IMPORTANT NOTE: This document has not been finalized yet and may change in the future
Ingenious and industrious, humans are found in most every corner of the world. Progenitors of the Curse, humans are deeply flawed and fractured into thousands of shifting tribes, ethnicities, cultures, and religions. Paradoxically, they are also known to be the most favored race by the Celestials; often befriending spirits of all kinds and, unlike other races, are often greeted in angelic visitations with "fear not." Humans can develop strong magical abilities, but in the current age few study them due to ignorance, taboo, or fear of unforeseen consequences.
Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.
Whether a homesteader, tenant farmer, land-bound serf, or other rural laborer - the vast majority of the population in all settled human cultures are involved in agriculture.
With much of their time spent grazing in the wilderness, shepherds rely on wealth that walks.
Everyday laborers are essential to filling mines, kilns, ships, and other work sites.
Shop owners, innkeepers, and petty craftsmen form the backbone of towns ranging from small villages to sprawling cities.
A traveling drifter without a home, or a tribal nomad ranging the wilderness - often looked upon with mistrust and suspicion by the settled peoples.
Lower class soldiers that serve in town watches, feudal levies, mercenary companies, or other military units are often loaned equipment by a benefactor. This gives them armaments well beyond what a commoner could afford on his own, but they are often equipped by the lowest bidder.
Plying a trade to produce quality goods, skilled craftsmen make up the bulk of the middle class.
Some cultures rely on citizen-soldiers who work a profession for most of the year, but are required to equip themselves for military duty in defense of their homeland. Often their equipment is passed generationally.
Dealing in trade and finance, merchants often seek to use their middle class wealth to enter the ranks of the elite.
Scribes, scholars, bureaucrats, petty clergy, and other professionals are well paid for their specialized knowledge and form the upper middle class.
With examples including knights, equites, and samurai, upper class warriors are granted land or other wealth to allow them time to focus on training and meeting martial obligations.
Land owners, courtiers, and other elites are financially independent and can spend their time influencing culture and politics.
Regardless of title or form of government, the kings, high clergy, senators, and other rulers sit at the top of the economic ladder.
Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.
Dragon-men, or "dragoons," are a tall and rugged people known for their competitiveness, mysticism, and deep familial bonds. Legend has it the first dragoons descended out of the deep mountains at the end of the third age. Besides the dragoons' above-average size and pair of sweeping horns on their heads, the physical differences with humans are few, but the inner differences are more fundamental. Dragoons are mortal and suffer under the same Curse as humans, but can develop deep spiritual bonds that last their whole lives and imbue them with mystical powers.
Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.
Shepherds, ranchers, and other pastoral workers provide food, clothing, and mounts to the clans.
Semi-nomadic laborers, while sometimes disdained as wandering troublemakers, they are nevertheless in high demand for their strong backs.
Those that live in the clan are expected to work and fight for the clan.
A wandering soldier of fortune, eager for adventure and loot.
The ruling elite of the clans include chieftans, warlords, shamans, and others whose influence means others will labor for them.
Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.
While all manner of angels have existed in the celestial realms since the beginning, agkelos were specifically created to be soldiers and servants in the Great War. They are a special class of angels, with self-awareness and a limited form of will. As with all other spirits some fell to evil and became demons. Agkelos are often categorized by the celestial spirit they serve.
Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.
Lacking purpose or support, wandering spirits often live a meager existance.
Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.
The High Men, who call themselves Anthegals, came to be during the Great War, when the early kingdoms of men bred with agkelos. Isolated for centuries, they became something different from men and agkelos, but share general traits of both. Like men they are adaptable, but like agkelos they have larger-than-life frames built for warfare. Like agkelos they see a drastic transformation when they fail to follow the path of Good, but like men they are able to appeal to divine mercy.
Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.
The anthegals are farmers and labrorers who work dilligently for their lord.
Anthegal craftsmen are well rewarded for their high skill and style.
Anthegal warriors are often professionals that are highly trained and well paid.
Some of the few anthegals seen outside the hidden kingdoms are those sent by their lord on funded delegations.
The aristocrats of anthegal society are known for their opulence.
Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.
Legends contradict themselves on how shapeshifters came to be, and only the most traveled adventurer has seen proof of their existence, but most people agree that shapeshifters are agents of chaos. Born seemingly at random to other races, many go through life not realizing their true identity until they disappear from the world without warning. Others are able to hone their powers and take on the form of others. Some say that a cabal of shapeshifters use these abilities to covertly rule the world from a secluded tower in the arctic.
Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.
Most shapeshifters seek to conform to the ways of those around them, whether out of goodwill, deception, or ignorance of their status.
Valued for their unique abilities, many shapeshifters are employed in clandestine work.
Whether by service, sagacity, or subterfuge, the shapeshifters elite are able to gain influence and status.
Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.