Humans

Attributes: Increase all ability scores by 1   Speed: Humans have a walking speed of 30   Size: Humans are of medium size   Age: Humans live an average of 80 years   Languages: Humans can speak any number of human dialects, plus one of another species. View other languages here.

The Perfect Generalist

  Compared to the other sapient species of Laminarum, humans are uniquely gifted with the versatility to spread and adapt to nearly any environment. While the other species are often restricted to certain environments or limited in their reproductive opportunities, humans continue to spread far outside their origin of the Snow Rock Isles. The slow spread across the continent, Trinen, was only a small test in their broach across the world. Today, they make up a sizable portion of Renad, the northern cities of Mot D'nir, and are attempting to conquer eastern Silse. Their biological imperative combined with their intense desire for organization has led to forces that many other species have failed to match, be it the Saltkrigere military or the imperial Augury itself. The intense drive of each individual not only to live but to leave their mark on the world has ensured that the rapidly growing population of humans has gained ire from many.   Regardless, humanity's ambition has not left the world wanting for creation or development. The architects and engineers of Fjordstrond actively improve designs of waterways for the betterment of farms while Saint's Maar has built protected roads so that goods can travel the world. While their benefits to other cultures are often overlooked due to a controversial history, many humans wish for nothing more than to extend a hand to those around them and share their prosperity with the world (though that goal itself has often been misguided).  

Major Nations

 
Humanity's origin is in the Snow Rock Isles: hardly an organized nation at the start, it slowly grew beyond a simple cradle and into a steadfast culture. Originally unified by Warren, the Chummer, it was brought into an era of peace by Warren III. Over the course of Warren III's reign, malcontents would fester at the island of Jurejun until the reign of Kanel Logratte, the son of Warren III. These malcontents known as the Strand-Blood Cult would cross the volatile sea and land in the marsh continent of Mot D'nir. The cult would eventually break bread with the Naga-Tel people. Unfortunately, the peaceful interactions between the two peoples would be quickly disrupted by the Saltkrigere: a skilled navy force created at the order of Kanel Logratte.   The Saltkrigere forces in question had established themselves in modern-day Shellbay. Perhaps still the most culturally similar to the Snow Rock Isles, Shellbay is part of the imperial Augury while the former is not. Originally founded by Saltkrigere General Hamish Troutlung, it served as the military headquarters during the war with the Strand-Blood Cult. Eventually successful in the war, Shellbay would serve as a blockade for further travel into the continent of Trinen due to frustration within the military's leadership. However, progress proved inevitable as travelers made their way north into modern-day Fjordstrond. Today, Shellbay is a separatist nation within the Augury and is still renowned for its military, which allowed for a grand expansion of the empire into both Mot D'nir and Silse within the last 200 years.   Fjordstrond was the second human nation established in Trinen. Full of scholars and often absent from conflict, Fjordstrond is considered the center of humanity's intellectual thought. Home of the Rembrandts, great architectural design, and research into the frozen Icelends, the northern nation stands at the edge of both modern civilization and the great unknown. While their military may be lacking, locals tend to believe that one great mind is better than one hundred soldiers: something foreign militaries have taken advantage of in difficult times. Even the lower classes enjoy more conveniences than abroad, though legislation in their favor is still lacking, especially when it won't impact production.   Around the time of Fjordstrond's rise, a nation known as Astania grew in the west. Astania was a powerful (if unorganized) nation at the time but would eventually drown in a flood of its own mistakes. A plethora of individuals exiled for their heritage would return with fire magic, burning fields and villages to regain their land. In the ashes of the old Astania was Eldurgrund. Simply meaning "fire ground," even its namesake references how it was originally taken. The advent of fire magic is a substantial part of Elduri culture and persists to this day in nearly every facet of citizens' lives. From infrastructure to positions of power, fire magic never goes ignored in Eldurgrund, though several of its lordships never interact with it directly.   Those outcast from Astania founded the coastal nation of Caripreet. Full of malcontents at its incarnation, most of those with hate in their hearts left to found Eldurgrund. Those who stayed behind proved to be industrious and ambitious, making Caripreet into one of the wealthiest trade nations today (ca. 1947 NG). Run by the eccentric Cardinal Merchants and an honorary Baron, almost any product or culture is accessible through Caripreet. While the nation typically doesn't get involved in conflicts (save being on the wrong side of The War of Eyiliv ), the Augury often forces them to embargo organizations or countries to end conflicts without warfare.   Last of the major human baronies is Saint's Maar: the seat of the imperial Augury. Originally established after The Rembrandtic Wars so that the Saltkrigere Empire could have central access to its newly acquired territory, today it stands as both a relic of the past and guide into the future. Here, the Augurs, their consuls, and the senate oversee all of the Trinen baronies. Territories overseen by Saint's Maar include Shellbay, Fjordstrond, Eldurgrund, Caripreet, the forts of eastern Silse, the Imperial Marsh, and Imperial Kazbur. With such outstretched hands, Saint's Maar has access to more resources and information than any organization in Laminarum history.

The Augury

While inhabitants of any human territory have diverse cultures, it would be impossible to discuss humanity without considering their imperial desires. Given humanity's intense ability to spread territory, they were naturally the first to begin developing empires: even their islands of origin were built by dominating each other. The first two examples of humanity's empires were the Eldurgrund Empire and Saltkrigere Empire, each born in the same time period. Eventually, competition between them gave rise to a series of wars and the complete assimilation of Eldurgrund's territories into the Saltkrigere Empire. Over time, both of these organizations became relics of the past as a political overthrow led to the formation of the Augury: an empire guided by prophecy and preemptive justice. Predictions of the future have kept the empire in power for centuries, and likely several more to come. However, as time went on and political desires grew, the baronies within the empire began spreading in the name of the s in hopes of recognition, leading to the domination over other sapient species such as the reptilians Elves. Conflicts such as The Silence only push this desire forward, as a united front may be necessary to stop similar conflicts in the coming years.
 
At present, every human nation is part of the Augury aside from the Snow Rock Isles. Even Shellbay, which was the seat of the Saltkrigere Empire, has been assimilated as a separatist barony. Following the tragedy of The Silence, the Augury has assumed its old power effectively. Currently (ca. 1947 NG), the Augury as a whole is enjoying decades of peace while Caripreet is attempting to assimilate Ghei Wyl in its name.

Dominant Human Culture and Fragmentation

Humans occupy a unique position for cultural change, as their rapid dispersal has caused fragmentation while the presence of the Augury has resulted in a quick consolidation of values and aggregation of faiths; however, the Augury's grip on each barony's culture is tenuous at best. For example, Eldurgrund has a drastically different view on progress and power which can be seen in their 2 failed mutiny's and initially independent empire. Shellbay itself remains conservative in its values with an entirely different sect of dominant religion which has even spread to its neighboring barony of Fjordstrond. Beyond the fact of a large geographic range humanity exploits is the persistent budding of new cultures due to short life spans, regular clashes, and constant political competition. In a nation such as Eldurgrund, one lordship may have entirely different gods, stories, and folklore. Due to such specific changes across their lands, it is impossible to account for every god, spirit, or devil. However, every god is typically allowed and often assimilated into the Augury religion. For the broad culture of humanity's creation myths or faith, read the articles below. While they only provide a snapshot into early human civilization, these stories and faiths are the foundation of every human settlement today in one way or another.  

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