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Human

Humans, originally hailing from the southwest, propagated quickly throughout the continent – though short-lived by comparison to many other races, they distinguished themselves through undertaking riskier work – many traders, criminals, and mercenaries were and are Human. Favoured by the Ankyreans during the height of the Order’s power, Humans saw their power and population burgeon rapidly, to the point that they are now the most numerous and influential race upon the continent even centuries after the Order’s demise.
At a glance
| Feature | Details |
|---|---|
| Appearance | Widely varied skin, eye, hair, and body types. |
| Origins and communities | Originally from the southwest; now the most numerous race across Sapience. |
| Culture | Many regional traditions and occupations, shaped by migration and the legacy of the Ankyrean Order. |
| Racial abilities | Deep Sleeper; Blood Reserves; Moderate |
Appearance and communities
Humans range widely in appearance, with light-skinned members tending to reside predominantly in Spinesreach and the north at large. In contrast, dark-skinned Humans live primarily in the southern reaches of the continent, in places such as the Mhojave, the Liruma, and Enorian.
Racial abilities
Level 1: Deep Sleeper
Syntax: SLEEP and WAKE
While sleeping, your tiredness lifts faster, and you gain additional health and endurance regeneration compared to others.
Level 31: Blood Reserves
This ability is passive.
You possess more blood than others, granting you 20% more blood within your system.
Level 61: Moderate
This ability is passive.
Only an average race can make the most of the average day. With your natural affinity for the basics, you gain 1% more global experience than others.
If you have also picked the Normal statpack, then it will be increased to 3%.
Class ideas for roleplay
These are potential starting points for a character’s story and are offered as suggestions only. You can make almost any class or race combination work in Aetolia as your race gives no special advantage with these classes; availability follows the usual class and guild rules.
Wayfarer
A Human from a remote settlement could take to the road as a scout or bounty hunter, learning to live from the land. Wayfarers have no central guild, so service to a city, resistance to an empire or the next paid contract could well determine where they travel.
Templar
A Human who has found a home in Enorian might take up arms to defend their people and pursue the Age of Dawn. Their story could centre on the demands of the Templar code when duty to the Light conflicts with family ties or the lure of an easier life elsewhere.
Praenomen
A Human’s embrace into vampirism could begin a new life amongst the Consanguine of Bloodloch. Connected to the Blood by the bloodline and their sire, the demand to seek out power and prestige would reshape old, petty ambitions, refining goals via prowess for occult ritualism or by means of manipulation and violence.
See also: The Races of Aetolia · The World of Aetolia · Character Classes
