Difference between revisions of "Human Culture"
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= Human Origins = | = Human Origins = | ||
| − | + | It is believed that the human race first appeared on a small, frozen continent to the north of the mainland — Kelt. They were pioneers of seafaring, their ships allowing them to travel farther than the elder races ever had. When the first humans departed from Kelt, each vessel set out in a different direction. It is said that these primeval explorers became the founders of all known human realms across Regisfall. | |
Latest revision as of 21:15, 9 April 2026
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Human Origins
It is believed that the human race first appeared on a small, frozen continent to the north of the mainland — Kelt. They were pioneers of seafaring, their ships allowing them to travel farther than the elder races ever had. When the first humans departed from Kelt, each vessel set out in a different direction. It is said that these primeval explorers became the founders of all known human realms across Regisfall.
Kelt
This small continent to the North of the established territories has spent the last thirty years in a state of civil War. The Kingdom of Kelt is ruled by the Royal Family of Hapsenbran. The rebellion against the crown followed the ascension to the throne of King Albert III after the death of his Father King Janus. The new regime taxed the Lords of the land to the point that widespread famine and poverty coupled with poor harvests led the Lords to refuse to pay their tariffs and cropshares. The crown responded by sending their military into the holdings of those who refused, but they were generally unable to overwhelm local forces, who were more familiar with their lands and used this advantage to resist.
This led to the King recruiting several mercenary companies that served in the civil war, amongst them the Crimson Dawn, a company largely manned by Ka’Mellan sellswords. Anyone else who wished to have a ‘War Torn’ land sort of background or have served in a Mercenary army during civil unrest or times of strife could have come from Kelt, or spent time in Kelt. Starvation, illness and banditry were common parts of life in war torn regions in Kelt, as was the effects of a corrupt overzealous monarchy. The Crown ultimately fell but the chaos that followed leaves things open as regions may have experienced different results.
Keltish are straight-forward and speak their mind. A hardened people, they have little patience for frivolities. Many still feel uncomfortable in the more warm climate of the mainland. Keltish aren't very religious: there are no temples left in the war ravaged land.
Edana
The grand heart of Mercadia, Edana stands as the largest and most vibrant human city in the mainland. Founded upon fertile plains and built with imposing walls, the city flourishes through the zeal and devotion of its people. Edanans worship The Four: Adalia, Kamalini, Talathas and Kinurugi. They express their faith through daily labor, grand festivals and the construction of cathedrals in the gods' names. Their devotion is matched by a tireless industriousness: fields teem with harvest, crafts hum in workshops, while knights and clerics maintain Edana’s network of alliances and moral authority.
Edana embodies the ideals of honor, diplomacy and pious work. Under the steady gaze of King Lando Narindun and the Council, the city thrives as the political and cultural center of Mercadia, the Holy Kingdom. Its streets bustle with artisans, scholars and the faithful who uphold the traditions of their rulers and gods. In contrast to frontier cities and fractured isles, Edana’s influence extends far, sending envoys of faith and governance across the continent. Though tested by no short amount of threats, Edana remains steadfast: a shining example of human civilization built on zeal, labor and unwavering belief in the gods.
Edanans are amicable and diplomatic. They often make great negotiators or orators. Their willingness to help is sometimes mistaken for naivety. A heroic, hearty people, and the descendants of Prophet Merenthal and the First Kings of Men.
Tilverton
Originally founded as a humble fishing outpost of the Kingdom of Mercadia, Tilverton clung to existence atop a foul coastal bog. Though the settlers eked out a living from sea harvests and modest mining, the kingdom soon abandoned the colony. Lawlessness followed the neglect: vagrants, smugglers and underworld figures drifted in the wake of a vacuum that gave rise to the Consortium, a powerful criminal syndicate that turned the port into a hub for clandestine smuggling and illicit trade.
In recent years, the mysterious Wyrd Cabal arrived, dismantled the Consortium’s grip and declared Tilverton reclaimed and free. Though they wielded no formal mandate, the Cabal’s members effectively governed the Freeport, managing trade, maintaining order and shaping culture in their esoteric image. Under their influence, Tilverton’s spiritual life transformed: worship shifted from The Four to The Stranger, The Eldritch God. A deity discovered and embraced by Prophet Wyrd, the Cabal’s enigmatic founder. Welcoming all walks in life, the Freeport became a haven of rogues, outcasts, merchants and necromancers, being the first city in the world to legalize necromancy. Today, Tilverton stands proudly as a freeport of the fringe, a melting pot where freedom, magic and shadow thrive side by side.
Tilvans are grim, resilient folk. They're great at keeping secrets. Their lives marked by hardships has prepared them for any situation. They're witty and of a quick mind. Many tilvans in recent years feel seduced by the pursuit of power, wealth or simply better conditions in life.
Old Khallusia
Once a proud dominion of warlords and warlocks, Khallusia lay isolated beyond the storm-lashed southeastern seas. Its people venerate no pantheon. Khallusians are not atheists, but they reject the gods. Instead, they worship Khallus, The God-Emperor. Khallusians believe only in strength and Khallus, whose deeds are the stuff of myths (at least among his people), was considered the apex of human ascendancy: a saint of supremacy and violence. In his age, Khallusia was a brutal meritocracy: only the strongest ruled and claimed land. A period where valor in battle alone determined one's status within the khallusian society.
In the centuries after Khallus’ passing, the island fell into decline. Rivers silted, crops failed and ambition turned to ruin. Settlements crumbled and the once-great fortresses became skeletons of stone. Few now live among the debris of Old Khallusia, scattered survivors who still whisper oaths to the ancient emperor, believing one day he will return. Today, Khallusia endures as a barren monument to a singular truth: in their worship of might, they forsook all else, and in forsaking balance, they lost everything. Their legacy remains etched in shattered ramparts and in the stories of a man who would be god through strength alone.
Khallusians are slow to trust others, especially foreigners. They are a quiet people and tend to stick to themselves. They reveal their names only to those deemed worthy and usually cover their faces with masks or helmets while they travel across the realms.
Lorehaven
Once a respectable magocracy nestled upon an island in the mist‑wreathed northwestern seas. The land was ruled for centuries by Archmages whose devotion to Vystara, the enigmatic Goddess of Magic, shaped every stone of the city. Towering spires once pierced the clouds and arcane academies shaped the mages of many generations. The Archmages believed that Vystara favored the most powerful wizards and they sought ever greater power, through whatever means necessary. In those days, the island radiated with a mystical light and loreni scholars believed themselves chosen by the goddess herself.
But such hunger bore a steep cost. In their relentless pursuit, the Archmages tore at the fabric of reality. Magic storms scoured the island, ley‑lines snapped and once‑fertile fields turned to ash. Tower foundations cracked and sprawling libraries collapsed as an arcane cataclysm assaulted the city. Centuries later, only a handful of loreni remain, guardians of an almost deserted kingdom, where wild magical energies still hum beneath the empty streets. Although most have left, every child born on Lorehaven inherits a spark of its raw magical power, a piece of the island’s legacy woven into their essence. Truly, those gifted with arcane talent sometimes trace it back to Lorehaven. Though hushed and nearly forgotten, the island still breathes its power into the world.
Loreni are curious by nature, driven by a curiosity nearly irresistible. They are good speakers and even better listeners, blessed with an impressive memory. They are often drawn by anything magical: spells, magic items, arcane topics etc.
Ka'Mella
A sun-baked desert island in the tranquil southern seas. Ka’Mella was originally settled by human seafarers and fishermen who worshipped Kamalini, the Goddess of Desire. The kamellans carved an existence from the sands, harnessing mysterious techniques to irrigate fields in the most arid soil, turning infertile land into farms. Over generations, their society fused devotion to lustful guile and resourceful agriculture, birthing a culture both sensual and pragmatic. Their palm-fringed harbors echoed with the clatter of rigging and the song of sailors. The daughters and sons of Ka’Mella are renowned across Regisfall for unparalleled skill at sea, sailing the most treacherous waters and charting distant shores.
In recent decades, a growing tide of the Ophidian faith has lapped at the island, drawing kamellans toward the worship of Sskaer, the Scaled Goddess. Where crops once whispered of Kamalini’s fertility, now desert farms are seen as miracles wrought by Sskaer’s will. Nowadays, few kamellans hold fast to their ancestral dual traditions and many leave the island. Yet, even those carry its heritage in their blood: a people as adaptable as the shifting sands themselves.
Kamellans tend to have darker or tanned skin. They're good at hiding their intentions and conveying different emotions. They're usually subtle and cautious, with a deep passion for the desert. Warm sands always remind them of home.