In Avalonia, elementals are often imprisoned or harvested.
Fae
The Human relationship with the Fae is as diverse as humanity itself. Some cultures treat the Fae with wonder, honoring them in folklore and festival. Others tell stories of caution, of stolen names, vanished children, and broken bargains. The truth lies somewhere in between. Fae find humanity endlessly entertaining and malleable. Their short lives, raw emotions, and creative spirits make them easy targets—but also potential companions.
Some humans willingly court Fae attention, trading time, memory, or dreams in exchange for beauty, knowledge, or protection. Others repel them through ritual and iron. The Fae rarely view humans as equals, but rather as instruments of change, chaos, or amusement. In the eyes of the Courtless, humans are living masks waiting to be shaped. For Seelie and Unseelie, they are pawns or players on the great stage of seasons.
Relationship Summary: Widespread interaction defined by temptation and danger. Humans often seek Fae for power or pleasure, but few walk away unchanged. Fae see humans as perfect mirrors for mischief and performance.
Elves
Human-elf relations are historically complex. Humans admire elven grace, magic, and longevity, yet resent their aloofness and judgment. Many human empires have warred with elven kingdoms, though alliances like those in Elysia show potential for harmony.
Lycans
Humans fear what they don’t understand, and lycans embody that fear. In rural human lands, tales of lycanthropic monsters abound. Still, in borderlands like Stormhelm, humans and lycans have learned to coexist, forming warrior kinships.
Orcs
Humans have a long history of warfare with orcs, especially during early human expansion. In modern times, the tension has lessened in places like Stormhelm, where orcs and humans fight side-by-side. In Avalonia, orcs are still enslaved or hunted.
Tieflings
Tieflings are often the victims of human prejudice, especially within religious or superstitious communities. In cosmopolitan areas, they are treated as equals or exotic curiosities. In zealot-driven regions, they’re accused of corruption or infernal influence.
Undead
To most humans, undead are abominations—soulless husks that defy natural law. In Avalonia, however, necromancy is practiced openly, and undead serve as soldiers, workers, or weapons. In Anfang and Elysia, undead are hunted or exorcised.
Vampires
Humans were once created as cattle for vampires—this history haunts them still. In Avalonia, some humans willingly serve vampires in exchange for power. In rebellion-held lands, vampires are hunted or romanticized. The trauma of centuries of servitude shapes human fear and fascination.
Warforged
Warforged were created by human ingenuity—originally as soldiers, now as laborers, companions, and warriors. Some humans see them as property or soulless machines; others regard them as sentient, worthy of rights and kinship.
HUMAN PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Humans in Seyruun are a race defined not by uniformity, but by the limitless variation of their form, heritage, and ambition. Unlike many other races shaped by divine design or elemental essence, humans possess no inherent magical traits in their biology. Instead, their bodies are molded entirely by nature, environment, and legacy. This absence of divine alteration is their greatest strength. Humans are unbound by expectation and free to become anything.
Physically, humans come in a wide spectrum of builds, skin tones, and features depending on region, ancestry, and lifestyle. Skin tones range from deep earth-browns and copper reds to pale ivory and golden hues. Eye color is equally varied, with hazel, green, grey, black, blue, and brown being the most common. Rare mutations may result in violet or gold eyes, often mistaken by the unknowing for celestial blood. Hair can be coarse, curly, straight, thick, or fine. Its color shifts naturally through aging or can be influenced by dyes, alchemical treatments, or cultural rites.
Unlike elves or aasimar, humans wear the marks of time plainly. Their faces grow lined with years, their hands calloused by labor or war, and their posture reflects the weight of experience. To some this is seen as a weakness, but in truth, it is a form of sacred storytelling. A human’s body is a chronicle. Scars, freckles, and broken bones each bear witness to a life hard-earned.
Some humans are born with subtle traits from their homeland or ancestry. For instance:
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Mountain-born humans may have broader chests and deeper lung capacity.
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Desert dwellers often possess sun-hardened skin and keen eyesight.
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Those from coastal cities tend to develop stronger legs and improved balance from years of sea travel.
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Forest tribes often have sharper night vision and a more silent gait due to generations of hunting and evasion.
Culturally, humans also adorn their bodies in ways that reflect their values. Tattoos, piercings, ritual scarring, or face painting are common among tribal or militant groups. Nobles and aristocrats of Elysia favor silk garments, powdered wigs, and alchemical perfumes. In Anfang, humans display their military station with polished armor and banners stitched into their cloaks. Across Avalonia, humans are often marked by shackles, burn scars, or brands—each one telling a tale of rebellion or oppression.
Unlike many other races, humans do not resist aging, disease, or injury without magical aid. Their biology is mortal and vulnerable, yet capable of remarkable endurance. With training, humans can become master warriors, brilliant mages, or unstoppable innovators. With only the strength of their will and their own two hands, they have built kingdoms, burned them to the ground, and rebuilt them again.
Among all the races, humans are the most difficult to define and the easiest to underestimate. They are not born with wings, glowing eyes, or divine song in their veins. Instead, they rise each morning without promise of greatness and carve it from stone with effort and faith. That raw potential is what makes the human form so profoundly dangerous to those who forget it.
~~ FOOD, DRINK, AND MISC ~~
Drinking and Eating:
Humans require food and drink for survival. Unlike divine or supernatural races, they do not draw nourishment from spiritual sources, essence, or celestial rituals. Their diets vary widely depending on region, culture, wealth, and profession.
In Anfang, military rations of salted meat, dense bread, and dried roots are common. In Elysia, noble households feast on seasoned stews, wines, orchard fruits, and meals infused with alchemical herbs. In Avalonia, food is often scarce or engineered for efficiency, with gruel, ration powder, or genetically altered crops sustaining the working class. Among tribal groups or distant enclaves, raw foraging, open-fire cooking, and shared meals serve not just as sustenance, but as a cornerstone of community.
Humans are capable of consuming nearly anything that does not poison them. This includes meats, grains, fungi, fish, and even exotic or enchanted fare if they can afford it. Unlike other races, humans do not instinctively reject corrupted or sacred food, but they may suffer physical or spiritual consequences from such meals if not prepared properly.
Alcohol:
Humans have a long and storied relationship with alcohol. Mead, wine, ale, and spirits are common across nearly every culture. For some, alcohol is a ritual substance used in celebration, mourning, or oaths. For others, it is a means of escape or warmth in harsh climates.
Most humans can become intoxicated quickly, depending on their size, tolerance, and the strength of the drink. Certain herbal or alchemical brews are used medicinally to numb pain or calm nerves. Others are used recreationally in taverns or festivals, where intoxication becomes a tool of bonding, revelry, or chaos.
Some human cultures create sacred liquors, such as the Burning Brandy of Triss, which is believed to invoke clarity or memory. Others use fermented bloodwine or jungle spirits as part of rites or spiritual journeys.
Weather and Environment:
Humans are not naturally resistant to environmental hardship. They must prepare, adapt, and survive through ingenuity and tradition. Their vulnerability is offset by resilience and innovation.
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Cold: Prolonged exposure to snow or ice without protection can result in frostbite or death. Fur cloaks, fire pits, and hibernation shelters are essential in frozen regions.
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Heat: In deserts or volcanic territories, humans require hydration, shelter, and breathable fabrics. Heatstroke is a common threat without preparation.
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Rain and Storms: Most humans have no trouble functioning in wet conditions, though long exposure can weaken the immune system or result in illness. Storms are feared in coastal and mountainous regions due to their unpredictability.
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Sacred or Desecrated Ground: While humans cannot sense holy or unholy terrain as divine beings do, some may feel instinctual awe or dread when walking sacred ruins or cursed battlefields. Those with spiritual training or sensitivity may gain minor bonuses when performing rites in appropriate settings.
Miscellaneous Physical Traits:
Humans vary greatly in physical ability. Their muscles grow through labor or training, and their senses dull or sharpen based on experience. Some become hardened soldiers. Others become fragile scholars or merchant kings who never walk more than a few steps without aid.
Humans are the only race that has successfully created prosthetics, armor, and weapons in every known age using only their ingenuity. Their bodies, though mortal, adapt quickly to injury, hunger, and terrain. They sweat profusely to regulate heat. Their lungs adjust to elevation over time. Their skin thickens under exposure and their hands callous with use.
They are also the most widely documented dreamers. While many lack magical affinity, human dreams are often full of symbolism, mythic memory, or fear. Some prophets and mages claim that IO listens most closely to human dreams because they are unfiltered by divine essence.
Among all races, the human body is the most studied, broken, repaired, and changed. While it lacks innate magic, it is endlessly modifiable. Humans have walked barefoot across deserts, sailed endless oceans, survived every plague, and stood naked before dragons. Their bodies fail easily, but their will to endure pushes those bodies beyond their limits time and time again.
~~ AGING ~~
Humans in Seyruun are defined not by divinity or magical permanence, but by the passage of time itself. Their lives are brief compared to many other races, yet within that fleeting span, they build kingdoms, forge legends, and change the course of history. Human aging is a natural, biological process marked by physical transformation, emotional growth, and inevitable decline.
Unlike the immortal or timeless races, humans are not shielded from illness, frailty, or death. Their mortality is both their weakness and their strength. It drives urgency in their creations, meaning in their relationships, and boldness in the face of adversity. No other race in Seyruun adapts faster or pushes themselves harder in the pursuit of legacy.
Humans pass through three widely recognized life stages:
1. The Growing Years (Ages 0–17)
This is the phase of learning, dependence, and potential. Human children require protection and guidance for a longer time than most races. During these years, they are shaped by family, culture, and environment. Curiosity blooms quickly, as does emotional depth. Education, social bonds, and physical training begin early for those born into noble houses or guilds. In rural regions or war-torn lands, survival may take precedence over structured learning. The Growing Years are often filled with wonder, hardship, and dreams that set the tone for the life to come.
2. The Prime Age (Ages 18–55)
This is the age of strength, ambition, and identity. A human reaches physical and mental maturity in this window and is expected to take on full responsibility for their place in society. Soldiers are forged in this age, as are monarchs, scholars, and saints. Most professions are mastered during this period, and families are often started.
For many, these decades are filled with love, loss, war, and triumph. They are the years in which humans build their reputations and stake their claim on history. In certain religious sects or magical traditions, this is also the window where latent potential may awaken—prophets, sorcerers, and seers often emerge from lives marked by intense emotional or spiritual experiences during this time.
3. The Elder Path (Ages 56+)
As time presses onward, the human body begins to slow. Hair grays or falls out. Skin wrinkles. Joints stiffen. Memory may falter, or sharpen into crystal clarity depending on the individual. Yet this stage is not merely decline—it is the age of reflection, wisdom, and legacy.
In societies that honor their elders, humans in this phase are respected as advisors, storytellers, or spiritual guides. In others, they are ignored or feared as symbols of mortality. Those who live into advanced age often carry the deepest scars, but also the greatest clarity.
Magical healing, alchemy, and advanced medicine may extend this period in some regions, allowing humans to remain active well into their nineties or beyond. Even so, very few humans live past the century mark without the aid of supernatural intervention.
~~ PROCREATION RULES ~~
Human reproduction is fully biological and mirrors natural conception processes across all known mortal species. Unlike the divine-born races, humans require no ritual alignment, ancestral resonance, or supernatural intervention to conceive. Fertility is a function of health, age, and circumstance, though cultural and regional traditions may influence the meaning placed upon childbirth.
Human pregnancies typically follow a predictable pattern and do not vary in length due to magic or spiritual condition. While exceptions exist due to magical tampering or racial interbreeding, these are rare and often treated as omens or anomalies rather than expected norms.
Conception and Gestation
Human conception occurs through standard reproductive means. Most pregnancies last around nine months, with labor varying based on the health of the mother, environmental conditions, and access to midwives or healing magic.
In rural villages and borderlands, childbirth is a communal affair often attended by herbalists or elders. In noble courts or advanced cities like Anfang or New Elysia, physicians and healers may oversee more formalized birthing rituals. Magic is occasionally used to ease pain or reduce risk, though many communities avoid such interventions unless absolutely necessary.
Children inherit physical traits from both parents, including skin tone, hair texture, eye shape, and temperament. Talents and aptitudes may also run in family lines, though this is more cultural than mystical.
Fertility and Cultural Practices
Human fertility is influenced by age, health, and environment. Regions with abundant life and magic may see higher birthrates, while famine, war, and corruption suppress fertility dramatically. Some noble houses use potions, healing magic, or arranged couplings to ensure the continuation of their bloodline.
In religious communities, conception is often tied to prophecy, divine will, or ancestral obligation. Children born during celestial alignments, eclipses, or sacred festivals are believed to carry destinies larger than themselves.
Some human cultures celebrate fertility with seasonal rites or festivals. Others restrict reproduction to wedlock, tribal approval, or Concord edict, especially in regions governed by divine law.
Human Twins and Special Births
Twins are uncommon but not rare. Identical and fraternal twins are both possible. In some cultures, twins are believed to be two halves of a sacred soul or reflections of dual fates. Albino children, children born during eclipses, or children with prophetic dreams are often marked for special training, watched closely by clergy, or feared as omens of change.
HUMAN RACIAL GROUP INFORMATION
~~ RACIAL HIERARCHY ~~
In Seyruun, human society is structured through a wide array of Houses and Orders, each built upon regional loyalty, cultural identity, political ambition, or spiritual philosophy. These factions form the backbone of mortal civilization, shaping how humans influence trade, warfare, religion, and magical study across the realm.
Some Houses trace their ancestry back to the Age of Shaping, while newer Orders rise from the fires of revolution, prophecy, or conquest. Unlike other races bound by divine origin or supernatural legacy, human groups are forged by vision, blood, and the will to endure.
Houses and Orders function as formal racial groups under the Seyruun system and follow the shared 1 to 5 dot advancement path. While they do not unlock custom Discipline trees, they provide powerful social, cultural, and strategic benefits over time.
What Is a House or Order?
A House is a noble or regional faction, often tied to a bloodline, kingdom, or ruling name. An Order is an ideological or spiritual collective, usually formed around a specific goal such as preservation, enlightenment, conquest, or defense.
Most human factions are defined by:
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A common ancestry, location, or founding myth
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A consistent set of laws, doctrines, or virtues
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Internal roles, ranks, and duties
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Formal rites of passage, loyalty, and rebuke
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Political, military, or religious purpose
In practice, a House or Order can range from a ruling family in Anfang, a holy brotherhood in Elysia, a guild of scholars in Ravenholm, or a mercenary covenant deep in the Borderlands.
Forming a Human House or Order in Seyruun
To form an official House or Order, you must:
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Have 3 or more active human characters
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Choose a faction name, founding myth or purpose, and a core belief or virtue
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Submit a group sheet that includes:
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Colors, heraldry, or sigil
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Your Oath or Creed (written code or value system)
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Internal ranks (such as Initiate, Brother, Sister, Knight, Lord, Archivist)
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Rite of Entry or Induction Ceremony
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Log regular in-character activity, public deeds, or declarations
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Maintain the group as a living, visible force in RP
Once reviewed and approved by the Storytellers, your House or Order becomes a recognized racial group and begins progression through the five official ranks.
Rank Advancement for Houses and Orders
XP may be split among members. Progression is reviewed by Storyteller staff for fairness and accuracy.
Houses and Orders Benefits by Rank
CREATING THE HUMAN CHARACTER
To create a human character on the Seyruun server, follow the base rules for character creation in the modified oWoD system, with the following race-specific additions and expectations. Humans are the most adaptable and widespread race in the world, and their freedom of belief, passion, and personal ambition allows for immense narrative potential. Mortals may lack divine spark or supernatural origin, but what they achieve through discipline, pain, and will often rivals the greatest powers of other races.
Step 1: Choose Your House or Order (Optional)
Humans may choose to join or form a House (a noble bloodline, nation, or family legacy) or an Order (a belief system, guild, sect, or cause). This determines your character's political culture, social access, and the faction they represent within the mortal world.
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If joining a preexisting House or Order, request entry from the group’s leader and include it in your sheet.
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If forming a new faction, follow the racial group rules (see Racial Groups – Human Houses and Orders).
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You are not required to join a House or Order at character creation, but doing so unlocks access to group advancement.
Step 2: Assign Attributes and Skills
Use the standard character creation rules:
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Attributes: 7 / 5 / 3 split across Physical, Social, and Mental categories (in any order).
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Skills: 13 / 9 / 5 split across Physical, Social, and Mental skills (in any order).
Humans are known for adaptability. Your attribute and skill distribution can reflect any walk of life—soldier, diplomat, thief, scholar, or artisan. There are no restrictions.
Step 3: Choose Your Starting Disciplines
Humans begin with 3 Discipline Trees total:
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These trees represent training, occult knowledge, blessings, or magical contracts.
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Choose any three general trees from the server-wide list. One may be custom if you have Storyteller approval.
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Each Discipline begins at ● unless otherwise approved.
Humans cannot create racial trees, but they may earn custom trees through profession mastery, artifact bonding, or legacy events.
Step 4: Assign Backgrounds and Resources
You may spend up to 5 Background Points at character creation. These represent your character’s connections, wealth, station, or magical inheritance.
Recommended choices include:
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Allies: Friends, family, or protectors
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Contacts: Informants or specialists in specific fields
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Resources: Wealth rating, land ownership, or coin-based access
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Mentor: Someone who trained you in a path or Discipline
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Fame or Infamy: Known in a region or profession
Houses and Orders often grant additional options if your character begins as a noble or initiate.
Step 5: Apply Racial Mechanics
Humans automatically receive their racial strengths, flaws, and innate traits, which define their survival instincts and mortal ingenuity.
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You may take Human-exclusive racial Merits, as well as any standard Merits and Flaws from the server list.
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Optional Racial Flaws may be chosen to gain +3 Freebie Points each.
Human strengths include versatility, mental resilience, and access to broad knowledge disciplines. These traits do not cost XP and are unlocked automatically.
Step 6: Define Your Origin Scene or Mortal Turning Point
Because humans are not defined by supernatural transformation, your Origin Scene must reflect a turning point in your life story. This may be a traumatic event, a coming-of-age trial, a loss, a discovery, or a pivotal decision.
Your Origin Scene should include:
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The name of your homeland, town, or cultural heritage
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A brief description of a formative event
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A note about your beliefs, loyalties, or inner conflict
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Any person or place that shaped who you became
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How you came into contact with magic, war, trade, or destiny
This origin does not have to be dramatic or tragic, it should reveal who you are before the story begins.
Human Character Creation Checklist
Once these steps are completed and your character sheet is approved, your human will be ready to walk the roads of Seyruun as a scholar, spy, priest, knight, warlord, mystic, merchant, or legend in the making.
~~ STRENGTHS, FLAWS AND BANES ~~
These benefits apply to all Human characters in Seyruun unless altered by supernatural influence, transformation, or divine interference. They reflect the mortal spirit’s capacity for growth, adaptation, and perseverance despite lacking inherent magic or divine blood.
RACIAL STRENGTHS
Tenacity of Flesh
Humans receive a +1 die bonus when resisting physical fatigue, starvation, sleep deprivation, or forced movement. Their bodies are not extraordinary, but they endure through hardship better than most.
Ingenuity
Humans gain +1 die on one chosen Craft, Knowledge, or Profession-based Skill at character creation. This reflects their capacity to specialize, invent, or master systems beyond their natural limit.
Survivor's Will
Once per session, you may reroll a failed Resolve-based roll related to survival, pain endurance, fear, or desperation. The second result must be accepted.
Skilled Learner
Humans reduce the XP cost of any single Skill tree by 1 (minimum 1 XP) as long as the Skill is linked to their background or profession. This reduction applies only once per tree.
No Bound Fate
Unlike other races tied to divine purpose, bloodlines, or cosmic design, humans are immune to fate-binding effects unless voluntarily accepted. Effects that force destiny or alignment (e.g., geas, ancestral recall, Concord resonance) must be rolled against Willpower.
Humans are not supernatural. Their strength is earned, not inherited. These flaws reflect the mortal condition, limited protection, and absence of innate magical gifts. These cannot be removed without undergoing a full racial transformation.
RACIAL BANES
Mortal Frame
Humans do not benefit from natural armor, resistance to damage types, or supernatural resistances. They must rely on gear, spells, or disciplines to survive combat against more powerful foes.
No Inborn Discipline
Humans do not begin with a racial discipline or innate magical path. They must study, train, or bargain for every ability. Other races may start with unique powers; humans do not.
Short Reach of Time
Human characters are bound by normal aging, illness, and bodily decay. Though this rarely affects gameplay directly, it influences narrative pacing and long-term ambitions. Prolonged exposure to magic or curses may accelerate these effects.
Susceptible Soul
Humans roll at +1 Difficulty when resisting magical mind control, possession, or supernatural fear unless they have Merits, blessings, or magical protections.
Choose one of the following at character creation to reflect unique weaknesses or character depth. Each flaw provides an additional +3 Freebie Points and encourages roleplay and storytelling.
OPTIONAL FLAWS (+3 Freebies Optional)
Crippling Doubt
Once per session, after failing a roll tied to Leadership, Performance, or Persuasion, you lose 1 temporary point of IO Blessing. It may be regained only after a meaningful act of self-affirmation or redemption.
Legacy of War
You suffer from recurring nightmares, flashbacks, or trauma tied to a war, battle, or rebellion. At the start of each session, roll Willpower (Difficulty 6). On a failure, take –1 die to Social rolls involving strangers or officials for the session.
Superstitious Mind
You cannot benefit from arcane magic unless you perform a ritual of purification or personal belief. This ritual must be performed daily or you suffer –1 die to all Mana recovery actions.
Wanderer’s Blood
You have trouble forming attachments. When part of a group or faction, you do not gain XP from group-based bonuses unless you’ve participated in at least two major scenes involving that group.
Cursed Birthright
You were born under a bad omen, eclipse, or cursed star. Magical effects detect you as tainted or dangerous, and holy sites may react with unease. Roll +1 Difficulty to enter sacred spaces unless purified or escorted.
Temptation of Power
You are drawn to power, even when it corrupts. When confronted with magical artifacts, forbidden knowledge, or cursed relics, roll Willpower (Difficulty 7). On a failure, you are compelled to interact, investigate, or possess the item for narrative reasons.
All humans in Seyruun gain the following innate Merits and systems access at character creation. These reflect their mortal potential, cultural ingenuity, and ability to shape destiny without divine ancestry. These Merits do not cost XP or Freebie Points and cannot be removed without a complete race change or magical transformation.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
Innate Merits
Adaptive Reflexes (2 pt Merit)
You gain +1 die to any Dexterity-based roll when improvising a physical task under pressure. This includes Athletics, Melee, or Dodge checks performed during chaotic, changing, or improvised circumstances. Humans are naturally responsive in the face of danger.
Enduring Constitution (3 pt Merit)
You gain +2 bonus HP beyond your base maximum. Additionally, you gain +1 die to any roll resisting physical exhaustion, disease, pain, or extended labor. Your body is trained through hardship and repetition.
Cultural Versatility (2 pt Merit)
You gain +1 die to any Social roll when interacting with a culture outside your own, provided you have basic knowledge of their customs or language. This includes Persuasion, Etiquette, or Empathy when used cross-culturally.
Lore Familiarity (1 pt Merit)
Choose one Mental Skill at character creation (e.g., Academics, Lore, Investigation). You receive +1 die to that Skill when researching, recalling, or analyzing topics relevant to your origin, faith, or upbringing.
Resilient Spirit (2 pt Merit)
You receive +2 bonus dice to resist possession, soulbinding, or magical domination once per session. This is a representation of humanity's unpredictable, stubborn soul.
Innate Systems Access
Power Pool: Mana
Humans begin with access to the Mana power pool. This pool reflects accumulated spiritual effort, study, and intellectual attunement. It is used to fuel Disciplines, rituals, and mental-based abilities.
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Knowledge Specialization: Humans may choose one Knowledge-based Skill at character creation (Academics, Medicine, Lore, Rituals, etc.). This chosen Skill costs one less XP to increase per level (minimum 1 XP). This benefit cannot stack and applies only once.
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Mundane Immunity: Humans are not inherently resistant to magical disease or supernatural curses, but they are immune to specific race-targeted effects that apply only to non-mortals (e.g., banes affecting the undead or elementally bound). Their very mortality grants them occasional immunity from divinely attuned curses.
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Death Defined by Biology: If reduced to 0 HP, a human dies unless stabilized or healed. They do not enter torpor or stasis. Their survival depends on the intervention of others or use of rituals, not passive supernatural effects.
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Cultural Bond: Humans may form deep ties to their heritage. Once per scene, if invoking your culture, homeland, or family in dialogue or action, you gain +1 die to a single non-combat roll. This must be narratively justified and tied to a moment of emotional significance.
~~ RACIAL MERITS (Unique to This Race) ~~
These Merits are exclusive to Human characters in Seyruun. They reflect the unique resilience, cunning, and social dynamism that define the mortal condition. Humans may lack supernatural gifts at birth, but their adaptability allows them to rival even the divine with the right tools and effort.
Players may purchase these Merits using XP or Freebie Points during character creation, or unlock them later through consistent roleplay and Storyteller approval. These Merits are not available to other races. Some require backstory justification, origin detail, or professional achievement.
Minor Racial Merits (1–2 XP)
Instinctive Recall (1 XP)
You gain +1 die to Wits + Lore or Academics rolls when attempting to recall a fact, story, or cultural truth relevant to your homeland, ancestry, or education.
Night Watcher (2 XP)
You do not suffer perception penalties in dim or moonlit environments. You also gain +1 die on Perception + Investigation rolls made at night or while resting in unsafe locations.
Gift of the Tongue (2 XP)
You gain +1 die to Manipulation + Empathy or Persuasion when speaking with strangers or people outside your social class. Your speech adapts quickly to context and expectation.
Keen Intuition (1 XP)
Once per scene, you may spend 1 Mana to gain +1 die to any Mental roll involving deduction, reading a person, or solving a logical or emotional puzzle. This includes Insight, Lore, or Subterfuge.
Standard Racial Merits (3–5 XP)
● Practical Training (3 XP)
You gain +1 die to one Physical or Mental Skill of your choice (chosen at purchase). This bonus only applies when using the Skill in non-magical, non-divine tasks.
Survivor’s Mind (4 XP)
You gain +2 dice to resist fear, domination, or madness-based effects once per session. This resistance reflects your trained willpower and emotional grounding.
Generational Wisdom (5 XP)
Choose a cultural background or bloodline that is significant to your character. You gain +1 die on all rolls involving that cultural knowledge, and you may treat all related rituals or languages as familiar.
Veteran's Memory (3 XP)
If struck or deceived by the same tactic twice in the same scene (combat or social), you gain +1 die to all resist rolls against that opponent for the remainder of the scene. This stacks up to +3.
Advanced Racial Merits (6–10 XP)
Inspired Artisan (6 XP)
You may choose a Craft, Techcraft, or Performance Skill. You gain +2 dice to all rolls involving that Skill if the work has cultural, historical, or emotional value. You may create signature relics or performances over time.
Ironbound Loyalty (7 XP)
Choose a person, cause, or belief system that defines your character. When acting in defense of or in service to this focus, you gain +1 die to all rolls for one scene per session. This bonus refreshes when reaffirming your loyalty in play.
Human Legacy (8 XP)
Once per session, when witnessing supernatural injustice, domination, or cruelty, you may channel raw mortal defiance. Gain +1 Willpower, +1 die on all resistance rolls for the remainder of the scene, and immunity to mind control for one turn.
Mortal Catalyst (10 XP)
Once per Chronicle, you may perform an act of sacrifice, bravery, or defiance that inspires those around you. For one full scene, all allies within sight gain +1 die to all rolls, and you gain +2 IO Blessings and +2 to Reflex, Fortitude, or Willpower checks of your choice. At the end of the scene, you suffer 2 Lethal damage from physical exhaustion or backlash.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Mana
Humans draw their strength not from innate magic or divine inheritance, but from the mastery of will, study, and mortal essence. Mana represents accumulated effort, focus, spiritual discipline, and the ambient force mortals can access through ritual, invention, or creativity. It is the source from which humans fuel their Disciplines, talents, and rituals, and it defines their potential to stand against the supernatural.
Power Pool Basics
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Starting Pool Size: 20 Mana
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XP Advancement: +1 Maximum Mana per 5 XP spent
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Hard Cap: 50 Mana (unless increased by relics, blessings, or rare story-based events)
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Refill Method: Rest, prayer, meditation, study, and experience
How Mana Recovery Works
Humans do not feed or draw power from others. Instead, they recover Mana through active and passive engagement with the world around them:
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Rest and Sleep: Gain 1 Mana per full night’s rest in safety. This increases to 2 if the rest follows a day of successful roleplay, stress, or physical exhaustion.
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Study or Training: Gain 1 Mana per uninterrupted hour spent reading, researching, or practicing a Discipline-aligned task.
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Prayer or Meditation: Gain 1 Mana per hour of focused spiritual or philosophical practice. Certain backgrounds or Merits may accelerate this recovery.
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Major Accomplishment: Upon solving a puzzle, winning a social encounter, or completing a milestone scene, gain 2 to 3 Mana at the Storyteller’s discretion.
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Relic Interaction: Some sacred sites, relics, or hidden libraries may instantly restore Mana when discovered or used properly.
Using Mana
You may spend Mana for the following effects. These are the most common uses, though custom Disciplines and Merits may include unique expenditures:
Mana Pool at 0
When your Mana reaches zero:
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You may not activate any magical or learned Disciplines
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You suffer a –1 penalty to all Intelligence, Wits, and Resolve-based rolls
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You cannot restore IO Blessings
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You become more susceptible to fear, deception, and supernatural manipulation
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Roleplay fatigue, loss of focus, or temporary disillusionment
Only rest, reflection, or external influence (blessings, rituals, relics) can restore Mana at this stage.
Special Notes
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Human Mana is versatile but limited. Unlike divine or infernal pools, it is slow to recover and relies on meaningful actions and lifestyle.
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Certain Professions (like Scholar, Cleric, Tactician, or Inventor) may unlock custom methods for converting downtime or experience into Mana.
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Mana may also be stored in relics, scrolls, memory crystals, or transferred through rare rituals.
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Advanced Merits can enhance Mana regeneration or efficiency, especially for dedicated practitioners of lore, art, or faith.
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you have selected your human’s origin, background, strengths, and defining traits, you are ready to finalize the sheet and step fully into the world of Seyruun. Humans are the most adaptable race in existence, and their journey is shaped by free will, ambition, and the vast potential of mortal spirit. This checklist ensures your character is fully prepared for story-driven roleplay on the server.
Finalization Checklist
1. Attribute Assignment
Distribute your 7 / 5 / 3 Attribute points across the three core categories:
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Physical
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Social
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Mental
Humans are uniquely flexible and may focus in any direction. There are no restrictions.
2. Skill Allocation
Assign your skills using the 13 / 9 / 5 spread across the three Skill categories:
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Physical
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Social
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Mental
Your highest category should reflect your training, lifestyle, or profession. Justify unique skill sets (such as Tactics, Investigation, or Persuasion) through your backstory.
3. Discipline Selection
Humans begin with access to 3 Discipline Trees. These can be any general or thematic options approved by Staff.
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Each selected tree begins at ● unless otherwise specified.
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Custom trees cannot be started until you begin a personal 10-dot tree through XP.
Humans do not have a racial tree but may submit one if part of a registered Racial Group or secret Order.
4. Merits and Flaws
You may select from Human Racial Merits and the full list of Standard Merits available on the server.
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Optional Racial Flaws grant +3 Freebie Points each if taken.
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All characters receive 15 Freebie Points at creation.
Spend these points on Merits, Skills, Disciplines, or Power Pool increases.
5. Backgrounds
You begin with 5 Background points.
Choose from:
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Allies
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Contacts
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Resources
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Influence
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Status
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Reputation
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Secrets
Your nation, faction, or family history can influence these. Nobles may begin with additional Status or Resources if justified.
6. Power Pool: Mana
All Humans begin with 20 Mana.
This power fuels all learned Disciplines, ritual abilities, mental gifts, and spiritual practices.
Include notes on how your character regenerates Mana (rest, study, meditation, or relic interaction).
Mana is recovered through effort, not feeding.
7. IO Blessings and Saving Throws
All characters begin with:
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IO Blessings: 5
Used for supernatural resolve, instinct, and self-control -
Willpower: 1
Saving throw vs. mind control, fear, or emotional domination -
Reflex: 1
Used for reaction speed, dodging, and initiative -
Fortitude: 1
Saving throw vs. illness, poison, or enduring hardship
These stats may only be increased through XP or approved Merits.
8. Health and Defense
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Base HP: 10 + Stamina
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Defense: Reflex + any bonuses from Merits, armor, or powers
Humans do not enter Torpor. At 0 HP, they are unconscious or dying unless saved.
9. Profession and Wealth
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Select a Profession Rank (if applicable to your character’s trade or purpose)
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Assign a Wealth Rating from ● (Destitute) to ●●●●● (Affluent)
Wealth should be justified by your background. Titles, merchant houses, or adventuring legacy can influence starting wealth.
10. Racial Group Registration (Optional: House, Order, or Faction)
Humans may choose to belong to a House, Order, or named Faction as their Racial Group. These function like Clans, Kinships, or Concords.
To form a new Human racial group, you must:
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Have 3 or more active Human characters
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Submit your group’s name, philosophy, ranks, and structure
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Include symbols, vows, and code of honor if applicable
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Maintain regular IC activity and involvement with political or cultural themes
Upon approval, the group gains access to Racial Group advancement from Rank ● to ●●●●●.
Storyteller Reminders
Once your character sheet is complete, submit it for approval by tagging a Staff or Storyteller. Include:
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Your final character sheet (use the official template)
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Your racial group (if any), House, or background faction
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Any pending custom Merits, items, or requests
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Profession role and Wealth Rank
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Character concept and short backstory (1 to 3 paragraphs)
Upon approval, you are free to engage in the full tapestry of Seyruun’s narrative, including political intrigue, factional events, grand quests, and mortal legends.