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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History


They are the most abundant race in the world, even despite nearly getting wiped out after the Human Age. Perhaps the least powerful in ways of natural ability, they still manage to gain power outside of themselves in the way of culture and allies. When there is a threat, they can band together to form a unity of strength unlike many other races. Humans research and build to their heart's content, inventing ways to change the world with each new generation. Other races typically don't underestimate the 'weak' human race, since they've proven their own capabilities to survive and conquer.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)

Build: Varies
Height: 5'8"
Weight: Average
Eye Tone: Hazel, Blue, Green, Brown
Hair Tone: Black, Brown, Blonde, Red, Grey
Skin Tone: Human Range

Structured Section

This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Appearance: Typical human traits for build, hair, skin and eyes only.
Males usually have thicker builds and facial hair compared to females.


Human, 2 others of choice.

Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 1 AY
Lifespan: About 80 AY.


To Procreate, Partner Must Be:
Humanoid. Age of maturity is considered 18 AY.

On a d100 roll (pregnancy):
80-100 Unsuccessful
30-79 One Child
2-29 Twins
1 Triplets

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If parents are same race, the child will be that race.

If parents are each a different (but full blooded) race, the child will be half of each race.

If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.


Death/Battle: Mortal, normal death applies.

Magic Poisoning:
  • Humans are unable to properly tap into magic, born without that core and tie to it like other races. If their MP every drops to less than 20 in battle or quests/events, they will fall unconscious, regaining 5 MP per turn until they are back at 20 and can awaken. If they have less than 20 permanent MP at any time, they are restricted from using magic at all.



Specialty: Influence
(Doubled stat at registration.)

Specialty: Opportunity
(1 extra SP point each level *11 SP instead of 10 SP per level*)

Weakness: Aptitude
(Halved stat at registration.)

Weakness: LP
(-30 LP at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly


Running: 2

Flying: 0

Swimming: 2


Smell: 2

Hearing: 2

Sight: 2


Intimidation: 2

Charisma: 2

Timidity: 2

Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality

To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute

To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.



Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

General Skills


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.

Weapons: Any. Humans make, use, and trade weapons of all variety. They want the best, and don't care if it was made by them or another race as long as they can get it.

Armor: Any. Since humans are more fragile and less naturally powerful than other races, they heavily rely on the best armor that suits their situation.

Currency: Gold. Humans are fairly greedy, and feel as if status and power are the most important achievements in their existence. Gold to them gives both of these or at least gets them toward a goal of status or power.

Diet: Omnivore. Their health is fragile and constantly needs a good balance to keep them fit. Meats, nuts, spices, grains... without a mix of these foods they can fall ill or become weak.

Attire: Anything functional or fashionable. Other races sometimes make fun of humans for their odd choice in attire that sometimes has no practical function but is popular anyhow. Hats, jewelry, symbols, and ruffles are especially used by humans to "express themselves" for their standing, position, family crest and other social hierarchies. Human royalty confuses other races the most, often used as the subject of jokes in other cultures.

Environment: Human-made structures and cities.

Homeland: Tandora


Partners: Humans are fickle and confused. They are the race most likely to bond with a race outside their own, infatuated with the mystery and power that they themselves don't possess. When in a relationship, humans can often be controlling or judgmental, not understanding the needs of others. Since they are so weak physically, they also can be a burden on a non-human partner. One thing that most races cannot deny about humans however, is that when they love... it is with all their heart, and they rarely give up or give in if it comes to defending someone they love.

Friends: Humans are easy to get along with generally, though their personalities vary as much as their appearance. Not the most trusting or easy to forgive, you'll have to work to make a human your friend. Once you've done so though, they can generally be very handy to have around since humans have spread themselves to all reaches of Varlonan. Between their drive, passion and numbers, power and position can sometimes come very easy to a Human. All it takes is the right connections within their communities.

Foe: Similar to friendships, humans are strange about their enemies. Sometimes they refuse to even acknowledge their enemies existence; sometimes humans believe that violence is the only answer to dealing with an enemy; and other times humans will keep their enemies closer than they keep their friends, in order to keep an eye on them. If a mass of humans declare you an enemy, you could have trouble on your hands because they have similar minds that are easily swayed by fear and panic, banding together against a single enemy or cause.

Children: If the parentage of a child is all human, the child will usually have a bit of struggle in life but usually end up able to take care of themselves as they become an adult. Parents will do what they can to keep their children alive, and put them on the right path to succeed in life and not have to struggle or repeat the same negative experiences the parents had to. When a child has only one human parent and the other a different race, their childhood will be riddled with pain, misery, and confusion. Human communities frown on couplings between humans and other races, especially when they result in a "freak" child as the humans put it. They'll be treated like monsters and often times excommunicated from the village they were born in. Sometimes they can find refuge with the other parent, but most other races have similar views on "halflings," so it is rare to find the solace they desperately desire.

Territory: Humans are extremely territorial. Though they have managed to spread themselves all over the world of Varlonan, they typically stick to human-designed cities and towns. Tandora, the world capital, is the city with the most abundance of humans and the trade capital of the world. Several other races travel through Tandora and even sometimes settle there, but none even come close to the population of the humans. Many other races have lost their own territory to invasions by Humans, such as the famous battle with the Wood Elves, Dire Wolves and the forest near the capital.


Mortal, fragile creatures that live their lives 'in the moment' and pay little attention to the world around them… unless they are trying to conquer it. Flesh and bone, they usually have short lives due to illness and injury… but their determination to live and thrive have lead them to survive most catastrophes and continue their existence.

Humans have existed a long time, and no matter what the world has gone through they manage to persevere. War, disease, and lack of resources are only a few things that humans have had to deal with while spreading through the world. There are many stories and branches of the human's history.

They can be solitary, or grouped together in families and organizations. Their main economy is based off gold and trade. Selfish and greedy as a society, their entire lives are usually based around themselves and the people they are close to. This often makes them ignorant of the magical world, and the benefits of nature itself… focused more on the next inventions, fashions, and how to make their own lives better.

Many years ago, the Black Plague very nearly wiped out the Human race, allowing other races to emerge from hiding and populate the world. Humans eventually got a portion of their numbers back and were able to adapt to living with these other races. The world of course was never the same, and much of history only tells of Human achievements, but you can still find other evidence of the hidden races living with Humans all along even though they didn't notice.