While not the first mortal creation of The Trinity the humans consider themselves to be with the most likeness to their creators. Shaped with all the elements in a delicate balance after learning from the mistakes of previous races, the humans believe they are the favorite children. Despite possessing no physical or spiritual strengths or weaknesses, they have great adaptability and potential for growth. In a sense, they have the ability to shape the world as they desire much like the deities did.
Humans were spread around the world in pocket groups, each in a different environment. Despite their situational differences every group wound up advancing out of their immediate area of influence to grow relationships with the other races. It was here things began to differ. Some would engage in friendly trade relations while others moved to capture the new resources. Eventually this led to quite the range of morals in the human kin.
When the aeliavim swept through no human settlement was pleased by it, but some saw the potential to rise even further with the "demon's" knowledge and power. Others remained steadfast in keeping their culture away from the aeliavim and joined built up an opposing force against the rising empire with other races. The drastic range of morality for human kind was never more apparent as fights broke out, brother slaying brother for ideals.
The dark age sparking the fall of the Valdreath empire brought enlightenment to small groups who banded together and resolved to separate themselves from the dark seed. The world was falling apart due to those unable to retain a balance within themselves, forsaking that which The Trinity gave them and thus invoking the deity's wrath, but they would survive because they were true. They knew they would be tested as they traveled south across desert and mountain into new lands but trusted their faith and would do what was necessary to keep the group safe from any dark seeds that slipped into their midst.
After a couple centuries all of this passed into stories and tall tales, twisted by time and memory, and now they are beginning to build up once again.
Lifespan: Between 80 - 95 years
Human society does not have a single, all powerful ruler but is instead split into regions. Each region has a Lord Protector who appoints Vassals to govern a town/city that they do not live in. Each Lord/Lady have their own separate armies and governing rules. At the moment there is only a simple class structure that could be equivocated as such:
Earls/Countess = Lords/Ladies, Viscounts = Vassals, Barons, Nobility, ... followed by the middle and lower class
Dabblers in cures and diseases alike. They are the closest thing to a healer available whilst simultaneously being capable of concocting the most dangerous brews. Each has their own specialty.
The experts of quintessence appraisal and 'unlocking'. While they cannot shape it besides cutting, they are capable of identifying known quintessence base aspects and ritually unlocking the powers it holds. If the quint is an unknown a ritual unlocking may be attempted based on assumptions but can be rather dangerous, as the Reclaimer can be rather protective. Standard practice with unknowns is sending them to the Citadel’s storage, Vale.
A title given to only the most successful and innovative of inventors. There are very few people capable of earning this name, but each one as of now has a known clockwork creation. These objects are extremely rare and new to the world, only the most gifted possessing the knowledge to create and maintain them appropriately for long periods of time.
Master of arms. They know their weapons and armor, and the most skilled are capable of safely melting and molding quints to accommodate the custom requests of wealthy patrons. They are the go-to for repairs and buying new weapons or armor.
Dedicated to the protection and survival of all humanity Templars forsake any family ties and titles for the good of the realm. They are typically the most advanced in combative techniques and equipment, the Citadel providing practically anything they could need. They renounce surnames upon entry, but are not forbidden to take wives and have a family as long as they remain within the Citadel's walls. They are very tightly knit community; everyone considered extended family. There are no real ranks or set leaders, however the council of the elder and more experience is well heeded.
Generally favored by humans or mercenaries with the right skills, witch Hunters are highly trained specialists who make their focus the detection, pursuit, and containment of witches and tainted Quints. They vary greatly in skills, disposition, and purpose. While some are extremists who make the eradication of witchcraft their lifelong goal others see themselves as a harmonizing force attempting to bring balance between the Witch-born and the rest of society. One thing is true of all Witch Hunters, though: in some way, shape, or form they have aptitudes that are useful in either identifying Witches or countering tainted quints.
Resistances Quintessence & Taints
Adhara were the Trinity's answer to the birth of witches and the chaos they wrought. They are of human parentage and indistinct from regular humans save for a natural heartiness and an involuntary power that negates any quintessence used on them. The touch of an Adhara can momentarily force a witch back into their natural form -- an experience that seems to be a painful one. Witch tainted quints have no affect and can be purified at their touch, even regular quints can be "put to sleep" by an Adhara touching and exerting her will on them, becoming inert for a period of time. An Adhara trained in the arts of combat can channel their immunity through their armor and melee weapons, and some of particularly great power can even project their will to negate Quints over a large area, though the effort of doing so is extremely taxing on them. It is worth noting that Adhara are remarkably rare and are only ever female.
Last Edit: Apr 12, 2018 7:36:39 GMT -7 by The Maven
Credit to the original artists of all displayed artwork. Themes designed by The Maven.