

Humans
Humans are the most numerous, yet also the most contentious of all the races of Thedas. Only four times have they ever united beneath a single banner. The monotheistic faith of the Chant of Light plays a growing role in human society. The majority of humanity in Thedas descended from numerous human tribes.
Biological Traits
With their penchant for migration and conquest, humans are more physically diverse than other races of Thedas. Human skin shades range from nearly black to very pale, and hair colors from black to blond, males might sport facial hair that is sparse or thick. Some humans have a dash of nonhuman blood, revealing hints of Elf, Dwarf, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. The material culture and physical characteristics of humans can change wildly from region to region.
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Ander: Lean and wiry builds, skin tones range from pale to sun-weathered tan. Hair and eyes are frequently dark.
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Antivan: Lithe and slenderly built, olive or golden-tan skin with hair that tends towards dark brown or black. Varying eye colors.
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Ferelden: Sturdy and robust builds with ruddy or fair-to-light tan skin. Hair colors range widely, but the texture is typically wavy.
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Free Marches: Many have pale or lightly tanned skin with hair spanning raven-black, blond, or coppery red. Their eyes are often cool hues.
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Nevarra: Tall and of lean build, bronzed or olive-toned skin with hair colors typically on the darker side.
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Orlais: Fair-skinned with refined features, lighter and styled hair is the most common with aristocrats holding a preference for it.
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Rivain: Medium to darker-brown complexions often with curly or thick dark hair. Many are smaller-framed.
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Tevinter: Pale to olive skin, dark hair colors, and faint reflections of varied ancestry (such as rumored Elf bloodlines).
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Racial Traits
Lifespan: Usually less than a century
Height: 170 - 200 cm
Languages: Common
Physique: Medium Humanoid
Movement Rate: 6 Tiles
Features
Standard Skills +5: Evade, Perception
Available Cultures: Anderfels, Antiva, Avvar, Chasind Wilders, Free Marches, Orlais, Nevarra, Rivain, Tevinter
Human Versatility: Starts with 6 more Experience Tokens for use in Combat Traits, Mage, or Templar abilities.
Cultures
Humans are the most culturally diverse race in Thedas as they have half a dozen nations of their own, each with different customs and traditions. The following Cultures are available to Humans and can be explored further on the Cultures page.

HISTORY
The earliest records of Thedas suggest that humans migrated from the north—possibly by crossing land bridges or via sea routes that no longer exist. Prior to their arrival, the elves had a great empire centered on Arlathan.
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Early human groups included multiple tribes, such as the Neromenians in the north, the Alamarri in the southeast, the Ciriane, and various others. Over time, these tribes would form the foundation of many modern nations. Some groups, like the Avvar, Chasind, and Clayne in Ferelden retained their distinct identities in mountainous or wild regions.
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The Neromenians rose to prominence in the north, eventually consolidating into powerful city-states. Under the leadership of influential mages—later called magisters—these city-states united to form what became the Tevinter Imperium. Tevinter expanded aggressively, clashing with the ancient elven empire. The Imperium’s use of blood magic (taught or inspired by the “Old Gods”) and relentless military campaigns brought about the fall of the elven empire, shattering elven society and giving humans major control over Thedas.
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Tevinter subjugated neighboring human tribes and cities, establishing monumental centers of power and a mage-led aristocracy supported by widespread slavery, with elves primarily filling the workforce.
In -395 Ancient, Tevinter’s magisters attempted to enter the Golden City of the Maker—an act of hubris that corrupted them. Upon their return, they unleashed the darkspawn upon Thedas. Once-proud Tevinter territories, such as the Anderfels, suffered catastrophic damage in the world-consuming event known as The Blight.
The darkspawn’s emergence forced massive population movements, scattering humans into regions once predominantly elven or previously uninhabited. Tevinter’s armies struggled to contain the onslaught; imperial dominance began to crumble as many outlying areas fell or declared independence.
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In -305 Ancient, amid this crisis, some Tevinter soldiers forsook their oaths and formed a band operating out of Weisshaupt Fortress in the Anderfels. These warriors, known as the Wardens, proved notably more effective than most at fighting the Blight. The Chantry and a majority of the the world's populace question the truth in their prowess.
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In -203 Ancient, the Imperium aided the Grey Wardens in the Battle of Silent Plains, leading to Archdemon Dumat's death and the end of the Blight. A resounding victory, Tevinter worked towards regaining its lost regions, but many had began to create their own unique identities without the shadow of the Imperium looming over them. Ferelden, Orlais, Antiva, Rivain, and the Free Marches began to form their own nations, their own distinct cultures and peoples.
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In -180 Ancient, Andraste, a miraculous woman, lead a horde of barbarians across the Waking Sea in assault upon Tevinter, inciting slave revolts as they passed. Tevinter further collapsed, the Cult of the Maker began to usurp the already weakened faith in the Old Gods. In -170 Ancient, Andraste was set on a pyre before the gates of Minrathous, yet in -160 Ancient, the Archon of the Imperium converted to the religion of the Maker. It was this that began the purging of those Altus who practiced blood magic, especially using the misery of others.
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In -3 Ancient, Kordillus Drakon is crowned Emperor of Orlais and formalizes the Cult of the Maker, creating the Chantry. And in 1:01 Divine, the Nevarran Accords are signed. The treaty was signed in Nevarra City, the capital of Nevarra, for it is a place of true neutrality for all those nations involved. The Accords established common rules for dealing with conflicts, set fair trade standards, and discouraged cruel warfare. They also joined the Inquisition with the Orlesian Chantry, creating a militant arm known as Templars to enforce control over mages and even establish the Circle of Magi in places other than Tevinter.
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Today, in 1:05 Divine, the Accords are still finding their footing. The Imperium may have signed, but their own Imperial Chantry and Templars remain beneath their magocracy. The tribes of Ferelden did not participate, and remain mostly disjointed and independent rather than unified under one banner. And for that, the Orlesian Empire is seen as asserting too much, attempting to have jurisdiction in lands that do not respect their Chantry nor their Templars and their Circles.​​​
