Human

### Biology

Typically one child born at a time (96%), twins rarely (3%), triplets are exceedingly rare (1%). Women may have 1 pregnancy per year, from age 16 to age 45. (Roll a d100 to determine how many babies you are having. A result of 1-96 will equal one child, 97-99 will equal twins, and 100 will equal triplets.)

Maximum human life expectancy is 120 years, with median life expectancy being 85 years.

Acceptable human skin colors include all shades of beige, tan, and brown, from very light to very dark. Acceptable human hair colors include: Black (most common), brown (common), blonde (uncommon), and red (rare). Elderly humans have grey/white hair. Acceptable human eye colors include: Brown of various intensities (most common), hazel (common), grey (common), blue (uncommon), and green (rare).

### Magic

Human magic is element-based, and there are four types. Most human mages must use physical movements of the hands and body to work their magic, though level 19 and 20 do not need to rely on this. Human mages can only use ONE element. To determine which element your mage can wield, roll a d100. (1-60=Earth, 61-85=water, 86-95=air, 96-100=fire)

Earth magic is the ability to telekinetically manipulate earth, dirt, rocks, and minerals. Earth mages can sense different types of minerals. Earth magic is the most common type, with 60% of mages being able to wield this ability.

Water magic is the ability to telekinetically manipulate water in liquid and solid forms. Water mages can sense water wherever it is and even condense it from the air. Water magic is the second most common type, with 25% of mages being able to wield this ability.

Air magic is the ability to telekinetically manipulate air and gasses. Air mages can summon wind, direct wind with force in any direction, and even use the air to lift their bodies, creating a sort of flight. Air magic is the third most common type, with 10% of mages being able to wield this ability.

Fire magic is the ability to telekinetically manipulate fire and heat. Fire mages can warm an object, create fire, and control where it burns, as well as extinguish it. Fire magic is the rarest type, with 5% of mages being able to wield this ability. (edited)

Mages one and all are employed by the Queen. Regardless of the social class they are born into, once a child is determined to be a mage they are elevated in status to the mage class, equal to a noble. A noble-born mage does not have more clout or authority than a common-born mage. Mages who leave the employ of the Queen are considered rogues and are hunted down and eliminated - no law-abiding citizen will harbor a rogue mage.

Mages typically use their talents to better the lives of the citizens of Kadennia. Earth mages build and repair stone buildings, create roads, and mitigate earthquakes. Water mages ensure the crops are well-watered, mitigate flood damage, and purify drinking water in towns and cities. Air mages work with water mages to mitigate storms and the damage high winds can cause, as well as quickly transport high-importance packages and documents across cities and throughout the kingdom. Fire mages put out dangerous fires, create controlled burns for wilderness areas to prevent wildfires, and act as personal guards to Her Majesty, Queen Tabissa. In times of war, mages of all types are called upon to battle. Mages also engage in Spectacle, where they display their abilities in non-lethal combat with one another, and will train throughout the year for this event.

### Classes

Commoner, Merchant, Skilled Tradesman, Artisan, Warrior, Mage, Noble, Royalty. Slavery is an abomination and illegal.

**Commoner Class** The commoner class is the most populous class in Kadennia. This class includes Farmers, Fishers, Bakers, Cooks, Maids, Governesses, and Laborers.

**Merchant Class** The merchant class often overlaps with the commoner class - bakers can sell their own wares, for example - and the Skilled Tradesman class - a smith can sell the hammer they forge. Some merchants do not produce a product, but merely sell and trade them. There are travelling merchants, and merchants that operate stalls in marketplaces and stores in towns.

**Skilled Tradesman Class** Most skilled tradesmen do not actually have the time to sit around and sell their products, because being skilled takes a lot of time. Skilled tradesmen often have apprentices that handle the business aspect. A skilled trade can include weavers, chefs, smiths of all kinds, plumbers, teachers, farriers, animal breeders, luthiers, cobblers, tailors, thieves, etc. They are highly trained in a particular skill.

**Artisan Class** The artisan class can overlap with the Skilled Tradesman class. An artisan lives to create beauty. Artisans at the pinnacle of their ability are highly sought-after, but the creation of art takes time and cannot be rushed. Very rich merchants, nobles, and royalty take pride in sponsoring an artist - or more than one - to create commissioned work. An sponsored artist can expect their shelter, clothes, sustenance, and artistic requirements (like paints and canvasses) to be taken care of by their sponsor, and they may sell their non-commissioned works for very high prices.

**Warrior Class** The warrior class can originate from any of the other classes. Warriors train in hand-to-hand combat, bladed weapons, blunt weapons, and ranged weapons, with most warriors being skilled in two. Elite warriors are skilled in all forms of combat to a high degree.

Level 1 warriors are competent in one type of fighting style.

Level 3 warriors are competent in their fighting style, beginner in a second fighting style and may have 1 feat.

Level 5 warriors are competent in their two fighting styles and may have 2 feats.

Level 7 warriors are expert in their first two fighting styles and competent in a third fighting style. They may have 3 feats.

Level 9 warriors are expert in their first two fighting styles and competent in a third fighting style. They may have 4 feats.

Level 11 warriors are expert in their first three fighting styles. They may have 5 feats.

Level 13 warriors are expert in their first three fighting styles and competent in a fourth fighting style. They may have 5 feats.

Level 15 warriors are expert in three fighting styles and competent in a fourth fighting style and may have 7 feats.

Level 17 warriors are expert in three fighting styles and competent in a fourth fighting style. They may have 8 feats.

Level 19 warriors are expert in all forms of combat and may have 8 feats.

Level 20 warriors are expert in all forms of combat and may have 10 feats. (edited)

**Mage**

Level 1 mages can control their element up to the weight (Earth, Water) or size (Air, Fire) of their own bodies. For example, an Earth mage can toss a boulder that weighs as much as themselves, a Water mage can direct water up to their own weight, Air mages can lift their own bodies with air, OR someone/something as large or smaller than themselves, and Fire mages can create and control a flame as large as themselves. Physical ailments such as sickness, strain on the heart, exhaustion, etc. will impede a mage's ability to wield their element, and for this reason mages are almost always in peak physical condition.

Level 3 mages can control their element up to 1.5 times their weight or size.

Level 5 mages can control their element up to twice their weight or size.

Level 7 mages can control their element up to 5 times their weight or size.

Level 10 mages can control their element up to 10 times their weight or size.

Level 13 mages can control their element up to 25 times their weight or size.

Level 15 mages can control their element up to 50 times their weight or size.

Level 18 mages can control their element up to 75 times their weight or size.

Level 20 mages can control their element up to 100 times their weight or size.

**Noble** Nobility is comprised of less than 5% of Kadennia's population. Players wishing to play nobility must have first established themselves as good players through RP, and then request permission from a Game Goddess. To determine your character's rank, roll a d100. (1-80=Baron, 81-90=Vicount, 91-95=Earl, 96-98=Marquess, 99-100=Duke) A title is not automatically passed to the oldest child, and any of their children or their nieces or nephews may be named as heir. If a titled noble dies before appointing an heir, the elders of the family will decide on one through consensus. A titled noble is responsible for the well-being of the commoners etc. within the boundaries of their land, which is granted to them by the Crown. This includes healthcare and education. As a result, nearly all Kadennians are literate. They are also responsible for collecting taxes and raising an army and fighting for the Crown when called upon. Noble titles include the following, in descending order: Duke/Duchess: current duke or duchess are addressed as "Your Grace," while their children are addressed as "My Lord" or "My Lady." Marquess/Marchioness: Typically located on the border of Kadennia. Current Marquess or Marchioness and their children are addressed as "My Lord" or "My Lady."

Earl/Countess: Current Earl or Countess and their children are titled as "the Honorable So-and-So". They are addressed as "My Lord" or "My Lady."

Viscount/Viscountess: Current Viscount or Viscountess and their children are addressed as "Sir" or "Dame."

Baron/Baroness: Current Barons or Baronesses and their children are addressed as "Sir" or "Dame."

### Religion

Humans worship a small pantheon of deities, the chief of whom is the Goddess of All Creation, Briathia (Bree-AH-thee-ah). The head of the human church is the Queen, but it is a figurative title, as there are no true leaders. The church isn't run by priests, or monks, or nuns, or anything like that. Worship is communal during festivals and holy days, while prayer is as-needed. Given that the Goddess created everything, the humans don't see the sense in building a structure specifically for worship, for She is all around.

Other major deities in the pantheon include Uanna, Goddess of Birth and Death; Tyleria, Goddess of Luck and Misfortune; Te'emis, God of Peace and Conflict; and Hedur, God of Truth and Lies. Humans often make up a minor deity, such as God of Mucking Out Stalls, or Goddess of Dishes, when cursing their current situation or sarcastically praying for salvation over a trifling issue.

### History

918 years ago, three merchant ships were washed onto the barrier reefs around Tennarion Island. The humans who survived settled on the uninhabited western end of the island and quickly established the first city, Velonn. They have remained along the coast and in the nearby fertile valleys. Their first encounters with the Orati did not go well, and those fierce warriors killed many humans before a truce was arrived at nearly 600 years ago. Humans generally stay out of Orata, per the terms of the truce. Only a select few are allowed in, and they remain within strict boundaries, coming and going on official business such as trade and diplomacy. As for the Elves in Synadorei, a treaty with them was established at nearly the same time as with the Orati, to ensure trade and prevent hostilities. The treaty has held all this time. Humans often visit Synadorei, mostly merchants and artists, looking to trade goods or learn from masters, but they are acutely aware that their hosts don't view them quite as equals. Though some humans, in the past, have eyed the great forests and abundant resources with a greedy eye, none have dared to break the treaty to try and take Elvish land.

The humans are united as one people who are led by Queen Tabissa, the latest in an unbroken line of queens established shortly after the Landing. Tabissa is a young queen, but she has ruled so far with a fair and just hand. Like all humans on Tennarion, Queen Tabissa worships the Goddess of All Creation, and theirs is a matriarchal and matrilineal society. The crown takes in orphans with no family to care for them and gives them an education and a trade so that they may become valuable members of the nation. Humans trade in abundant crops such as rice, buckwheat, apples, and almonds, as well as such commodities as wine, beer, and mead. They make very fine wool from the snow-white sheep they farm, and breed excellent hunting and guard dogs. There were no horses on the island before humans arrived, and all current horses descended from the original animals that were brought nearly 1,000. Horse breeding is very serious business, and the breeding lines have been strictly maintained. The humans are relatively mineral poor, as their mountains contain primarily iron, tin, and copper. The quality of steel that humans produce is in high demand by the Orati and the Elves, primarily for use in weapon-making. The knowledge for making steel is a closely guarded human secret. They have also been able to mine fine rubies and sapphires of various colors along with opals.