Humankind are the last of the races to join the great powers. Humanity has never managed to form one unified empire. (Several other races have dire prophecies in case they ever do.) Most belong to one of the three great nations which constantly alternate between war and alliances. Each of these nations seeks an advantage by warring or allying with smaller communities all around them. Small communities of humans exist everywhere, even in the territories of other great powers and races.
Each of the Three Great Nations is a monarchy, though their rulers are selected differently and have varying amounts of power.
The Empire of Stars is led by an Emperor or Emperess, along with 13 noble houses. Twelve of these represent constellations in the sky, and share the role of Emperor in specified order. (If the current Emperor is of the fourth house, for example, the next will be from the fifth house.) The rulers of each house are the eldest of that house, male or female. The 13th house represents the Sun, and serve as permanent advisors and bureaucrats, running the apparatus of government.
Kragland is ruled by a High Prince. This individual is chosen by Electors and Nominators, each of whom comes from the ranks of the churches and nobility. Nominators choose the candidates for the throne, and Electors place one upon it. At this point, the High Prince has nearly absolute power, with the Nominators and Electors having, at best, advisory roles. Only individuals of the royal line who are not clerics may be elected to the throne. Since traditionally the oldest son of each family is given a high church position, second or third sons are typically elected.
The Kingdom of Wallen is a hereditary monarchy. The oldest in the male line rules on the death of the previous king. His powers are limited, however, by the Great Contract which formed the nation. In return for the right to rule, the king is subject to the factions. Every citizen registers with a single faction, which could be a religious, political, or popular organization. The factions with at least 1% of the citizenry on their rolls receive a seat on the faction advisory, and each receives one vote on the various actions of the crown. Neither the crown nor the advisory may act alone.
Beyond the Three Great Nations, there are several independent city-states. Their governance varies widely, as do their social customs. These city-states make a point of neither allying with nor defying any of the Three Great Nations, lest they be swallowed up and become part of one. There are also countless smaller cities, towns, villages, and settlements. These are typiclly allied with some greater power in order to ensure their survival.
Basic Information
Genetics and Reproduction
Humans are unique in the world in that they can cross-breed with other intelligent races. They regularly form hybrids, with elves and orcs being the most common product. This is known as The Gift of The Clay, and allows humanity to form connections with the species around them. These children usually strongly favor one parent over the other, but there is no doubt about their mixed parentage at a glance.
RPGlink
Use the "Human" species from Dungeons & Dragons 5.24.
BLESSING OF THE CLAY Humans are well known for a unique trait: the ability to interbreed with other races. Relations with humanity over the centuries have produced half-elves, half-dwarves, half-orcs, and more. Aasimar and tieflings are also the result of the humans' remarkable fertility. Both human communities and other races tend to react poorly to such liaisons, with the most hysterical warning of being bred out of existence. More clever and progressive folk, however, value these half-breeds for their unique skills, abilities, and perspectives.