Wilderlands Races: Humans

See also:
RADDical Wilderlands
Wilderlands Regions
Wilderlands Map
Wilderlands Languages
Wilderlands Races

Humans are the most common race in the Wilderlands.


Most humans in the Wilderlands are a mix of a number of bloodlines, with the most common being a mix of Altanian, Tharbrian and Ghinoran, though some may have Skandik, Avalonian, Viridian or even Amazonian blood. These mixed blood humans are the most numerous folk of the Wilderlands.
Description: Skin color ranging from fair to pale olive to reddish to any other slight tint; brown, blonde, black or red hair; brown, green or blue eyes; 5 ft. 8 in.; 160 lbs; typically Neutral.
Language: Common.


This is the name applied to the city folk of the large cities of the northern Wilderlands, such as the City State of the Invincible Overlord, Warwik and Modron. They are in fact a mix of Tharbrian and Altanian blood, but they consider themselves “civilized.” Most Alryans have disdain for the “uncivilized” barbarian Altanians to the south, and would be appalled if they knew of their actual close kinship. Wise city dwellers, Alryans have keen eyesight and are sensitive to the body language of many races. They consider a highly developed sense of humor is the prerequisite to civilized conduct.
Description: Skin color ranging from fair to olive to reddish skin (due to the Altanian influence), brown hair, brown eyes, 5 ft. 8 in., 170 lbs, average build, typically Neutral.
Language: Common.


The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans within each tribe. Some clans remain completely nomadic in nature, while most have settled into a semi-nomadic way of life, settling in small ramshackle villages. Clans include Grizzly Bear (the largest tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, and Spotted Wolverine. Altanians are among the most renowned trackers in the world. Altaninians maintain their youth and vigor through old age, and then continue
with a mature physique until the day that they die—though few ever live to reach the natural end of their
life. Altanian society (non-nomadic tribes) is dominated by the women, who own all chattel and property, save the weapons wielded by the warrior men. The men follow the Way of the Sword, which is a quasi-religious cult led by Sword Knights— Altanians that have earned the right to carry Ancestral Swords
(mostly Greatswords). Warriors that are not Knights are members of one of several Warrior Lodges, including the Red Lion, Amber Serpent, Blue Bear, Gray Stallion, Black Eagle, White Wolf, and Green Drake Lodges. Warrior women have a single lodge, the Ivory Swan. Most women stay at home, tending to small gardens with their druidic abilities, while the men go hunting and raiding, or form mercenary bands and adventure in other regions. There are reputedly some pureblooded Altanians, with the darkest blood red skin, who claim descent from various Chaos Lords—powerful inhuman creatures from the Chaos Planes of the Netherworld.
Description: Copper to reddish brown to blood red (purebloods) skin, sandy to black (pure bloods) hair, hazel eyes, 5 ft. 6 in., 180 lbs, average to stocky build, typically Neutral or Chaotic Neutral.
Languages: Altanian.


Known in the northern lands as “Shield-Maidens” due to their disdain for armor other than shields, the Amazons are a race of humanoids dominated by the female. They are said to have originated in the
Ament Lands, far to the south, and over millennia migrated, pillaged, and battled their way north. In the
north, Amazons can be found in their castle near Sea Rune on the Pagan coast north of Ossary. They can also be found in the southern lands in and around the city of Rallu and near Ghinor and the Ament Tundra. Mercenary Amazons can be found in nearly every fighting force in the Wilderlands. Friendly with most forest dwelling races, they often unite to protect an area endangered by woodsmen or some natural calamity. Amazons frequently have trained animal companions. The Amazons near Sea Rune are rumored to use
trained lions as pets. Highly dexterous and very well toned, they are noted for preferring little or no armor in combat. Amazons take their captives as slaves, though only the female slaves are put to work. Male slaves (including male Amazons) are used solely for reproductive purposes and sport. Pure lineage Amazon males are often traded between queens of different tribes. Male Amazons are not pampered as are the female concubines of other races, they are instead expected to maintain themselves in top athletic condition, though not to learn the ways of war.
Description: Fair to light brown skin, blonde or red hair, green eyes, 5 ft. 6 in., 110 lbs., lithe to voluptuous build, typically Lawful Neutral.
Languages: Amazon.


Antillians, centered on the city of Antil, are a further admixture of Alryan with more Orichalan, Tharbrian,
elven, and (now extinct) Antili blood. Where Alryans are wise and wryly humorous, Antillians are cunning and disarmingly vicious. Antillians are terrifying merchants, willing and able to swindle at the drop of a copper; they are also a proud people, and they have taken the tradition of vendetta to hitherto unknown heights. Antillians are graceful, with very lithe features and slightly pointed ears, though to mistake one for a half-elf is to ask for a duel. Antillians wear rich, colorful clothing, the more ostentatious the better, and prefer light, quick weapons, such as rapiers and stilettos. Antillians consider women to be chattel, to be
used to further political and mercantile relationships. Antillians are notorious slavers, considering other races
destined only for servitude. They despise Amazons, and believe them to be fit only for concubinage.
Description: Swarthy olive skin, black hair, brown eyes, 5 ft. 6 in., 150 lbs, light build, typically Neutral Evil.
Languages: Common, Antillian

(common) AVALONIAN

Many of the common humans in the city of Valon share some lineage with their more pure blooded nobles, as well as their affinity for the sea and ice. Common Avalonians are expert craftsmen, sailors and shipwrights.
Description: Pale skin with light blue tints, hair of any color, but body hair such as eyebrows and beards are usually tinted with platinum, gray or black eyes, 6 ft, 200 lbs, sleek and muscular build, typically Neutral Good.
Languages: Avalonian.


The Avalonians are the noblest of people, in their own minds if nowhere else. The tall, thin Avalonians dress in wealthy clothing, for all the Avalonian clans are of noble blood, and all Avalonians hold a noble title,
even the least citizen. They are also merchants by profession and control nearly all trade in the Uther Pentwegern Sea as well as the northern reaches of the Winedark Sea. Their city, Valon, is built right upon the sea, and consists of gold and silver tower-girt islands divided by stone-lined canals which freeze over in winter. Swimming is natural to these folk. They are also superlative sailors and shipwrights. Most Avalonians
have some sort of magical training, typically cold, water, and/ or ice magic. The wizards and sorcerers of this race are unsurpassed in the North, rivaled only by the wizards of Tula.
Some claim to be descended from an ancient admixture of merfolk and an unknown extra-planar folk from the Elemental Plane of Water or Ice. Sage comparisons between the Avalonians and the green-skinned Viridians cause violence to erupt most unexpectedly from this otherwise peaceful folk. Some few Avalonians have gills and can breathe in the water as if on land.
Description: Pale blue skin, platinum blonde hair, silver eyes, 6 ft. 4 in., 200 lbs, sleek and muscular build, typically Lawful Good.
Languages: Common, Avalonian, Aquan.


Dunael Woods-Folk originated in Dearthwood, where most can still be found, locked in eternal struggle against the Orcs of the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their orcish enemies. The Dunael,
though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited the city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.
Description: Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170 lbs, average build, typically Chaotic Good or Neutral Good.
Languages: Common and Dunael


Ghinorans are the remnants of the Ghinoran Successor States from the ancient Kelnoran Empire, which fell thousands upon thousands of years ago. They occupy the lands of the southwestern crescent of the Sea of Five Winds from Lenap to Tlan and across to Chim, as well as the regions to the south approaching the Demon Empires and north above Lenap. Though some vestige of civilization is returning to these areas (or has maintained itself over many years), the people are mostly tribal and warlike. Ghinorans may also be
found near Tarsh and in the isolated kingdom of Damkina as all are related to ancient Kelnore in some way. The people of Rallu claim to be descended from the ancient Sea Kings of Kelnore and are also Ghinoran (though their lineage mcomes from Tarsh or Damkina).
Description: Various skin colors ranging from bronzed near the deserts to olive in Tlan and dusky in Chim, brown or tawny hair, brown or green eyes, 5 ft. 10 in., 150 lbs, average build, typically Neutral.
Languages: Ghinoran and Common.


The Gishmesh are the people of the City State of Tarantis and the surrounding lands. The race that is today known as the Gishmesh come from the tribesmen that defeated the declining Kingdom of Kelnore in ancient times. In fact, the Gishmesh were once two very distinct tribes, the Gishemes and the Paldorian. To this day, people of that region trace their lineage to one of those two tribes, though their joinderbhas made their physiological distinctions minor. The culture of the Gishmesh still retains its tribal feel. The people are ruled by Sultans and are ruthless merchants and pirates.
Description: Bronzed skin, brown or black hair, any color eyes, 5 ft. 8 in., 140 lbs, slight build, typically Lawful Evil.
Languages: Gishmesh.


Known as Horse Lords, Karakhan are the people of the far-off Kingdom of Karak to the east. They trade with
Tarantis and Rallu and mercenary bands and outcasts from the kingdom can be found throughout the Wilderlands. Karakhans are ruled by a number of petty kings, all of whom pay homage to the High King. Theirs is an organized and clan-based society with a caste system that stifles advancement and leads some to seek their fortunes elsewhere. They export many exotic items and have some of the best mercantile
magicians who produce wondrous craft items—robes that shimmer like stars, sculpture that seems to flow like water and weapons of fantastic craftsmanship. They value ritualized wrestling and arenas can be found in every village. Pointed helms with leather neck guards are common amongst warriors and leaders have dyed leather strips attached to the point for identification. They pride themselves as the best mounted archers in the world (better than even the Tharbrian nomads). Horses are common in their home kingdom and every citizen, it is said, owns at least one horse and rides each day. All citizens are required to keep armor and lance at the ready. The Karakhan of the Wilderland have developed a strong dislike for Viridians, whether due to imperial pride or culture clash is not known.
Description: yellow skin (not "asian" — yellow), black or red hair, green eyes, 5 ft. 2 in., 120 lbs, average build though often bowlegged,typically Lawful Neutral or Lawful Evil.
Languages: Karakhan, Gishmesh, Common.

(common) ORICHALAN

There are few of these folk left, as most people with Orichalan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted (such as in the city of Malikarr or in southern Oricha). Nevertheless, some remain in various regions of the Wilderlands, detailed below. Each share the same racial traits and description.
Common Orichalans: These can be found in the southern end of the Orichan Peninsula or in the strange city of Malikarr on Thrinakia Isle. Interestingly, Common Orichalans (particularly those in the southern portion of
the Orichan Peninsula) can be some of the most visciously anti-Orichalan, perhaps as a result of their “tainted blood,” over which they had no control.
Moonraker Moor Folk: They exist now primarily in the Moonraker Moorlands between the Howling Hills and the Dearthwood, south of Byrny and north of the River Eorlbane. They respect the sanctity of the Rorystone Road, but anyone that wanders off the road is regarded as fair game. Unlike the more “civilized” Common Orichalans, Moor- Folk revere the gods of the moon and nature spirits. They travel far and wide across the Wilderlands to fulfill ancient rituals at long-lost altars and monoliths. Females are rare, and usually are powerful in the ways of sorcery.
Roglo River Folk: The Roglo River-Folk descended from the merchants of the long-fallen Dragon Empire.
These merchants plied their trade up and down the Great Estuary of Roglaroon, as well as along the seacoast and other nearby river systems, though they maintained their homes in the cities, and mingled with other races. When the Dragon Empire fell millennia ago, the ancestors of the Roglo remained on the waters, as it was the safest place during the terrible barbaric anarchy that followed that time. Today they trade goods from the City State to Modron, and from Modron to the port cities along the north and eastern coasts of the Pazidan Peninsula. They are regarded as a necessary evil by most city folk. The Roglo are allies of the Mer-Elves of the Roglaroon, though they are less friendly with the Cresparine Merfolk, and are mercantile rivals to the Tritons of the Coral Kingdom.
Description: Slight purple cast to skin, some of which may also have patches of slight scales like snakeskin; dark hair, often black or with purplish highlights; amber or grey eyes; 6 ft., 180 lbs, lean build, typically Neutral or Neutral Evil.
Language: Common, Orichalan, and Draconic.


The Skandik Sea Wolves are a well-muscled waterloving race. They are ritually birthed in the water and spend most of their youth learning the ways of the sea. They buildtheir towns only along coastlines and their longships raid the surrounding areas. They pay homage to Jarls and organize themselves into clan villages. Only true warriors are allowed to wear beards, which are a sign of manhood. They are renowned swimmers and sailors. Many, strangely, have webbed toes. They traditionally worship the gods Odin, Thor and the Norse pantheon. They inhabit the northern coast above the City State west of Warwik as well as the
southern stretch of the Pagan Coast and a number of the isles in that region of the Winedark Sea.
Description: Pale skin, blonde or strawberry blonde hair, blue or green eyes, 5 ft. 9 in., 180 lbs., stocky build, typically Neutral.
Languages: Skandik.


Tharbrians are eternal nomads of the central Wilderlands, having migrated into the Wilderlands from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the Pazidan Peninsula and the lands of the Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron whom the Tharbrians freed from ancient captivity. Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber is infamous in battle, more so when wielded by a Tharbrian warrior.
Description: Ruddy tan skin, tawny brown, or raven black hair, blue or green eyes, 5 ft. 7 in., 160 lbs., light build, typically Chaotic Neutral.
Language: Tharbrian.

(common) VIRIDIAN

Common Viridians are the basal population of the cities, towns and villages surrounding the Falling Empire of Viridistan. Their primary stock is Tharbrian, dominated for thousands of years by the True Viridians (of which the Green Emperor and his Empress-wife are thankfully the last), and intermixed with a dollop of True Viridian blood. Common Viridians make up the bulk of the farmers, artisans, craftsmen, and merchants of the Empire. The green tinge to their skin is usually looked down upon in the east, while the greener the skin, the better, in the west near Viridistan.
Description: Pale skin with varying tints of green, tawny or blonde hair, green eyes, 5 ft. 6 in., 150 lbs, average build, typically Lawful Neutral or Lawful Evil.
Language: Viridian.

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